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random seed and worm turrets
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@ -56,6 +56,10 @@ local function process_rock_chunk_position(p, seed, tiles, entities, markets, tr
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tiles[#tiles + 1] = {name = "grass-2", position = p}
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if math_random(1,64) == 1 then markets[#markets + 1] = p end
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if math_random(1,96) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = math.abs(p.y) * 250} end
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if math_random(1,160) == 1 then
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wave_defense_set_worm_raffle(math.abs(p.y) * 0.5)
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entities[#entities + 1] = {name = wave_defense_roll_worm_name(), position = p, force = "enemy"}
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end
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return
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end
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@ -76,7 +80,10 @@ local function process_rock_chunk_position(p, seed, tiles, entities, markets, tr
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end
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if math.abs(noise_large_caves) > m * 5 then
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tiles[#tiles + 1] = {name = "grass-2", position = p}
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--if math_random(1,128) == 1 then entities[#entities + 1] = {name=spawner_raffle[math_random(1, #spawner_raffle)], position=p} end
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if math_random(1,320) == 1 then
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wave_defense_set_worm_raffle(math.abs(p.y) * 0.5)
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entities[#entities + 1] = {name = wave_defense_roll_worm_name(), position = p, force = "enemy"}
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end
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return
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end
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@ -95,7 +102,7 @@ local function rock_chunk(surface, left_top)
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local entities = {}
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local markets = {}
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local treasure = {}
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local seed = game.surfaces[1].map_gen_settings.seed
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local seed = math.random(1, 9999999)
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for y = 0, 31, 1 do
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for x = 0, 31, 1 do
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local p = {x = left_top.x + x, y = left_top.y + y}
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