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adjustments
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@ -111,7 +111,7 @@ require 'utils.freeplay'
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--require 'maps.chronosphere.main'
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--![[Adventure as a crew of pirates]]--
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--require 'maps.pirates.main'
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require 'maps.pirates.main'
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--![[Launch rockets in increasingly harder getting worlds.]]--
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--require 'maps.journey.main'
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@ -45,7 +45,9 @@ Public.rocket_launch_coin_reward = 6000
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function Public.crew_scale()
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local ret = Common.activecrewcount()/10
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if ret == 0 then ret = 1/10 end --if all players are afk
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if ret > 2.4 then ret = 2.4 end --we have to cap this because you need time to mine the ore... and big crews are a mess anyway. currently this value matches the 24 player capacity setting
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if ret > 2.1 then ret = 2.1 end --An upper cap on this is important, for two reasons:
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-- large crews become disorganised
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-- Higher values of this scale lower the amount of time you get on each island. But the amount of time certain island tasks take is fixed; e.g. the amount of ore is mostly invariant, and you need time to mine it.
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return ret
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end
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@ -9,6 +9,9 @@ local _inspect = require 'utils.inspect'.inspect
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-- local perlin_noise = require 'utils.perlin_noise'
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-- local Force_health_booster = require 'modules.force_health_booster'
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-- == Common variables and functions used throughout pirate ship files
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local Public = {}
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-- Public.active_crews_cap = 1
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@ -5,8 +5,8 @@ local _inspect = require 'utils.inspect'.inspect
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local Public = {}
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Public.scenario_id_name = 'pirates'
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Public.version_string = '1.1.2.2.2'
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Public.version_float = 1.1222
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Public.version_string = '1.2.1' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
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Public.version_float = 1.21
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Public.blueprint_library_allowed = true
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Public.blueprint_importing_allowed = true
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@ -664,7 +664,7 @@ function Public.initialise_crew(accepted_proposal)
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global_memory.crew_active_ids[#global_memory.crew_active_ids + 1] = new_id
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Memory.reset_crew_memory(new_id)
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Memory.initialise_crew_memory(new_id)
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Memory.set_working_id(new_id)
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game.reset_time_played() -- affects the multiplayer lobby view
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@ -779,7 +779,7 @@ function Public.process_siloframe_and_questframe_updates(flowsilo, flowquest, bo
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if quest_complete and quest_reward then
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tooltip = 'This island\'s quest is complete, and this is the reward.'
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flow1.quest_label_1.caption = 'Quest:'
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flow1.quest_label_1.caption = 'Island Quest:'
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flow1.quest_label_1.style.font_color = GuiCommon.achieved_font_color
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flow1.quest_label_2.visible = true
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flow1.quest_label_3.visible = false
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@ -787,7 +787,7 @@ function Public.process_siloframe_and_questframe_updates(flowsilo, flowquest, bo
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flow1.quest_label_2.caption = quest_reward.display_amount .. ' ' .. quest_reward.display_sprite
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elseif quest_reward then
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if quest_progress < quest_progressneeded then
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flow1.quest_label_1.caption = 'Quest:'
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flow1.quest_label_1.caption = 'Island Quest:'
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flow1.quest_label_1.style.font_color = GuiCommon.bold_font_color
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flow1.quest_label_2.visible = true
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flow1.quest_label_3.visible = true
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@ -801,7 +801,7 @@ function Public.process_siloframe_and_questframe_updates(flowsilo, flowquest, bo
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end
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if quest_type == Quest.enum.TIME then
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if tooltip == '' then tooltip = 'Quest: Time\n\nLaunch a rocket before the countdown completes for a bonus.' end
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if tooltip == '' then tooltip = 'Island Quest: Time\n\nLaunch a rocket before the countdown completes for a bonus.' end
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if quest_progress >= 0 then
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flow1.quest_label_3.caption = string.format('%.0fm%.0fs', Math.floor(quest_progress / 60), quest_progress % 60)
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@ -824,13 +824,13 @@ function Public.process_siloframe_and_questframe_updates(flowsilo, flowquest, bo
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end
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elseif quest_type == Quest.enum.WORMS then
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if tooltip == '' then tooltip = 'Quest: Worms\n\nKill enough worms for a bonus.' end
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if tooltip == '' then tooltip = 'Island Quest: Worms\n\nKill enough worms for a bonus.' end
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elseif quest_type == Quest.enum.FIND then
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if tooltip == '' then tooltip = 'Quest: Ghosts\n\nFind the ghosts for a bonus.' end
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if tooltip == '' then tooltip = 'Island Quest: Ghosts\n\nFind the ghosts for a bonus.' end
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elseif quest_type == Quest.enum.RESOURCEFLOW then
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if tooltip == '' then tooltip = 'Quest: Resource Flow\n\nAchieve a production rate of a particular item for a bonus.' end
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if tooltip == '' then tooltip = 'Island Quest: Resource Flow\n\nAchieve a production rate of a particular item for a bonus.' end
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-- out of date:
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if quest_progressneeded/60 % 1 == 0 then
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@ -842,12 +842,12 @@ function Public.process_siloframe_and_questframe_updates(flowsilo, flowquest, bo
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end
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elseif quest_type == Quest.enum.RESOURCECOUNT then
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if tooltip == '' then tooltip = 'Quest: Item Production\n\nSimply produce a particular number of items for a bonus, anywhere on the map.' end
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if tooltip == '' then tooltip = 'Island Quest: Item Production\n\nSimply complete production of these items for a bonus, anywhere on the map.' end
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flow1.quest_label_2.caption = string.format('%s ', '[item=' .. quest_params.item .. ']')
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elseif quest_type == Quest.enum.NODAMAGE then
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if tooltip == '' then tooltip = 'Quest: No Damage\n\nLaunch a rocket without the silo taking damage.' end
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if tooltip == '' then tooltip = 'Island Quest: No Damage\n\nLaunch a rocket without the silo taking damage.' end
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if bools.approaching_bool or (dynamic_data.rocketsilos and dynamic_data.rocketsilos[1] and dynamic_data.rocketsilos[1].valid and dynamic_data.rocketsilohp == dynamic_data.rocketsilomaxhp) then
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flow1.quest_label_3.caption = string.format('OK')
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@ -21,6 +21,9 @@ local score_key_debug = 'pirate_ship_scores_debug'
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local score_key_modded = 'pirate_ship_scores_modded'
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-- == This code is mostly a fork of the file from Mountain Fortress
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local Public = {}
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local insert = table.insert
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local this = {
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@ -42,7 +42,7 @@ Public.buried_treasure_loot_data_raw = {
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Public.chest_loot_data_raw = {
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{80, 0, 1, false, 'coin', 400, 700},
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{30, 0, 1, false, 'rail-signal', 25, 110},
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{30, 0, 1, false, 'rail-signal', 50, 50},
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{1, 0.2, 1, false, 'electric-engine-unit', 1, 2},
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{3, 0, 1, false, 'small-lamp', 4, 16},
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{10, 0, 1, false, 'coal', 60, 100},
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@ -336,7 +336,7 @@ Public.maze_treasure_data_raw = {
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{2, 0, 1, false, 'uranium-rounds-magazine', 15, 25},
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{2, 0, 1, false, 'artillery-shell', 5, 7},
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{2, 0, 1, false, 'rail-signal', 400, 500},
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{2, 0, 1, false, 'rail-signal', 400, 400},
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{2, 0, 1, false, 'electric-engine-unit', 3, 4},
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{2, 0, 1, false, 'cluster-grenade', 8, 12},
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@ -40,7 +40,7 @@ end
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function Public.reset_crew_memory(id) --mostly serves as a dev reference of memory entries
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function Public.initialise_crew_memory(id) --mostly serves as a dev reference of memory entries
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-- but not _everything_ is stored here, it's just a guide to the most important things
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pirates_global_memory.crew_memories[id] = {}
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@ -101,7 +101,7 @@ Public.cabin_shop_data = {
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offer = {type='give-item', item = 'artillery-shell', count = 5},
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},
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{
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price = {{'coin', 1000}, {'electronic-circuit', 30}},
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price = {{'coin', 1000}, {'electronic-circuit', 25}},
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offer = {type='give-item', item = 'rail-signal', count = 100},
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},
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{
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