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more fixes
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@ -211,6 +211,9 @@ local function insert_item_into_chest(player_inventory, chests, filtered_chests,
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local try = 0
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local to_insert = floor(count / #chests)
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if to_insert <= 0 then
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return
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end
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local variate = count % #chests
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local chests_available = #chests
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local tries = #chests
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@ -1100,19 +1100,21 @@ local function on_player_used_capsule(event)
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rpg_t.mana = rpg_t.mana - object.mana_cost
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elseif obj_name == 'pointy_explosives' then
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local entities =
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player.surface.find_entities_filtered {force = player.force, type = 'container', area = {{position.x - 5, position.y - 5}, {position.x + 5, position.y + 5}}}
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player.surface.find_entities_filtered {force = player.force, type = 'container', area = {{position.x - 1, position.y - 1}, {position.x + 1, position.y + 1}}}
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local detonate_chest
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for i = 1, #entities do
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local e = entities[i]
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detonate_chest = e
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end
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local success = Explosives.detonate_chest(detonate_chest)
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if success then
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player.print(({'rpg_main.detonate_chest'}), Color.success)
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rpg_t.mana = rpg_t.mana - object.mana_cost
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else
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player.print(({'rpg_main.detonate_chest_failed'}), Color.fail)
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if detonate_chest and detonate_chest.valid then
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local success = Explosives.detonate_chest(detonate_chest)
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if success then
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player.print(({'rpg_main.detonate_chest'}), Color.success)
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rpg_t.mana = rpg_t.mana - object.mana_cost
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else
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player.print(({'rpg_main.detonate_chest_failed'}), Color.fail)
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end
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end
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elseif obj_name == 'warp-gate' then
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player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5), surface)
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