1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-28 23:06:38 +02:00

Update pirates.cfg

This commit is contained in:
danielmartin0 2024-10-17 16:02:16 +01:00
parent 337579040a
commit dabeee0b41

View File

@ -15,10 +15,10 @@ softmod_info_new_players_2=Mine coal and other resources and bring them to the s
softmod_info_tips_1=Features of the game that are hard to work out alone
softmod_info_tips_2=• The captain (or officers) can steer the boat from the crow's nest by placing 50 rail signals in one of the blue boxes.\n• The quantity on an island is independent of the order in which you break rocks.\n• Passive pollution ramps up over time on each island.\n• Items dropped on the deck are transferred to the cabin when the boat moves for performance reasons.\n• Mining productivity increases naturally with leagues traveled.\nOn multiplayer, crews that are inactive for 96 hours are auto-disbanded.\n• Useful commands: /classinfo {classname} command, /plank {player}, /officer {player}, /undock, /ccolor, /clear_north_tanks, /clear_south_tanks, /tax, /reset_password
softmod_info_1_1=v1.7.0
softmod_info_1_2=• Support for Factorio 2.0.\n• With the introduction of remote view, spectator mode has been retired.\n• 9 simultaneous crews are now supported.\n• The treasure map mechanic has been reworked to use cameras.\n• Performance improvements.
softmod_info_1_1=v1.7 highlights
softmod_info_1_2=• Support for Factorio 2.0.\n• With the introduction of remote view, spectator mode has been retired.\n• 9 simultaneous crews are now supported.\n• The treasure map mechanic has been reworked to use cameras.\n• Ship movement no longer causes players to exit the GUI of entities on the ship.\n• Performance improvements.
softmod_info_2_1=v1.6.0–1.6.7 highlights
softmod_info_2_1=v1.6 highlights
softmod_info_2_2=• New runs begin on the top lane so that beginners are more likely to encounter docks.\n• Players now die rather than being temporarily marooned if they miss the boat.\n• The pause at sea now occurs after the loading time for the next destination.\n• Optional setting for new crews to disable blueprints.\n• Machines now deactivate after several minutes spent waiting at sea.\n• Private crews and captain-protected crews no longer revert to public crews when inactive. Runs now autodisband after 96 hours of inactivity.\n• Shotguns are now buffed as intended.
softmod_info_credits_1=Credits