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tweak maze traps, BP timeout, 'large' crew size
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d331c665f5
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@ -689,7 +689,7 @@ local function event_on_player_mined_entity(event)
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if available and destination.type == Surfaces.enum.ISLAND then
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if destination and destination.subtype and destination.subtype == Islands.enum.MAZE then
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if Math.random(1, 35) == 1 then
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if Math.random(1, 38) == 1 then
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tick_tack_trap(memory.enemy_force_name, entity.surface, entity.position)
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return
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end
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@ -20,7 +20,7 @@ local Public = {}
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-- Public.active_crews_cap = 1
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Public.activeCrewsCap = 2
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Public.minimumCapacitySliderValue = 1
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Public.minimum_run_capacity_to_enforce_space_for = 32
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Public.minimum_run_capacity_to_enforce_space_for = 22
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-- auto-disbanding when there are no players left in the crew:
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Public.autodisband_ticks = nil
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-- Public.autodisband_ticks = 30*60*60
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@ -7,7 +7,7 @@ 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 = '1.2.12' --major.minor.patch versioning, to match factorio mod portal
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Public.version_string = '1.2.13' --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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@ -841,7 +841,7 @@ function Public.reset_crew_and_enemy_force(id)
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-- crew_force.character_inventory_slots_bonus = 10
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crew_force.character_running_speed_modifier = Balance.base_extra_character_speed
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crew_force.laboratory_productivity_bonus = 0
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crew_force.ghost_time_to_live = 8 * 60 * 60
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crew_force.ghost_time_to_live = 12 * 60 * 60
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for k, v in pairs(Balance.player_ammo_damage_modifiers()) do
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crew_force.set_ammo_damage_modifier(k, v)
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