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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2026-06-20 16:32:28 +02:00
updates
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@@ -2,7 +2,7 @@
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--enable / disable collapsing of the map
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local collapse_enabled = false
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local darkness = true
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local darkness = false
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require "player_modifiers"
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require "functions.soft_reset"
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@@ -179,9 +179,9 @@ local function draw_east_side(surface, left_top)
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if is_out_of_map(position) then
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surface.set_tiles({{name = "out-of-map", position = position}}, true)
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else
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if math_random(1, 5000) == 1 and left_top.x > 0 then
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if math_random(1, 4096) == 1 and left_top.x > -32 and math_abs(left_top.y) > 2 then
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table_insert(entities, {name = infini_ores[math_random(1, #infini_ores)], position = position, amount = 99999999})
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table_insert(entities, {name = "burner-mining-drill", position = position, force = "neutral"})
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table_insert(entities, {name = "electric-mining-drill", position = position, force = "enemy"})
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end
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end
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end
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@@ -189,7 +189,7 @@ local function draw_east_side(surface, left_top)
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for _, entity in pairs(entities) do
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local e = surface.create_entity(entity)
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if e.name == "burner-mining-drill" then
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if e.name == "electric-mining-drill" then
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if e.position.y < 0 then
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e.direction = 4
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else
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@@ -197,7 +197,7 @@ local function draw_east_side(surface, left_top)
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end
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e.minable = false
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e.destructible = false
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e.insert({name = "coal", count = math_random(8, 36)})
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--e.insert({name = "coal", count = math_random(8, 36)})
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end
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end
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end
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@@ -237,6 +237,8 @@ local type_whitelist = {
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["transport-belt"] = true,
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["underground-belt"] = true,
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["wall"] = true,
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["gate"] = true,
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["beacon"] = true,
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}
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local function deny_building(event)
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@@ -1,3 +1,21 @@
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--[[
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Exchange Strings:
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for "terrain_layouts.scrap_01"
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>>>eNpjYBBiEGQAgwYHBgYHBw6W5PzEHAaGA0Begz2I5krOLyhIL
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dLNL0pFFuZMLipNSdXNz0RVnJqXmlupm5RYnAoRgmCOzKL8PHQTW
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ItL8vNQRUqKUlOLQazVq1bZgUS5S4sS8zJLc9H1MjCeOHC8uKFFj
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gGE/9czKPz/D8JA1gOgX0CYgbEB7ClGoBgMsCbnZKalMTAoODIwF
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DiDFTEyVousc39YNcWeEaJGzwHK+AAVOZAEE/GEMfwccEqpwBgmD
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oz/weC+PaMxGHxGYkAsLQFaAVXO4YBgQCRbQJKMjL1vty74fuyCH
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eOflR8v+SYl2DMauoq8+2C0zg4oyQ7yAhOcmDUTBHbCvMIAM/OBP
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VTqpj3j2TMg8MaekQukwwhETKgDEg+WAq0T4AOyFvQACQUZBpjT7
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GDGiDgwpoHBN5hPHsMYl+3R/QEMCBuQ4XIg4gSIYGWAGwl0GSOE6
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dDvwOggD5OVRCgB6jdiQHZDCsKHJ2HWHkayH80hyBGB6Q80ERUHL
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NEADqAUOPGCGe4aYHheYIfxHOY7MDKDGCBVX4BiEB5IBmYUhBZwY
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GZAAGDyOnLntR4A3uWt/A==<<<
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]]
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local Biters = require "modules.towny.biters"
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local Combat_balance = require "modules.towny.combat_balance"
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local Building = require "modules.towny.building"
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@@ -0,0 +1,79 @@
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local math_abs = math.abs
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local math_floor = math.floor
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local math_sqrt = math.sqrt
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local math_round = math.round
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local math_random = math.random
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local table_shuffle_table = table.shuffle_table
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local table_insert = table.insert
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local table_remove = table.remove
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require "functions.noise_vector_path"
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local function pos_to_key(position)
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return tostring(position.x .. "_" .. position.y)
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end
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local function get_vector(position)
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local x = 1000 - math_random(0, 2000)
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local y = -1000 + math_random(0, 1100)
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x = x * 0.001
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y = y * 0.001
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return {x, y}
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end
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local function can_draw_branch(surface, chunk_position)
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for x = -3, 3, 1 do
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for y = -3, 3, 1 do
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if not surface.is_chunk_generated({chunk_position[1] + x, chunk_position[2] + y}) then return false end
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end
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end
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return true
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end
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local function draw_branch(surface, key)
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local position = global.tree_points[key][1]
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local vector = global.tree_points[key][3]
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local size = global.tree_points[key][4]
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if surface.count_tiles_filtered({name = "green-refined-concrete", area = {{position.x - 32, position.y - 32}, {position.x + 32, position.y + 32}}}) > 960 then
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table_remove(global.tree_points, key)
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return
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end
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local tiles = noise_vector_tile_path(surface, "green-refined-concrete", position, vector, size * 4, size * 0.25)
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for i = #tiles - math_random(0, 3), #tiles, 1 do
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table_insert(global.tree_points, {
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tiles[i].position,
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{math_floor(tiles[i].position.x / 32), math_floor(tiles[i].position.y / 32)},
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get_vector(position),
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math_random(8, 16)
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})
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end
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table_remove(global.tree_points, key)
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end
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local function on_init()
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global.chunks_charted = {}
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global.tree_points = {}
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global.tree_points[1] = {{x = 0, y = 0}, {0, 0}, {0, -1}, 16}
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--position | chunk position | vector | size
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end
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local function tick()
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local surface = game.surfaces[1]
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for key, point in pairs(global.tree_points) do
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if can_draw_branch(surface, point[2]) then
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draw_branch(surface, key)
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end
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end
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game.print(#global.tree_points)
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end
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local Event = require 'utils.event'
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Event.on_init(on_init)
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Event.on_nth_tick(120, tick)
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