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update EEIs when progressing
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7109f779bc
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d9c8a89246
@ -126,25 +126,25 @@ function Public.apply_restrictions_to_machines(tickinterval)
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end
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for _, surface in ipairs(surfaces_to_check) do
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local machines1 = surface.find_entities_filtered{
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local crafters = surface.find_entities_filtered{
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type = {'assembling-machine', 'furnace', 'lab'},
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force = memory.force_name
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}
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local machines2 = surface.find_entities_filtered{
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local drills = surface.find_entities_filtered{
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type = {'mining-drill'},
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force = memory.force_name
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}
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local disable_crafters = boat.state == Boats.enum_state.ATSEA_WAITING_TO_SAIL
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for _, machine in ipairs(machines1) do
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for _, machine in ipairs(crafters) do
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if machine and machine.valid then
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machine.active = not disable_crafters
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end
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end
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remove_productivity_modules(surface, machines1)
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remove_productivity_modules(surface, machines2)
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remove_productivity_modules(surface, crafters)
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remove_productivity_modules(surface, drills)
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end
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end
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@ -1140,7 +1140,6 @@ function Public.loading_update(tickinterval)
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if fraction > Common.fraction_of_map_loaded_at_sea then
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boat.state = Boats.enum_state.ATSEA_WAITING_TO_SAIL
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memory.force_toggle_machine_states = true
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Boats.update_EEIs(boat)
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local force = memory.force
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@ -284,6 +284,8 @@ function Public.progress_to_destination(destination_index)
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boat.state = destination_data.init_boat_state
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boat.dockedposition = nil
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Boats.update_EEIs(boat)
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local old_water = 'deepwater'
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if old_type == Surfaces.enum.LOBBY or old_type == Surfaces.enum.DOCK then old_water = 'water' end
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