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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-11 14:49:24 +02:00

locale fix, improvements

- reorder lines in locale file for clarity
- localise a few additional renderings
- players in the cabin now see the large 'outside world minimap' rather than the small spontaneous camera
- play sounds along with error messages
- correctly print info message when player joins a game with _DEBUG=true
This commit is contained in:
danielmartin0 2022-05-30 16:51:08 +01:00
parent 02ba5bfac4
commit fc08a81da3
22 changed files with 344 additions and 262 deletions

View File

@ -28,111 +28,34 @@ softmod_info_body_promote_old2=patreon.com/thesixthroc
softmod_info_body_clicky=Click to dismiss.
separator_1=,
separator_2= and
market_event_sell=__1__ sold __2__ for __3__.
market_event_trade=__1__ traded away __2__ for __3__.
market_event_buy=__1__ bought __2__ for __3__.
extra_time_at_sea=extra time at sea
market_error_not_captain=Purchase error: You need to be a captain or officer to buy this.
market_error_not_captain_or_officer=Purchase error: You need to be a captain or officer to buy this.
market_error_maximum_loading_time=Purchase error: Reached the maximum allowed loading time.
repaired_cannons=[font=heading-1]__1__ repaired the ship's cannons.[/font]
proposal_displayform=__1__ — __2__
run_displayform= __2__
crewmember_displayform=[color=__2__,__3__,__4__]__5__[/color] [color=1,1,1]__6__[/color]
capacity_tooltip=Capacity. Sets the maximum number of crewmembers allowed.
difficulty_tooltip=Difficulty.\n\nHigher difficulties have higher pollution and evo, higher biter damage, lower gold loot, but higher chest loot, along with small effects on the time per island, quest requirements, and silo position.\n\nDifficulty also determines the material the ship is made out of.
mode_tooltip=Mode.
auto_undock_tooltip=The maximum time to stay at this location.\n\nOnce this time is reached, the boat undocks automatically. The captain can choose to leave earlier by pressing this button.
atsea_loading_tooltip=The next destination is loading.
leave_anytime_tooltip=The captain chooses when to undock the ship.\n\nThey can undock by pressing this button.
resources_needed_tooltip_0=At the next destination, these resources will be needed in order to undock.
resources_needed_tooltip_1=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.
resources_needed_tooltip_2=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nCost on arrival: __1__\nLeaving now will spend: __2__
resources_needed_tooltip_3=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.
resources_needed_tooltip_0_rocketvariant=At the next destination, these resources will be needed in order to undock.\n\nThe silo represents a rocket launch rather than a resource.
resources_needed_tooltip_1_rocketvariant=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.\n\nThe silo represents a rocket launch rather than a resource.
resources_needed_tooltip_2_rocketvariant=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.\n\nnCost on arrival: __1__\nLeaving now will spend: __2__
resources_needed_tooltip_3_rocketvariant=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.
fuel_tooltip=Stored fuel: __1__.\n\nTo store more, send it to the captain's cabin. If the ship runs out of fuel, the crew loses.
loading_new_game=Loading new game...
choose_chat_color=__1__ chose the color __2__
randomize_chat_color=__1__'s color randomized to __2__
notify_whisper=[Whisper]
notify_parrot=Parrot:
silo_destroyed=The silo was destroyed.
granted_1=Granted: __1__.
granted_2=Granted: __1__, __2__.
granted_3=Granted: __1__, __2__, __3__.
death_froze=__1__ froze to death.
death_pushed_into_water_by_cannon=__1__ was pushed into water by a cannon.
approaching_destination=Approaching destination __1__, __2__.
loading_destination=Loading destination __1__, __2__.
goto_oldest_crew_with_large_capacity=There are multiple crews on this server. You have been placed in the oldest crew with large capacity.
goto_oldest_crew=There are multiple crews on this server. You have been placed in the oldest.
research_notification=__1__ researched.
victory=Victory, on v__1__, __2__, capacity __3__. Playtime: [font=default-large-semibold]__4__[/font] since 1st island. Crewmembers: __5__.
loss_cannon_destroyed=Game over — cannon destroyed.
loss_out_of_fuel=Game over — out of fuel.
loss_silo_destroyed=Game over — silo destroyed.
loss_silo_destroyed_before_necessary_launch=Game over — silo destroyed before a necessary launch.
loss_rest_of_message_long=Playtime: __1__ since 1st island. Crewmembers: __2__
loss_rest_of_message_short=Playtime: __1__ since 1st island.
error_build_undergrounds_on_boat=Build error: Undergrounds can't be built on the boat, due to conflicts with the boat movement code.
error_cant_carry_barrels=Recipe error: Barrels are too heavy to carry back to the ship. Try another way.
error_disembark=Now is no time to disembark.
destroyed_all_nests=All biter bases destroyed — escape cost removed.
recover_offline_player_items=Offline player's items recovered to cabin.
warn_nearly_afk_captain=Note: If you go idle as captain for too long, the role passes to another crewmember.
respawn_speed_bonus_removed=Respawn speed bonus removed.
respawn_speed_bonus_applied=Respawn speed bonus applied.
find_map=__1__ found a map. Treasure location revealed.
find_ghost=__1__ found a ghost.
steer_left=Steering portside...
steer_right=Steering starboard...
upgrade_hold=[font=heading-1]__1__ upgraded the ship's hold.[/font]
upgrade_power=[font=heading-1]__1__ upgraded the ship's power.[/font]
upgrade_merchants=[font=heading-1]__1__ unlocked merchant ships at future islands.[/font]
upgrade_rockets=[font=heading-1]__1__ unlocked the sale of rockets at future quest markets.[/font]
notify_difficulty_vote=__1__ voted [color=__2__,__3__,__4__]for difficulty __5__[/color]
notify_difficulty_change=Difficulty [color=__1__,__2__,__3__]changed to __4__[/color]
role_officer=Officer
role_officer_description=Assigned by the captain, officers can use the Captain's shop and access privileged chests.
role_captain=Captain
role_captain_description=Has executive power to undock the ship, purchase items, and various other special actions. When the game assigns a captain, it gives priority to those who have been playing the longest as a non-captain.
location_displayname_first_1=Fledgling Vale
location_displayname_horseshoe_1=Shark Keys
location_displayname_horseshoe_2=Little Keys
location_displayname_horseshoe_3=Little Keys
location_displayname_maze_1=Bewildering Maze
location_displayname_radioactive_1=Abandoned Labs
location_displayname_red_desert_1=Sandworm Caldera
location_displayname_standard_1=Isle of Buried Treasure
location_displayname_standard_variant_1=Secluded Dells
location_displayname_swamp_1=Poisonous Fen
location_displayname_walkways_1=Frozen Pools
location_displayname_sea_1=
location_displayname_dock_1=Dock
location_displayname_lobby_1=Starting Dock
parrot_hard_praise=Steel chests for steel players! Squawk!
@ -148,6 +71,134 @@ parrot_radioactive_tip_2=The biters don't care if we pollute here, but they evol
parrot_maze_tip_1=Something seems wrong with our minimap.
parrot_captain_first_time_in_cabin_hint=The captain can buy items in the cabin, such as rail signals to steer the ship.
difficulty_easy=Easy
difficulty_normal=Normal
difficutly_hard=Hard
difficulty_nightmare=Nightmare
notify_difficulty_vote=__1__ voted [color=__2__,__3__,__4__]for difficulty __5__[/color]
notify_difficulty_change=Difficulty [color=__1__,__2__,__3__]changed to __4__[/color]
daynightcycle_static=Static
daynightcycle_slowcyclic=Slow Cyclic
daynightcycle_cyclic=Cyclic
daynightcycle_fastcyclic=Fast Cyclic
daynightcycle_rapidcyclic=Rapid Cyclic
ship_undocked_1=[font=heading-1]Ship undocked[/font] by captain.
ship_undocked_2=[font=heading-1]Ship auto-undocked[/font]. Return to ship.
ship_undocked_3=[font=heading-1]Ship auto-undocked[/font].
plank=__1__ planked __2__!
plank_error_invalid_player=Command error: Player is not a crewmember.
plank_error_self=Command error: Can't plank yourself.
tax=The captain taxed __1__.
tax_error_nothing=Tax error: No coins or game-critical items found in crewmates' inventories or cursor stacks.
respawn_speed_bonus_removed=Respawn speed bonus removed.
respawn_speed_bonus_applied=Respawn speed bonus applied.
find_map=__1__ found a map. Treasure location revealed.
find_ghost=__1__ found a ghost.
silo_destroyed=The silo was destroyed.
research_notification=__1__ researched.
destroyed_all_nests=All biter bases destroyed — escape cost removed.
recover_offline_player_items=Offline player's items recovered to cabin.
death_froze=__1__ froze to death.
death_pushed_into_water_by_cannon=__1__ was pushed into water by a cannon.
granted_1=Granted: __1__.
granted_2=Granted: __1__, __2__.
granted_3=Granted: __1__, __2__, __3__.
approaching_destination=Approaching destination __1__, __2__.
loading_destination=Loading destination __1__, __2__.
steer_left=Steering portside...
steer_right=Steering starboard...
error_undock_too_early=Undock error: Can't undock in the first 10 seconds.
error_undock_insufficient_resources=Undock error: Not enough resources stored in the captain's cabin.
error_cabin_full=Sadly, there wasn't space in the cabin for all of your reward.
error_build_undergrounds_on_boat=Build error: Undergrounds can't be built on the boat, due to conflicts with the boat movement code.
error_cant_carry_barrels=Recipe error: Barrels are too heavy to carry back to the ship. Try another way.
error_disembark=Now is no time to disembark.
quest_structure_market_1=Requires __1__x
quest_structure_market_2=(item components will be
quest_structure_market_3=refunded upon completion)
quest_structure_furnace_1=Requires
quest_structure_furnace_2=(the furnace breaks
quest_structure_furnace_3=delivered items down
quest_structure_furnace_4=into components)
market_description_upgrade_power=Upgrade the ship's passive power generators.
market_description_upgrade_hold=Purchase an extra hold.
market_description_upgrade_merchants=Unlock merchant ships on future islands.
market_description_upgrade_rockets=Unlock the sale of rockets at island markets.
market_description_purchase_class=Purchase the class __1__.
market_description_extra_time_at_sea=Relax at sea for an extra minute: Increase the next destination's loading time by 60 seconds.
market_event_sell=__1__ sold __2__ for __3__.
market_event_trade=__1__ traded away __2__ for __3__.
market_event_buy=__1__ bought __2__ for __3__.
extra_time_at_sea=extra time at sea
market_error_not_captain=Purchase error: You need to be a captain or officer to buy this.
market_error_not_captain_or_officer=Purchase error: You need to be a captain or officer to buy this.
market_error_maximum_loading_time=Purchase error: Reached the maximum allowed loading time.
repaired_cannons=[font=heading-1]__1__ repaired the ship's cannons.[/font]
upgrade_hold=[font=heading-1]__1__ upgraded the ship's hold.[/font]
upgrade_power=[font=heading-1]__1__ upgraded the ship's power.[/font]
upgrade_merchants=[font=heading-1]__1__ unlocked merchant ships at future islands.[/font]
upgrade_rockets=[font=heading-1]__1__ unlocked the sale of rockets at future quest markets.[/font]
hold_connections_label_inactive=inactive
hold_connections_label_to=to -__1__
hold_connections_label_from=from -__1__
surface_label_cabin=Captain's Cabin
surface_label_crowsnest=Crow's Nest
surface_label_hold_nth=Ship's Hold: -__1__
surface_label_hold=Ship's Hold
role_officer=Officer
role_officer_description=Assigned by the captain, officers can use the Captain's shop and access privileged chests.
role_captain=Captain
role_captain_description=Has executive power to undock the ship, purchase items, and various other special actions. When the game assigns a captain, it gives priority to those who have been playing the longest as a non-captain.
class_deckhand=Deckhand
class_deckhand_explanation=They move faster and generate ore for the cabin whilst onboard above deck.
class_fisherman=Fisherman
@ -185,49 +236,13 @@ class_smoldering_explanation=They periodically convert wood into coal, if they h
class_gourmet=Gourmet
class_gourmet_explanation=They generate ore for the cabin by eating fish in fancy locations.
class_explanation=__1__: __2__
class_explanation_upgraded_class=__1__: An upgrade of __2__. __3__
class_purchase=__1__ bought the class __2__. ([font=scenario-message-dialog]__3__[/font])
class_upgrade=__1__ upgraded their class from __2__ to __3__ ([font=scenario-message-dialog]__4__[/font]).
crew_to_spectator=__1__ left the crew to become a spectator.
lobby_to_spectator=__1__ joined as a spectator.
lobby_to_spectator_2=__1__ left the lobby to spectate __2__.
spectator_to_lobby=__1__ stopped spectating and returned to the lobby.
lobby_to_crew=__1__ joined the crew.
lobby_to_crew_2=__1__ left the lobby to join __2__.
crew_leave=__1__ left the crew.
crew_launch=[__1__] Launched.
crew_disband=[__1__] Disbanded after __2__.
proposal_propose=__1__ proposed the run __2__ [Capacity __3__].
proposal_retracted=Proposal __1__ retracted.
proposal_abandoned=Proposal __1__ abandoned.
crew_summon=Crew summoned.
crew_continue_on_freeplay=The run now continues on 'Freeplay'.
crew_disbanded=__1__ disbanded __2__ after __3__.
ship_undocked_1=[font=heading-1]Ship undocked[/font] by captain.
ship_undocked_2=[font=heading-1]Ship auto-undocked[/font]. Return to ship.
ship_undocked_3=[font=heading-1]Ship auto-undocked[/font].
error_undock_too_early=Undock error: Can't undock in the first 10 seconds.
error_undock_insufficient_resources=Undock error: Not enough resources stored in the captain's cabin.
error_cabin_full=Sadly, there wasn't space in the cabin for all of your reward.
plank=__1__ planked __2__!
plank_error_invalid_player=Command error: Player is not a crewmember.
plank_error_self=Command error: Can't plank yourself.
personal_join_string_1=You have joined the crew '__1__' [Capacity __2__].
personal_join_string_2=You have joined the crew '__1__' [Capacity __2__, Difficulty [color=__3__,__4__,__5__] __6__[/color]].
error_class_assign_redundant=Class error: You're already a __1__.
error_class_assign_unavailable_class=Class error: No spare class of that type is available.
class_take_spare=__1__ took the spare class __2__. ([font=scenario-message-dialog]__3__[/font])
class_give_spare=A spare __1__ class with given to __2__. ([font=scenario-message-dialog]__3__[/font])
@ -258,19 +273,95 @@ roles_unmake_officer_error_2=Command error: Player isn't a crewmember.
roles_resign_officer=__1__ resigned from officer status.
roles_notify_looking_for_captain=Looking for a suitable captain...
tax=The captain taxed __1__.
tax_error_nothing=No coins or game-critical found in crewmates' inventories or cursor stacks.
warn_nearly_afk_captain=Note: If you go idle as captain for too long, the role passes to another crewmember.
error_class_assign_redundant=Class error: You're already a __1__.
error_class_assign_unavailable_class=Class error: No spare class of that type is available.
market_description_upgrade_power=Upgrade the ship's passive power generators.
market_description_upgrade_hold=Purchase an extra hold.
market_description_upgrade_merchants=Unlock merchant ships on future islands.
market_description_upgrade_rockets=Unlock the sale of rockets at island markets.
market_description_purchase_class=Purchase the class __1__.
market_description_extra_time_at_sea=Relax at sea for an extra minute: Increase the next destination's loading time by 60 seconds.
personal_join_string_1=You have joined the crew '__1__' [Capacity __2__].
personal_join_string_2=You have joined the crew '__1__' [Capacity __2__, Difficulty [color=__3__,__4__,__5__] __6__[/color]].
goto_oldest_crew_with_large_capacity=There are multiple crews on this server. You have been placed in the oldest crew with large capacity.
goto_oldest_crew=There are multiple crews on this server. You have been placed in the oldest.
choose_chat_color=__1__ chose the color __2__
randomize_chat_color=__1__'s color randomized to __2__
crew_to_spectator=__1__ left the crew to become a spectator.
lobby_to_spectator=__1__ joined as a spectator.
lobby_to_spectator_2=__1__ left the lobby to spectate __2__.
spectator_to_lobby=__1__ stopped spectating and returned to the lobby.
lobby_to_crew=__1__ joined the crew.
lobby_to_crew_2=__1__ left the lobby to join __2__.
crew_leave=__1__ left the crew.
crew_launch=[__1__] Launched.
crew_disband=[__1__] Disbanded after __2__.
proposal_propose=__1__ proposed the run __2__ [Capacity __3__].
proposal_retracted=Proposal __1__ retracted.
proposal_abandoned=Proposal __1__ abandoned.
loading_new_game=Loading new game...
crew_summon=Crew summoned.
crew_continue_on_freeplay=The run now continues on 'Freeplay'.
crew_disbanded=__1__ disbanded __2__ after __3__.
victory=Victory, on v__1__, __2__, capacity __3__. Playtime: [font=default-large-semibold]__4__[/font] since 1st island. Crewmembers: __5__.
loss_cannon_destroyed=Game over — cannon destroyed.
loss_out_of_fuel=Game over — out of fuel.
loss_silo_destroyed=Game over — silo destroyed.
loss_silo_destroyed_before_necessary_launch=Game over — silo destroyed before a necessary launch.
loss_rest_of_message_long=Playtime: __1__ since 1st island. Crewmembers: __2__
loss_rest_of_message_short=Playtime: __1__ since 1st island.
highscore_heading_crew=Crew
highscore_heading_captain=Captain
highscore_heading_captain_tooltip=The player who spent the longest as captain between leagues 0 and 1000 (exclusive).
highscore_heading_completion=Completion
highscore_heading_leagues=Leagues
highscore_heading_version=Version
highscore_heading_difficulty=Difficulty
highscore_heading_peak_players=PeakPlayers
proposal_displayform=__1__ — __2__
run_displayform= __2__
crewmember_displayform=[color=__2__,__3__,__4__]__5__[/color] [color=1,1,1]__6__[/color]
capacity_tooltip=Capacity. Sets the maximum number of crewmembers allowed.
difficulty_tooltip=Difficulty.\n\nHigher difficulties have higher pollution and evo, higher biter damage, lower gold loot, but higher chest loot, along with small effects on the time per island, quest requirements, and silo position.\n\nDifficulty also determines the material the ship is made out of.
mode_tooltip=Mode.
auto_undock_tooltip=The maximum time to stay at this location.\n\nOnce this time is reached, the boat undocks automatically. The captain can choose to leave earlier by pressing this button.
atsea_loading_tooltip=The next destination is loading.
leave_anytime_tooltip=The captain chooses when to undock the ship.\n\nThey can undock by pressing this button.
resources_needed_tooltip_0=At the next destination, these resources will be needed in order to undock.
resources_needed_tooltip_1=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.
resources_needed_tooltip_2=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nCost on arrival: __1__\nLeaving now will spend: __2__
resources_needed_tooltip_3=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.
resources_needed_tooltip_0_rocketvariant=At the next destination, these resources will be needed in order to undock.\n\nThe silo represents a rocket launch rather than a resource.
resources_needed_tooltip_1_rocketvariant=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.\n\nThe silo represents a rocket launch rather than a resource.
resources_needed_tooltip_2_rocketvariant=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.\n\nnCost on arrival: __1__\nLeaving now will spend: __2__
resources_needed_tooltip_3_rocketvariant=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.
fuel_tooltip=Stored fuel: __1__.\n\nTo store more, send it to the captain's cabin. If the ship runs out of fuel, the crew loses.
gui_crew_window_buttons_quit_crew=Quit Crew
gui_crew_window_buttons_quit_crew_tooltip=Return to the lobby.
gui_crew_window_buttons_quit_spectators=Return to Lobby
@ -359,7 +450,7 @@ gui_runs_proposal_maker_propose=Propose
gui_runs_proposal_maker_no_limit=No limit
gui_runs_launch=Launch run
gui_runs_launch_error_1=Gather support from more pirates.
gui_runs_launch_error_1=Gather endorsements from more pirates.
gui_runs_launch_error_2=The number of concurrent runs on the server has reached the cap set by the admins.
gui_runs_launch_error_3=Can't launch; at least one run needs high player capacity.
gui_runs_launch_error_4=No sloops available. Join an existing run instead.
@ -404,40 +495,4 @@ gui_questframe_nodamage=Island Quest: No Damage\n\nLaunch a rocket without the s
gui_crew_tooltip_1=Your Crew\n\nPerform crew actions, such as selecting a class if any are available.
gui_crew_tooltip_2=Your Crew\n\nYou're a free agent, so there's nothing to do here.
gui_progress_tooltip=Progress: __1__ leagues.\n\nTravel __2__ leagues to win the game.
location_displayname_first_1=Fledgling Vale
location_displayname_horseshoe_1=Shark Keys
location_displayname_horseshoe_2=Little Keys
location_displayname_horseshoe_3=Little Keys
location_displayname_maze_1=Bewildering Maze
location_displayname_radioactive_1=Abandoned Labs
location_displayname_red_desert_1=Sandworm Caldera
location_displayname_standard_1=Isle of Buried Treasure
location_displayname_standard_variant_1=Secluded Dells
location_displayname_swamp_1=Poisonous Fen
location_displayname_walkways_1=Frozen Pools
location_displayname_sea_1=
location_displayname_dock_1=Dock
location_displayname_lobby_1=Starting Dock
quest_structure_market_1=Requires __1__x
quest_structure_market_2=(item components will be
quest_structure_market_3=refunded upon completion)
quest_structure_furnace_1=Requires
quest_structure_furnace_2=(the furnace breaks
quest_structure_furnace_3=delivered items down
quest_structure_furnace_4=into components)
highscore_heading_crew=Crew
highscore_heading_captain=Captain
highscore_heading_captain_tooltip=The player who spent the longest as captain between leagues 0 and 1000 (exclusive).
highscore_heading_completion=Completion
highscore_heading_leagues=Leagues
highscore_heading_version=Version
highscore_heading_difficulty=Difficulty
highscore_heading_peak_players=PeakPlayers
gui_progress_tooltip=Progress: __1__ leagues.\n\nTravel __2__ leagues to win the game.

View File

@ -285,9 +285,9 @@ local function damage_to_players_changes(event)
-- damage_multiplier = damage_multiplier * 1.10
elseif class and class == Classes.enum.SAMURAI then
damage_multiplier = damage_multiplier * (1 - Balance.samurai_resistance)
elseif class and class == Classes.enum.HATAMOTO then --lethal damage needs to be unaffected
elseif class and class == Classes.enum.HATAMOTO then
damage_multiplier = damage_multiplier * (1 - Balance.hatamoto_resistance)
elseif class and class == Classes.enum.IRON_LEG then --lethal damage needs to be unaffected
elseif class and class == Classes.enum.IRON_LEG then
if memory.class_auxiliary_data[player_index] and memory.class_auxiliary_data[player_index].iron_leg_active then
damage_multiplier = damage_multiplier * (1 - Balance.iron_leg_resistance)
end
@ -1182,6 +1182,10 @@ local function event_on_player_joined_game(event)
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
player.print('Support Pirate Ship scenario design at ko-fi.com/thesixthroc', {r=1, g=0.4, b=0.9})
end
if _DEBUG then
game.print('Debug mode on. Use /go to get started')
end
local crew_to_put_back_in = nil
for _, mem in pairs(global_memory.crew_memories) do

View File

@ -1133,7 +1133,7 @@ end
-- Delay.move_tasks_to_buffer()
-- end
function Public.Kraken_Destroyed_Backup_check(tickinterval) -- a server became bugged when the kraken spawner entity disappeared but the kraken_die had not fired, and I'm not sure why, so this is a backup checker for that case
function Public.Kraken_Destroyed_Backup_check(tickinterval) -- a server became stuck when the kraken spawner entity disappeared but the kraken_die had not fired, and I'm not sure why, so this is a backup checker for that case
local memory = Memory.get_crew_memory()
local boat = memory.boat
@ -1160,7 +1160,6 @@ function Public.Kraken_Destroyed_Backup_check(tickinterval) -- a server became b
end
end
end
end
end
end

View File

@ -15,7 +15,6 @@ local _inspect = require 'utils.inspect'.inspect
local Public = {}
--@TODO: decide on snakecase vs camelcase
-- Public.active_crews_cap = 1
Public.activeCrewsCap = 2
Public.minimumCapacitySliderValue = 1
@ -147,11 +146,13 @@ end
function Public.notify_force_error(force, message, color_override)
color_override = color_override or CoreData.colors.notify_error
force.print({"", '>> ', message}, color_override)
force.play_sound{path = "utility/cannot_build"}
end
function Public.notify_player_error(player, message, color_override)
color_override = color_override or CoreData.colors.notify_error
player.print({"", '## ', {'pirates.notify_whisper'}, ' ', message}, color_override)
player.play_sound{path = "utility/cannot_build"}
end
function Public.notify_player_expected(player, message, color_override)
@ -220,6 +221,9 @@ end
-- {20, 0, 1, false, 'flying-robot-frame', 20, 35},
-- }
--@TODO: Replace this old function with the newer code in raffle.lua
function Public.raffle_from_processed_loot_data(processed_loot_data, how_many, game_completion_progress)
local ret = {}
@ -406,6 +410,7 @@ end
-- -- return Math.floor(surplus_evo*3*1000)/1000
-- end
function Public.set_biter_surplus_evo_modifiers()
local memory = Memory.get_crew_memory()
local enemy_force = memory.enemy_force
@ -788,8 +793,7 @@ function Public.spawner_count(surface)
local memory = Memory.get_crew_memory()
local spawners = surface.find_entities_filtered({type = 'unit-spawner', force = memory.enemy_force_name})
local spawnerscount = #spawners or 0
return spawnerscount
return #spawners or 0
end
@ -989,7 +993,7 @@ function Public.add_tiles_from_blueprint(tilesTable, bp_string, tile_name, offse
end
function Public.tile_positions_from_blueprint(bp_string, offset)
-- May '22 change: There seems to be a base game bug(?) which causes the tiles to be offset. We now correct for that.
-- May '22 change: There seems to be a base game bug(?) which causes the tiles to be offset. We now correct for that (with ` - (max_x - min_x)/2` and ` - (max_y - min_y)/2`).
local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'}
bp_entity.stack.import_stack(bp_string)
@ -1034,6 +1038,7 @@ function Public.tile_positions_from_blueprint(bp_string, offset)
end
function Public.tile_positions_from_blueprint_arrayform(bp_string, offset)
-- does not include the above May '22 fix yet, so may give different results
local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'}
bp_entity.stack.import_stack(bp_string)

View File

@ -5,7 +5,7 @@ local _inspect = require 'utils.inspect'.inspect
local Public = {}
Public.scenario_id_name = 'pirates'
Public.version_string = '1.2.8' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
Public.version_string = '1.2.9' --major.minor.patch versioning, to match factorio mod portal
Public.blueprint_library_allowed = true
Public.blueprint_importing_allowed = true
@ -107,25 +107,41 @@ Public.capacity_options = {
{value = 999, icon = 'virtual-signal/signal-white', text = 'Inf.', text2 = '', text3 = 'Inf'},
-- {value = 64, icon = 'item/storage-tank', text = '64'},
}
Public.difficulty_options = {
-- The difficulty values we currently offer
--For the value of Easy difficulty, we are pulled in two directions: We wish to make the game comfy to play for those who haven't played it, but we also wish to represent the game mechanics faithfully so that Normal is not a crazy distance away.
{value = 0.6, icon = 'item/firearm-magazine', text = 'Easy', associated_color = {r = 50, g = 255, b = 50}},
{value = 1.0, icon = 'item/piercing-rounds-magazine', text = 'Normal', associated_color = {r = 255, g = 255, b = 50}},
{value = 1.4, icon = 'item/uranium-rounds-magazine', text = 'Hard', associated_color = {r = 255, g = 50, b = 50}},
{value = 2.1, icon = 'item/atomic-bomb', text = 'Nightmare', associated_color = {r = 120, g = 35, b = 35}},
{value = 0.6, icon = 'item/firearm-magazine', text = {'pirates.difficulty_easy'}, associated_color = {r = 50, g = 255, b = 50}},
{value = 1.0, icon = 'item/piercing-rounds-magazine', text = {'pirates.difficulty_normal'}, associated_color = {r = 255, g = 255, b = 50}},
{value = 1.45, icon = 'item/uranium-rounds-magazine', text = {'pirates.difficutly_hard'}, associated_color = {r = 255, g = 50, b = 50}},
{value = 2.1, icon = 'item/atomic-bomb', text = {'pirates.difficulty_nightmare'}, associated_color = {r = 170, g = 60, b = 60}},
}
function Public.get_difficulty_name_from_value(difficulty_value)
-- Functions will reference this when given a difficulty value and want to present a difficulty name to the player; just make it consistent with the above
function Public.get_difficulty_option_from_value(difficulty_value)
-- given a difficulty value, key in to the closesy entry in the above table. (organising things this way allows us to make changes to the 'value' keys in the above table)
if difficulty_value <= 0.7 then
return 'Easy'
return 1
elseif difficulty_value < 1.2 then
return 'Normal'
return 2
elseif difficulty_value <= 2 then
return 'Hard'
return 3
else
return 'Nightmare'
return 4
end
end
function Public.get_difficulty_option_informal_name_from_value(difficulty_value)
-- given a difficulty value, provide a simple named description of the difficulty
if difficulty_value <= 0.7 then
return 'easy'
elseif difficulty_value < 1.2 then
return 'normal'
elseif difficulty_value <= 2 then
return 'hard'
else
return 'nightmare'
end
end
@ -135,11 +151,11 @@ end
-- }
Public.daynightcycle_types = {
{displayname = 'Static', 0},
{displayname = 'Slow Cyclic', ticksperday = 100000},
{displayname = 'Cyclic', ticksperday = 80000},
{displayname = 'Fast Cyclic', ticksperday = 60000},
{displayname = 'Rapid Cyclic', ticksperday = 40000},
{displayname = {'pirates.daynightcycle_static'}, 0},
{displayname = {'pirates.daynightcycle_slowcyclic'}, ticksperday = 100000},
{displayname = {'pirates.daynightcycle_cyclic'}, ticksperday = 80000},
{displayname = {'pirates.daynightcycle_fastcyclic'}, ticksperday = 60000},
{displayname = {'pirates.daynightcycle_rapidcyclic'}, ticksperday = 40000},
}
Public.ore_types = {

View File

@ -32,13 +32,16 @@ Public.enum = enum
function Public.difficulty_vote(player_index, difficulty_id)
local memory = Memory.get_crew_memory()
if not (memory.difficulty_votes) then memory.difficulty_votes = {} end
local player = game.players[player_index]
if not (player and player.valid) then return end
if memory.difficulty_votes[player_index] and memory.difficulty_votes[player_index] == difficulty_id then
return nil
else
log(_inspect(CoreData.difficulty_options))
local option = CoreData.difficulty_options[difficulty_id]
if not option then return end
@ -77,10 +80,11 @@ function Public.update_difficulty()
local color = CoreData.difficulty_options[modal_id].associated_color
local message1 = {'pirates.notify_difficulty_change', color.r, color.g, color.b, CoreData.difficulty_options[modal_id].text}
Common.notify_force(memory.force, message1)
local message2 = 'Difficulty changed to ' .. CoreData.difficulty_options[modal_id].text .. '.'
Server.to_discord_embed_raw(CoreData.comfy_emojis.kewl .. '[' .. memory.name .. '] ' .. message2)
-- local message2 = 'Difficulty changed to ' .. CoreData.difficulty_options[modal_id].text .. '.'
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.kewl .. '[' .. memory.name .. '] ', message1}, true)
memory.difficulty_option = modal_id
memory.difficulty = CoreData.difficulty_options[modal_id].value
@ -151,7 +155,7 @@ function Public.try_win()
memory.game_won = true
-- memory.crew_disband_tick = game.tick + 1200
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())
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()}, true)
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)
@ -875,7 +879,7 @@ function Public.reset_crew_and_enemy_force(id)
crew_force.technologies['automobilism'].enabled = false
crew_force.technologies['toolbelt'].enabled = false --trying this. we don't actually want players to carry things manually, and in fact in a resource-tight scenario that's problematic
crew_force.technologies['toolbelt'].enabled = false --trying this. we don't actually want players to carry too many things manually, and in fact in a resource-tight scenario that's problematic
-- note: many of these recipes are overwritten after tech researched!!!!!!! like pistol. check elsewhere in code

View File

@ -68,7 +68,7 @@ function Public.new_window(player, name)
flow.style.maximal_width = 270
flow.style.minimal_height = 80
flow.style.natural_height = 80
flow.style.maximal_height = 700
flow.style.maximal_height = 760
flow.style.padding = 10
return flow

View File

@ -574,7 +574,7 @@ function Public.click(event)
end
if string.sub(eventname, 1, 18) and string.sub(eventname, 1, 18) == 'difficulty_option_' then
Crew.difficulty_vote(player.index, string.sub(eventname, 19, -1))
Crew.difficulty_vote(player.index, tonumber(string.sub(eventname, 19, -1)))
return
end

View File

@ -1080,7 +1080,7 @@ function Public.update_gui(player)
flow1 = pirates_flow.minimap_piratebutton_frame
if flow1 then
if bools.in_hold_bool then
if bools.in_hold_bool or bools.in_cabin_bool then
flow1.visible = true
else
flow1.visible = false
@ -1127,7 +1127,7 @@ function Public.update_gui(player)
flow1.style.minimal_height = 384
flow1.style.minimal_width = 384
flow1.position = {x=memory.overworldx,y=memory.overworldy}
elseif bools.in_cabin_bool or bools.in_crowsnest_bool then
elseif bools.in_crowsnest_bool then
flow1.visible = true
flow1.surface_index = game.surfaces[memory.boat.surface_name].index
flow1.zoom = 0.09

View File

@ -201,8 +201,8 @@ function Public.click(event)
elseif size == 440 then
size = 560
elseif size == 560 then
size = 700
elseif size == 700 then
size = 660
elseif size == 660 then
size = 280
else
size = 340
@ -227,14 +227,14 @@ local function on_player_changed_surface(event)
local window = player.gui.screen[window_name .. '_piratewindow']
local from_hold_bool = string.sub(game.surfaces[event.surface_index].name, 9, 12) == 'Hold'
local to_hold_bool = string.sub(player.surface.name, 9, 12) == 'Hold'
local from_hold_or_cabin_bool = string.sub(game.surfaces[event.surface_index].name, 9, 12) == 'Hold' or string.sub(game.surfaces[event.surface_index].name, 9, 13) == 'Cabin'
local to_hold_or_cabin_bool = string.sub(player.surface.name, 9, 12) == 'Hold' or string.sub(player.surface.name, 9, 13) == 'Cabin'
if from_hold_bool and (not to_hold_bool) then
if from_hold_or_cabin_bool and (not to_hold_or_cabin_bool) then
if window then
Public.toggle_window(player)
end
elseif to_hold_bool and (not from_hold_bool) then
elseif to_hold_or_cabin_bool and (not from_hold_or_cabin_bool) then
local global_memory = Memory.get_global_memory()
local gui_memory = global_memory.player_gui_memories[player.index]

View File

@ -499,7 +499,7 @@ function Public.full_update(player)
elseif mem.crewplayerindices then
count = #mem.crewplayerindices
end
wrappedmemories[#wrappedmemories + 1] = {'pirates.run_displayform', mem.id, mem.name .. ', ' .. CoreData.difficulty_options[mem.difficulty_option].text .. ', [item=light-armor]' .. count .. CoreData.capacity_options[mem.capacity_option].text2 .. ', [item=rail] ' .. (mem.overworldx or 0)}
wrappedmemories[#wrappedmemories + 1] = {'pirates.run_displayform', mem.id, {'', mem.name .. ', ', CoreData.difficulty_options[mem.difficulty_option].text, ', [item=light-armor]' .. count .. CoreData.capacity_options[mem.capacity_option].text2 .. ', [item=rail] ' .. (mem.overworldx or 0)}}
-- wrappedmemories[#wrappedmemories + 1] = {'pirates.run_displayform', mem.id, mem.name, Utils.spritepath_to_richtext(CoreData.difficulty_options[mem.difficulty_option].icon), count, CoreData.capacity_options[mem.capacity_option].text2, ' [item=rail] ', mem.overworldx or 0}
end
GuiCommon.update_listbox(flow.ongoing_runs.body.ongoing_runs_listbox, wrappedmemories)

View File

@ -496,7 +496,7 @@ local function score_gui(data)
local n = entry.completion_time > 0 and Utils.time_mediumform(entry.completion_time or 0) or 'N/A'
local l = entry.leagues_travelled > 0 and entry.leagues_travelled or '?'
local v = entry.version and entry.version or '?'
local d = entry.difficulty > 0 and CoreData.get_difficulty_name_from_value(entry.difficulty) or '?'
local d = entry.difficulty > 0 and CoreData.difficulty_options[CoreData.get_difficulty_option_from_value(entry.difficulty)].text or '?'
local c = entry.max_players > 0 and entry.max_players or '?'
local line = {
{caption = entry.name, color = special_color},
@ -504,7 +504,7 @@ local function score_gui(data)
{caption = tostring(n)},
{caption = tostring(l)},
{caption = tostring(v)},
{caption = tostring(d)},
{caption = d},
{caption = tostring(c)},
}
local default_color = {r = 0.9, g = 0.9, b = 0.9}

View File

@ -129,10 +129,6 @@ local function on_init()
-- Delay.global_add(Delay.global_enum.PLACE_LOBBY_JETTY_AND_BOATS)
Task.set_timeout_in_ticks(2, jetty_delayed, {})
if _DEBUG then
game.print('Debug mode on. Use /go to get started (sometimes crashes)')
end
end
local event = require 'utils.event'

View File

@ -1,6 +1,7 @@
local Public = {}
-- no longer using the below code
Public.encoding = [[!#$%&'()*+'-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ/^_`abcdefghijklmnopqrstuvwxyz{}|~]]
Public.encoding_length = 91
Public.enc = {}

File diff suppressed because one or more lines are too long

View File

@ -538,14 +538,14 @@ function Public.go_from_currentdestination_to_sea()
if memory.overworldx == 0 and memory.boat then
local difficulty_name = CoreData.get_difficulty_name_from_value(memory.difficulty)
if difficulty_name == CoreData.difficulty_options[#CoreData.difficulty_options].text then
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(memory.difficulty)
if difficulty_name == 'nightmare' then
Boats.upgrade_chests(boat, 'steel-chest')
Hold.upgrade_chests(1, 'steel-chest')
Crowsnest.upgrade_chests('steel-chest')
Common.parrot_speak(memory.force, {'pirates.parrot_hard_praise'})
elseif difficulty_name ~= CoreData.difficulty_options[1].text then
elseif difficulty_name ~= 'easy' then
Boats.upgrade_chests(boat, 'iron-chest')
Hold.upgrade_chests(1, 'iron-chest')
Crowsnest.upgrade_chests('iron-chest')

View File

@ -210,10 +210,10 @@ function Public.initialise_worms_quest()
if Common.difficulty_scale() < 1 then needed = Math.max(1, needed - 3) end
if Common.difficulty_scale() > 1 then needed = Math.max(1, needed + 2) end
local difficulty_name = CoreData.get_difficulty_name_from_value(Common.difficulty_scale())
if difficulty_name == CoreData.difficulty_options[1].text then
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(Common.difficulty_scale())
if difficulty_name == 'easy' then
needed = Math.max(1, needed - 3)
elseif difficulty_name ~= CoreData.difficulty_options[2].text then
elseif difficulty_name ~= 'normal' then
needed = Math.max(1, needed + 2)
end

View File

@ -7,6 +7,7 @@ local Loot = require 'maps.pirates.loot'
-- local Utils = require 'maps.pirates.utils_local'
local _inspect = require 'utils.inspect'.inspect
--@add stuff from new quest structures to this file?
local Public = {}
local enum = {
BOATS = 'Boats',

View File

@ -264,7 +264,7 @@ function Public.create_cabin_surface()
end
rendering.draw_text{
text = 'Captain\'s Cabin',
text = {'pirates.surface_label_cabin'},
surface = surface,
target = Public.Data.surfacename_rendering_pos,
color = CoreData.colors.renderingtext_yellow,

View File

@ -250,7 +250,7 @@ function Public.create_crowsnest_surface()
-- end
memory.crowsnest_surfacename_rendering = rendering.draw_text{
text = 'Crow\'s Nest',
text = {'pirates.surface_label_crowsnest'},
surface = surface,
target = Public.Data.surfacename_rendering_pos,
color = CoreData.colors.renderingtext_yellow,

View File

@ -171,7 +171,7 @@ function Public.create_hold_surface(nth)
scale = 1,
font = 'default-game',
alignment = alignment,
text = 'inactive',
text = {'pirates.hold_connections_label_inactive'},
}
end
@ -209,10 +209,10 @@ function Public.create_hold_surface(nth)
end
if subtype == enum.SECONDARY then
local difficulty_name = CoreData.get_difficulty_name_from_value(memory.difficulty)
if difficulty_name == CoreData.difficulty_options[#CoreData.difficulty_options].text then
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(memory.difficulty)
if difficulty_name == 'nightmare' then
Public.upgrade_chests(nth, 'steel-chest')
elseif difficulty_name ~= CoreData.difficulty_options[1].text then
elseif difficulty_name ~= 'easy' then
Public.upgrade_chests(nth, 'iron-chest')
end
@ -221,7 +221,7 @@ function Public.create_hold_surface(nth)
if nth==1 then
memory.shiphold_rendering_1 = rendering.draw_text{
text = 'Ship\'s Hold',
text = {'pirates.surface_label_hold'},
surface = surface,
target = Public.Data.surfacename_rendering_pos,
color = CoreData.colors.renderingtext_yellow,
@ -236,7 +236,7 @@ function Public.create_hold_surface(nth)
end
end
rendering.draw_text{
text = 'Ship\'s Hold: -' .. nth,
text = {'pirates.surface_label_hold_nth', nth},
surface = surface,
target = Public.Data.surfacename_rendering_pos,
color = CoreData.colors.renderingtext_yellow,
@ -339,10 +339,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
b1.connect_linked_belts(b2)
end
rendering.set_text(boat.hold_helper_renderings[nth][3], 'from -' .. nth-1)
rendering.set_text(boat.hold_helper_renderings[nth-1][3], 'to -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][4], 'from -' .. nth-1)
rendering.set_text(boat.hold_helper_renderings[nth-1][4], 'to -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][3], {'pirates.hold_connections_label_from', nth-1})
rendering.set_text(boat.hold_helper_renderings[nth-1][3], {'pirates.hold_connections_label_to', nth})
rendering.set_text(boat.hold_helper_renderings[nth][4], {'pirates.hold_connections_label_from', nth-1})
rendering.set_text(boat.hold_helper_renderings[nth-1][4], {'pirates.hold_connections_label_to', nth})
else
connections = {
{5,5},
@ -356,10 +356,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
b1.connect_linked_belts(b2)
end
rendering.set_text(boat.hold_helper_renderings[nth][3], 'from -' .. nth-1)
rendering.set_text(boat.hold_helper_renderings[nth-1][3], 'to -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][4], 'from -' .. nth-1)
rendering.set_text(boat.hold_helper_renderings[nth-1][4], 'to -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][3], {'pirates.hold_connections_label_from', nth-1})
rendering.set_text(boat.hold_helper_renderings[nth-1][3], {'pirates.hold_connections_label_to', nth})
rendering.set_text(boat.hold_helper_renderings[nth][4], {'pirates.hold_connections_label_from', nth-1})
rendering.set_text(boat.hold_helper_renderings[nth-1][4], {'pirates.hold_connections_label_to', nth})
end
connections = {
{1,9},
@ -373,10 +373,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
b1.connect_linked_belts(b2)
end
rendering.set_text(boat.hold_helper_renderings[nth][1], 'to -' .. 1)
rendering.set_text(boat.hold_helper_renderings[1][1], 'from -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][2], 'to -' .. 1)
rendering.set_text(boat.hold_helper_renderings[1][2], 'from -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][1], {'pirates.hold_connections_label_to', 1})
rendering.set_text(boat.hold_helper_renderings[1][1], {'pirates.hold_connections_label_from', nth})
rendering.set_text(boat.hold_helper_renderings[nth][2], {'pirates.hold_connections_label_to', 1})
rendering.set_text(boat.hold_helper_renderings[1][2], {'pirates.hold_connections_label_from', nth})
else
connections = {
{1,1},
@ -390,10 +390,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
b1.connect_linked_belts(b2)
end
rendering.set_text(boat.hold_helper_renderings[nth][1], 'from -' .. nth-1)
rendering.set_text(boat.hold_helper_renderings[nth-1][1], 'to -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][2], 'from -' .. nth-1)
rendering.set_text(boat.hold_helper_renderings[nth-1][2], 'to -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][1], {'pirates.hold_connections_label_from', nth-1})
rendering.set_text(boat.hold_helper_renderings[nth-1][1], {'pirates.hold_connections_label_to', nth})
rendering.set_text(boat.hold_helper_renderings[nth][2], {'pirates.hold_connections_label_from', nth-1})
rendering.set_text(boat.hold_helper_renderings[nth-1][2], {'pirates.hold_connections_label_to', nth})
connections = {
{5,9},
@ -407,10 +407,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
b1.connect_linked_belts(b2)
end
rendering.set_text(boat.hold_helper_renderings[nth][3], 'to -' .. 1)
rendering.set_text(boat.hold_helper_renderings[1][1], 'from -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][4], 'to -' .. 1)
rendering.set_text(boat.hold_helper_renderings[1][2], 'from -' .. nth)
rendering.set_text(boat.hold_helper_renderings[nth][3], {'pirates.hold_connections_label_to', 1})
rendering.set_text(boat.hold_helper_renderings[1][1], {'pirates.hold_connections_label_from', nth})
rendering.set_text(boat.hold_helper_renderings[nth][4], {'pirates.hold_connections_label_to', 1})
rendering.set_text(boat.hold_helper_renderings[1][2], {'pirates.hold_connections_label_from', nth})
end
end
end

View File

@ -169,14 +169,14 @@ function Public.destination_on_collide(destination)
local playercount = Common.activecrewcount()
local max_evo
local difficulty_name = CoreData.get_difficulty_name_from_value(Common.difficulty_scale())
if difficulty_name == CoreData.difficulty_options[1].text then
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(Common.difficulty_scale())
if difficulty_name == 'easy' then
if memory.overworldx/40 < 20 then
max_evo = 0.9 - (20 - memory.overworldx/40) * 1/100
else
max_evo = 0.91 + (memory.overworldx/40 - 20) * 0.25/100
end
elseif difficulty_name == CoreData.difficulty_options[2].text then
elseif difficulty_name == 'normal' then
if memory.overworldx/40 < 15 then
max_evo = 0.9 - (15 - memory.overworldx/40) * 0.5/100
else