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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-09-16 09:06:21 +02:00
mf fixes, biter command fix
This commit is contained in:
@@ -183,7 +183,7 @@ gui_3=Timer:
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gui_3_1=Best Case Timer:
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gui_3_2=Nuclear missiles launched in:
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gui_4=Local Evolution:
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gui_planet_button=Planet Info
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gui_planet_button=Map Info
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gui_upgrades_button=Upgrades
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gui_upgrades_1=Insert needed items into chest with given picture.
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gui_upgrades_2=Chests are at top inside the train. Upgrading can take a minute.
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@@ -139,7 +139,7 @@ local function setup_next_collapse()
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end
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if not map_collapse.positions then
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if math_random(1, 64) == 1 then map_collapse.last_position = {x = 0, y = 128} end
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--if math_random(1, 64) == 1 then map_collapse.last_position = {x = 0, y = 128} end
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set_positions(surface)
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return
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end
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@@ -71,7 +71,7 @@ local function process_level_11_position(p, seed, tiles, entities, markets, trea
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if noise_1 > -0.30 and noise_1 < 0.30 then
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if noise_1 > -0.14 and noise_1 < 0.14 then
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,3) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,256) == 1 then treasure[#treasure + 1] = p end
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else
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tiles[#tiles + 1] = {name = "out-of-map", position = p}
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@@ -119,7 +119,7 @@ local function process_level_10_position(p, seed, tiles, entities, markets, trea
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if math_random(1,100) > 88 then
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entities[#entities + 1] = {name = "tree-0" .. math_random(1,9), position = p}
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else
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if math_random(1,3) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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end
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tiles[#tiles + 1] = {name = "dirt-6", position = p}
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return
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@@ -134,7 +134,7 @@ local function process_level_9_position(p, seed, tiles, entities, markets, treas
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if maze_noise > -0.35 and maze_noise < 0.35 then
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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local no_rocks_2 = get_noise("no_rocks_2", p, seed)
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if math_random(1,3) == 1 and no_rocks_2 > -0.5 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 and no_rocks_2 > -0.5 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,1024) == 1 then treasure[#treasure + 1] = p end
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if math_random(1,256) == 1 then
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Biters.wave_defense_set_worm_raffle(math_abs(p.y) * worm_level_modifier)
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@@ -189,7 +189,7 @@ local function process_level_8_position(p, seed, tiles, entities, markets, treas
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end
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if scrapyard < -0.55 or scrapyard > 0.55 then
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if math_random(1,3) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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return
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end
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if scrapyard < -0.28 or scrapyard > 0.28 then
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@@ -215,7 +215,7 @@ local function process_level_8_position(p, seed, tiles, entities, markets, treas
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if scrapyard > -0.15 and scrapyard < 0.15 then
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if math_floor(large_caves * 10) % 4 < 3 then
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,3) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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return
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end
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end
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@@ -291,7 +291,7 @@ local function process_level_7_position(p, seed, tiles, entities, markets, treas
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end
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,3) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,100) > 15 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,256) == 1 then treasure[#treasure + 1] = p end
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end
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@@ -327,7 +327,7 @@ local function process_level_6_position(p, seed, tiles, entities, markets, treas
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end
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else
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,3) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,100) > 15 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,512) == 1 then treasure[#treasure + 1] = p end
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if math_random(1,4096) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = get_oil_amount(p)} end
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if math_random(1,8096) == 1 then markets[#markets + 1] = p end
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@@ -338,10 +338,10 @@ local function process_level_5_position(p, seed, tiles, entities, markets, treas
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local small_caves = get_noise("small_caves", p, seed)
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local noise_cave_ponds = get_noise("cave_ponds", p, seed)
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if small_caves > -0.14 and small_caves < 0.14 then
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if small_caves > -0.24 and small_caves < 0.24 then
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,768) == 1 then treasure[#treasure + 1] = p end
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if math_random(1,3) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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return
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end
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@@ -355,7 +355,7 @@ local function process_level_5_position(p, seed, tiles, entities, markets, treas
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return
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end
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if small_caves > -0.30 and small_caves < 0.30 then
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if small_caves > -0.40 and small_caves < 0.40 then
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if noise_cave_ponds > 0.35 then
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tiles[#tiles + 1] = {name = "dirt-" .. math_random(1, 4), position = p}
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if math_random(1,256) == 1 then treasure[#treasure + 1] = p end
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@@ -365,7 +365,7 @@ local function process_level_5_position(p, seed, tiles, entities, markets, treas
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if noise_cave_ponds > 0.25 then
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,512) == 1 then treasure[#treasure + 1] = p end
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if math_random(1,4) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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return
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end
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end
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@@ -399,18 +399,18 @@ local function process_level_4_position(p, seed, tiles, entities, markets, treas
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end
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if math_abs(noise_large_caves) > 0.475 then
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,4) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end
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return
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end
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--Chasms
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if noise_cave_ponds < 0.15 and noise_cave_ponds > -0.15 then
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if small_caves > 0.55 then
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if small_caves > 0.75 then
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tiles[#tiles + 1] = {name = "out-of-map", position = p}
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return
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end
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if small_caves < -0.55 then
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if small_caves < -0.75 then
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tiles[#tiles + 1] = {name = "out-of-map", position = p}
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return
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end
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@@ -418,12 +418,12 @@ local function process_level_4_position(p, seed, tiles, entities, markets, treas
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if small_caves > -0.15 and small_caves < 0.15 then
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,4) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,2) == 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1, 1024) == 1 then treasure[#treasure + 1] = p end
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return
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end
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if noise_large_caves > -0.1 and noise_large_caves < 0.1 then
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if noise_large_caves > -0.2 and noise_large_caves < 0.2 then
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--Main Rock Terrain
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local no_rocks_2 = get_noise("no_rocks_2", p, seed + 75000)
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@@ -435,7 +435,7 @@ local function process_level_4_position(p, seed, tiles, entities, markets, treas
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if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,100) > 60 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,100) > 30 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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return
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end
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@@ -461,7 +461,7 @@ local function process_level_3_position(p, seed, tiles, entities, markets, treas
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return
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end
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if noise_large_caves > -0.2 and noise_large_caves < 0.2 or small_caves_2 > 0 then
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if noise_large_caves > -0.15 and noise_large_caves < 0.15 or small_caves_2 > 0 then
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--Green Water Ponds
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if noise_cave_ponds > 0.80 then
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tiles[#tiles + 1] = {name = "deepwater-green", position = p}
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@@ -471,11 +471,11 @@ local function process_level_3_position(p, seed, tiles, entities, markets, treas
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--Chasms
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if noise_cave_ponds < 0.12 and noise_cave_ponds > -0.12 then
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if small_caves > 0.65 then
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if small_caves > 0.85 then
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tiles[#tiles + 1] = {name = "out-of-map", position = p}
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return
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end
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if small_caves < -0.65 then
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if small_caves < -0.85 then
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tiles[#tiles + 1] = {name = "out-of-map", position = p}
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return
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end
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@@ -493,7 +493,7 @@ local function process_level_3_position(p, seed, tiles, entities, markets, treas
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local cave_rivers_2 = get_noise("cave_rivers_2", p, seed)
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if cave_rivers_2 < 0.024 and cave_rivers_2 > -0.024 then
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if noise_cave_ponds < 0.4 then
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tiles[#tiles + 1] = {name = "water", position = p}
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tiles[#tiles + 1] = {name = "water-shallow", position = p}
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if math_random(1,64) == 1 then entities[#entities + 1] = {name="fish", position=p} end
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return
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end
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@@ -530,7 +530,7 @@ local function process_level_3_position(p, seed, tiles, entities, markets, treas
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if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,100) > 60 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,100) > 30 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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return
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end
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@@ -614,7 +614,7 @@ local function process_level_2_position(p, seed, tiles, entities, markets, treas
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if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,100) > 55 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,100) > 25 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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return
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end
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@@ -698,7 +698,7 @@ local function process_level_1_position(p, seed, tiles, entities, markets, treas
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if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end
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tiles[#tiles + 1] = {name = "dirt-7", position = p}
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if math_random(1,100) > 55 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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if math_random(1,100) > 25 then entities[#entities + 1] = {name = rock_raffle[math_random(1, size_of_rock_raffle)], position = p} end
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end
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local levels = {
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@@ -872,7 +872,7 @@ local function wall(surface, left_top, seed)
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local small_caves = get_noise("small_caves", p, seed)
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local cave_ponds = get_noise("cave_rivers", p, seed + 100000)
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if y > 9 + cave_ponds * 6 and y < 23 + small_caves * 6 then
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if small_caves > 0.05 or cave_ponds > 0.05 then
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if small_caves > 0.15 or cave_ponds > 0.15 then
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--surface.set_tiles({{name = "water-shallow", position = p}})
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surface.set_tiles({{name = "deepwater", position = p}})
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if math_random(1,48) == 1 then surface.create_entity({name = "fish", position = p}) end
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@@ -1,8 +1,25 @@
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local math_random = math.random
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local Public = {}
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local math_random = math.random
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local math_floor = math.floor
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local math_abs = math.abs
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local LootRaffle = require "functions.loot_raffle"
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function Public.treasure_chest(surface, position, container_name)
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local budget = 32 + math_abs(position.y) * 5
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budget = budget * math_random(25, 175) * 0.01
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if math_random(1,200) == 1 then budget = budget * 5 end
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budget = math_floor(budget) + 1
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local item_stacks = LootRaffle.roll(budget, 16)
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local container = surface.create_entity({name = container_name, position = position, force = "neutral"})
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for _, item_stack in pairs(item_stacks) do
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container.insert(item_stack)
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end
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end
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function Public.treasure_chest_old(surface, position, container_name)
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local chest_raffle = {}
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local chest_loot = {
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@@ -119,8 +136,8 @@ function Public.treasure_chest(surface, position, container_name)
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{{name = "decider-combinator", count = math_random(4,8)}, weight = 2, d_min = 0.1, d_max = 1},
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{{name = "power-switch", count = 1}, weight = 2, d_min = 0.1, d_max = 1},
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{{name = "programmable-speaker", count = math_random(2,4)}, weight = 1, d_min = 0.1, d_max = 1},
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{{name = "green-wire", count = math_random(10,19)}, weight = 2, d_min = 0.1, d_max = 1},
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{{name = "red-wire", count = math_random(10,19)}, weight = 2, d_min = 0.1, d_max = 1},
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{{name = "green-wire", count = math_random(50,99)}, weight = 4, d_min = 0.1, d_max = 1},
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{{name = "red-wire", count = math_random(50,99)}, weight = 4, d_min = 0.1, d_max = 1},
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{{name = "chemical-plant", count = math_random(1,3)}, weight = 3, d_min = 0.3, d_max = 1},
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{{name = "burner-mining-drill", count = math_random(2,4)}, weight = 3, d_min = 0.0, d_max = 0.2},
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{{name = "electric-mining-drill", count = math_random(2,4)}, weight = 3, d_min = 0.2, d_max = 1},
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@@ -415,7 +415,9 @@ local function build_groups(player)
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table.insert(groups, tostring(g.id))
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end
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end
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end
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else
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g = nil
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end
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end
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table.insert(groups, "Select Group")
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return groups
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