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https://github.com/ComfyFactory/ComfyFactorio.git
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Merge remote-tracking branch 'origin/mtn-major-changes' into mtn-major-changes
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commit
add961293f
@ -11,7 +11,9 @@ Have fun and be comfy ^.^]]
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local info_adv =
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[[
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# Changelog (21th October 2022):
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# Changelog (10th Aug 2023):
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- Fixed that the map now has a random seed upon reset
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- Fixed automatic server reset
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- Fixed player spawn issue
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- Fixed map random seed
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- Made tank and car extremely rare to get via scrap
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@ -143,7 +143,7 @@ function Public.initialize()
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mgs.water = 0.5
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mgs.peaceful_mode = false
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mgs.starting_area = 'none'
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mgs.terrain_segmentation = 8
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mgs.terrain_segmentation = 3
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-- terrain size is 64 x 64 chunks, water size is 80 x 80
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mgs.width = map_width
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mgs.height = map_height
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@ -158,10 +158,15 @@ function Public.initialize()
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-- adjust this value to set how many nests spawn per tile
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['enemy-base-frequency'] = 0.4,
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-- this will make and average base radius around 12 tiles
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['enemy-base-radius'] = 12
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['enemy-base-radius'] = 12,
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['control-setting:aux:bias'] = '-0.300000',
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['control-setting:aux:frequency:multiplier'] = '1.333333',
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['control-setting:moisture:bias'] = '-0.200000',
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['control-setting:moisture:frequency:multiplier'] = '1.333333'
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}
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mgs.seed = math_random(10000, 999999)
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mgs.seed = math_random(100000, 9999999)
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log(serpent.block(mgs))
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if not this.active_surface_index then
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this.active_surface_index = game.create_surface('towny', mgs).index
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else
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@ -179,6 +184,7 @@ function Public.initialize()
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surface.peaceful_mode = false
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surface.always_day = false
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surface.freeze_daytime = false
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surface.map_gen_settings.water = 0.5
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surface.clear(true)
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surface.regenerate_entity({'rock-huge', 'rock-big', 'sand-rock-big'})
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surface.regenerate_decorative()
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@ -994,12 +994,9 @@ local function setup_enemy_force()
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end
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local function reset_forces()
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local players = game.players
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local forces = game.forces
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for i = 1, #players do
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local player = players[i]
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local force = forces[player.name]
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if force then
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for name, force in pairs(forces) do
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if name ~= 'rogue' and name ~= 'player' and name ~= 'enemy' and name ~= 'neutral' then
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game.merge_forces(force, 'player')
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end
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end
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