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fix for missing markets
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@ -69,7 +69,7 @@ require "modules.autostash"
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---- enable maps here ---- (maps higher up in the list may be more actually playable)
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---- enable maps here ---- (maps higher up in the list may be more actually playable)
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--require "maps.fish_defender.main"
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--require "maps.fish_defender.main"
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--require "maps.biter_battles_v2.main"
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--require "maps.biter_battles_v2.main"
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require "maps.native_war.main"
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--require "maps.native_war.main"
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--require "maps.mountain_fortress_v2.main"
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--require "maps.mountain_fortress_v2.main"
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--require "maps.island_troopers.main"
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--require "maps.island_troopers.main"
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--require "maps.biter_hatchery.main"
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--require "maps.biter_hatchery.main"
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@ -1,3 +1,4 @@
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local Basic_markets = require "functions.basic_markets"
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local get_noise = require 'maps.stone_maze.noise'
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local get_noise = require 'maps.stone_maze.noise'
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local room = {}
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local room = {}
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@ -197,7 +198,7 @@ room.three_rocks = function(surface, cell_left_top, direction)
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if math.random(1,2) == 1 then
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if math.random(1,2) == 1 then
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local position = surface.find_non_colliding_position("market", {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, grid_size * 0.5, 1)
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local position = surface.find_non_colliding_position("market", {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, grid_size * 0.5, 1)
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if position then super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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if position then Basic_markets.super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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end
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end
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.2, left_top.y + grid_size * 0.8}, force = "neutral"})
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.2, left_top.y + grid_size * 0.8}, force = "neutral"})
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@ -211,7 +212,7 @@ room.quad_rocks = function(surface, cell_left_top, direction)
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if math.random(1,2) == 1 then
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if math.random(1,2) == 1 then
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local position = surface.find_non_colliding_position("market", {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, grid_size * 0.5, 1)
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local position = surface.find_non_colliding_position("market", {x = left_top.x + grid_size * 0.5, y = left_top.y + grid_size * 0.5}, grid_size * 0.5, 1)
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if position then super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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if position then Basic_markets.super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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end
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end
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.15}, force = "neutral"})
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surface.create_entity({name = rock_raffle[math.random(1, #rock_raffle)], position = {left_top.x + grid_size * 0.15, left_top.y + grid_size * 0.15}, force = "neutral"})
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@ -313,7 +314,7 @@ local room_weights = {
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{func = room.tons_of_rocks, weight = 35},
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{func = room.tons_of_rocks, weight = 35},
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{func = room.quad_rocks, weight = 7},
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{func = room.quad_rocks, weight = 7},
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{func = room.three_rocks, weight = 3},
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{func = room.three_rocks, weight = 300},
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{func = room.single_rock, weight = 8},
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{func = room.single_rock, weight = 8},
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{func = room.checkerboard_ore, weight = 7},
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{func = room.checkerboard_ore, weight = 7},
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@ -1,3 +1,4 @@
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local Basic_markets = require "functions.basic_markets"
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local get_noise = require 'maps.stone_maze.noise'
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local get_noise = require 'maps.stone_maze.noise'
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local room = {}
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local room = {}
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@ -207,7 +208,7 @@ room.circle_pond_with_trees = function(surface, cell_left_top, direction)
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, "water", surface, grid_size * 0.5)
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map_functions.draw_noise_tile_circle({x = left_top.x + grid_size, y = left_top.y + grid_size}, "water", surface, grid_size * 0.5)
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local position = surface.find_non_colliding_position("market", center_pos, grid_size, 1)
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local position = surface.find_non_colliding_position("market", center_pos, grid_size, 1)
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if position then super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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if position then Basic_markets.super_market(surface, position, math.floor(global.maze_depth * 0.01) + 1) end
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for x = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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for x = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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for y = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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for y = math.floor(grid_size * 2 * 0.1), math.floor(grid_size * 2 * 0.9), 1 do
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@ -9,7 +9,6 @@ require "modules.no_turrets"
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--essentials
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--essentials
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require "functions.maze"
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require "functions.maze"
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require "functions.basic_markets"
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require "modules.biters_yield_coins"
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require "modules.biters_yield_coins"
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require "modules.rocks_yield_ore"
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require "modules.rocks_yield_ore"
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require "modules.mineable_wreckage_yields_scrap"
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require "modules.mineable_wreckage_yields_scrap"
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