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bugfixes
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@ -1,6 +1,6 @@
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require 'utils.data_stages'
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_LIFECYCLE = _STAGE.control -- Control stage
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_DEBUG = false
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_DEBUG = true
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_DUMP_ENV = false
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require 'utils.server'
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@ -4,7 +4,7 @@ softmod_info_header_after_version_number= ===
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softmod_info_body_1=News and chat: getcomfy.eu/discord
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softmod_info_game_description_1=Game Description
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softmod_info_game_description_2=Set sail in this intended-for-multiplayer scenario. Collect resources and fuel the ship in order to survive as many leagues as possible. The ship moves with code magic. Each crew has a captain, who performs actions such as deciding when the boat leaves. Doubloons can be spent at various markets throughout the game.\n\nGame progression is significantly slowed the smaller the crew.\n\n[font=default-bold]Win condition:[/font] Travel 1000 leagues.\n[font=default-bold]Lose condition:[/font] The ship runs out of fuel, or a cannon is destroyed.
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softmod_info_game_description_2=Set sail in this multiplayer scenario. Collect resources and fuel the ship in order to survive as many leagues as possible. The ship moves with code magic. Each crew has a captain, who performs actions such as deciding when the boat leaves. Doubloons can be spent at various markets throughout the game.\n\nGame progression is significantly slowed the smaller the crew.\n\n[font=default-bold]Win condition:[/font] Travel 1000 leagues.\n[font=default-bold]Lose condition:[/font] The ship runs out of fuel, or a cannon is destroyed.
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# softmod_info_bugs_1=Known issues
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# softmod_info_bugs_2=•
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@ -16,7 +16,7 @@ softmod_info_tips_1=Features of the game that are hard to work out alone
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softmod_info_tips_2=• The captain can steer the boat from the crow's nest by placing 100 rail signals in one of the blue boxes.\n• Resources granted to the ship appear in the captain's cabin.\n• Charging a silo drains power from everything else on its network.\n• The quantity of ore available on an island is independent of the order in which you break rocks.\n• Passive pollution ramps up over time on each island.\n• The strength of attacks is proportional to the number of remaining nests. (The time-based rate of evolution is proportional to nests too, but destroying a nest will immediately jump evolution by most of the amount it 'would have' made had it survived.)\n• Lab productivity increases with each league.\n• Logged-out players keep their items with them for a while — except 'important' items that are returned to the crew immediately.\n• item-on-ground entities on the deck are moved to the cabin when the boat moves, for performance reasons.\n• Commands: /ccolor gives you a fun color. /classinfo {classname} gives the description of the named class. To manage your class, use /take {classname} or /giveup. Captains also have /tax, /undock, /officer, /plank.
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softmod_info_updates_1=Recent changes
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softmod_info_updates_2=v1.2.3\n• Rework of 'quest buildings' that appear on islands.\n• Fixed stutter when loading certain maps, such as swamp.\n• Various new player-friendly visual renderings.\n• Mod prepared for translation into other languages.\n• Expanded Gourmet's sense of taste.\n\nv1.2.2\n• Fixed crashes introduced in 1.2.1.\n• Kraken kill reward buffed.\n\nv1.2\n• Mod portal release.\n• Some rebalancing of Nightmare difficulty.
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softmod_info_updates_2=v1.2.4-v1.2.6\n• String-related hotfixes.\n\nv1.2.3\n• Rework of 'quest buildings' that appear on islands.\n• Fixed stutter when loading certain maps, such as swamp.\n• Various new player-friendly visual renderings.\n• Mod prepared for translation into other languages.\n• Expanded Gourmet's sense of taste.\n\nv1.2.2\n• Fixed crashes introduced in 1.2.1.\n• Kraken kill reward buffed.\n\nv1.2\n• Mod portal release.\n• Some rebalancing of Nightmare difficulty.
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softmod_info_credits_1=Credits
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softmod_info_credits_2=Pirate Ship designed and coded by thesixthroc. Comfy codebase and help from Gerkiz, Hanakocz and Mew @ Comfy Industries (https://getcomfy.eu). Some island structure blueprints contributed by Mattisso.\n\nthesixthroc is looking for translators and coders to help with this mod. Come chat with us: https://getcomfy.eu/discord\n\n"Those white gloves. I'll never forget them 'till the day I die." - Dr. John
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@ -1180,7 +1180,7 @@ local function event_on_player_joined_game(event)
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--figure out if we should drop them back into a crew:
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if (not Server.get_current_time()) then -- don't run this on servers because I'd need to negotiate that with the rest of Comfy
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player.print('Support Pirate Ship design at ko-fi.com/thesixthroc', {r=1, g=0.4, b=0.9})
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player.print('Support Pirate Ship scenario design at ko-fi.com/thesixthroc', {r=1, g=0.4, b=0.9})
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end
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local crew_to_put_back_in = nil
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@ -1024,7 +1024,10 @@ function Public.silo_update(tickinterval)
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if memory.overworldx >= 0 and dynamic_data.rocketsiloenergyconsumed >= 0.25 * dynamic_data.rocketsiloenergyneeded and (not dynamic_data.parrot_silo_warned) then
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dynamic_data.parrot_silo_warned = true
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Common.parrot_speak(memory.force, {'pirates.parrot_silo_warning'})
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local spawnerscount = Common.spawner_count(surface)
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if spawnerscount > 0 then
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Common.parrot_speak(memory.force, {'pirates.parrot_silo_warning'})
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end
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elseif dynamic_data.rocketsiloenergyconsumed >= dynamic_data.rocketsiloenergyneeded and (not (silo.rocket_parts == 100)) and (dynamic_data.silocharged == false) and (not memory.game_lost) then
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-- silo.energy = 0
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silo.rocket_parts = 100
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@ -79,8 +79,8 @@ end
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function Public.silo_count()
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local E = Public.silo_energy_needed_MJ()
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return Math.ceil(E/(16.8 * 300)) --no more than this many seconds to charge it. Players can in fact go even faster using beacons
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-- return Math.ceil(E/(16.8 * 210)) --no more than this many seconds to charge it. Players can in fact go even faster using beacons
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return Math.min(Math.ceil(E/(16.8 * 300)),6)
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-- return Math.ceil(E/(16.8 * 300)) --no more than this many seconds to charge it. Players can in fact go even faster using beacons
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end
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@ -75,7 +75,7 @@ function Public.execute_upgade(upgrade_type, player)
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memory.merchant_ships_unlocked = true
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elseif upgrade_type == enum.ROCKETS_FOR_SALE then
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if player then
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Common.notify_force(player.force,{'pirates.upgrade_rocket',player.name})
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Common.notify_force(player.force,{'pirates.upgrade_rockets',player.name})
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end
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memory.rockets_for_sale = true
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end
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@ -5,7 +5,7 @@ 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 = '1.2.3' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
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Public.version_string = '1.2.6' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
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Public.blueprint_library_allowed = true
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Public.blueprint_importing_allowed = true
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@ -153,7 +153,7 @@ function Public.try_win()
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Server.to_discord_embed_raw(CoreData.comfy_emojis.goldenobese .. '[' .. memory.name .. '] Victory, on v' .. CoreData.version_string .. ', ' .. CoreData.difficulty_options[memory.difficulty_option].text .. ', capacity ' .. CoreData.capacity_options[memory.capacity_option].text3 .. '. Playtime: ' .. speedrun_time_str .. ' since 1st island. Crewmembers: ' .. Public.get_crewmembers_printable_string())
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Common.notify_game({'','[' .. memory.name .. '] ',{'pirates.victory',CoreData.version_string, CoreData.difficulty_options[memory.difficulty_option].text, speedrun_time_str, Public.get_crewmembers_printable_string()}}, CoreData.colors.notify_victory)
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Common.notify_game({'','[' .. memory.name .. '] ',{'pirates.victory',CoreData.version_string, CoreData.difficulty_options[memory.difficulty_option].text, CoreData.capacity_options[memory.capacity_option].text3, speedrun_time_str, Public.get_crewmembers_printable_string()}}, CoreData.colors.notify_victory)
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game.play_sound{path='utility/game_won', volume_modifier=0.9}
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@ -475,8 +475,12 @@ function Public.full_update(player)
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local str = {''}
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for i, c in ipairs(memory.spare_classes) do
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if i>1 then str[#str+1] = {'pirates.separator_1'} end
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str[#str+1] = Classes.display_form(c)
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if i>1 then
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str[#str+1] = {'', 'pirates.separator_1', Classes.display_form(c)} -- we need to do nesting here, because you can't contanenate more than 20 localised strings. Watch out!
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--@TODO: In fact we should nest iteratively, as this still caps out around 19 classes.
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else
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str[#str+1] = {'', Classes.display_form(c)}
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end
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end
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str[#str+1] = '.'
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@ -224,7 +224,7 @@ function Public.full_update(player)
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if flow2.selected_tab_index == 1 then
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flow2.style.height = 400
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elseif flow2.selected_tab_index == 2 then
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flow2.style.height = 440
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flow2.style.height = 500
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elseif flow2.selected_tab_index == 3 then
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flow2.style.height = 620
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elseif flow2.selected_tab_index == 4 then
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@ -240,7 +240,7 @@ function Public.try_resolve_quest()
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local force = memory.force
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if not (force and force.valid) then return end
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Common.notify_force_light(force, {'pirates.granted_2', destination.dynamic_data.quest_reward.display_amount .. destination.dynamic_data.quest_reward.chat_name})
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Common.notify_force_light(force, {'pirates.granted_1', destination.dynamic_data.quest_reward.display_amount .. destination.dynamic_data.quest_reward.chat_name})
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local name = destination.dynamic_data.quest_reward.name
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local count = destination.dynamic_data.quest_reward.count
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