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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00

Merge remote-tracking branch 'origin/mtn-major-changes' into mtn-major-changes

This commit is contained in:
Gerkiz 2023-08-12 10:12:54 +02:00
commit add961293f
3 changed files with 14 additions and 9 deletions

View File

@ -11,7 +11,9 @@ Have fun and be comfy ^.^]]
local info_adv =
[[
# Changelog (21th October 2022):
# Changelog (10th Aug 2023):
- Fixed that the map now has a random seed upon reset
- Fixed automatic server reset
- Fixed player spawn issue
- Fixed map random seed
- Made tank and car extremely rare to get via scrap

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@ -143,7 +143,7 @@ function Public.initialize()
mgs.water = 0.5
mgs.peaceful_mode = false
mgs.starting_area = 'none'
mgs.terrain_segmentation = 8
mgs.terrain_segmentation = 3
-- terrain size is 64 x 64 chunks, water size is 80 x 80
mgs.width = map_width
mgs.height = map_height
@ -158,10 +158,15 @@ function Public.initialize()
-- adjust this value to set how many nests spawn per tile
['enemy-base-frequency'] = 0.4,
-- this will make and average base radius around 12 tiles
['enemy-base-radius'] = 12
['enemy-base-radius'] = 12,
['control-setting:aux:bias'] = '-0.300000',
['control-setting:aux:frequency:multiplier'] = '1.333333',
['control-setting:moisture:bias'] = '-0.200000',
['control-setting:moisture:frequency:multiplier'] = '1.333333'
}
mgs.seed = math_random(10000, 999999)
mgs.seed = math_random(100000, 9999999)
log(serpent.block(mgs))
if not this.active_surface_index then
this.active_surface_index = game.create_surface('towny', mgs).index
else
@ -179,6 +184,7 @@ function Public.initialize()
surface.peaceful_mode = false
surface.always_day = false
surface.freeze_daytime = false
surface.map_gen_settings.water = 0.5
surface.clear(true)
surface.regenerate_entity({'rock-huge', 'rock-big', 'sand-rock-big'})
surface.regenerate_decorative()

View File

@ -994,12 +994,9 @@ local function setup_enemy_force()
end
local function reset_forces()
local players = game.players
local forces = game.forces
for i = 1, #players do
local player = players[i]
local force = forces[player.name]
if force then
for name, force in pairs(forces) do
if name ~= 'rogue' and name ~= 'player' and name ~= 'enemy' and name ~= 'neutral' then
game.merge_forces(force, 'player')
end
end