-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/ComfyFactory/ComfyFactorio and https://github.com/danielmartin0/ComfyFactorio-Pirates. local Public = {} local Math = require 'maps.pirates.math' -- local Raffle = require 'maps.pirates.raffle' -- local Memory = require 'maps.pirates.memory' local Common = require 'maps.pirates.common' -- local CoreData = require 'maps.pirates.coredata' -- local Utils = require 'maps.pirates.utils_local' -- local _inspect = require 'utils.inspect'.inspect local IslandEnum = require 'maps.pirates.surfaces.islands.island_enum' -- Kraken related parameters Public.biter_swim_speed = 1.5 Public.kraken_biter_spawn_radius = 6 -- only used during non automatic forced spawning during kraken's "special ability" Public.kraken_spit_targeting_player_chance = 0 Public.base_extra_character_speed = 1.44 Public.respawn_speed_boost = 1.85 -- maximum rate at which alert sound can be played when important buildings are damaged (like silo or cannons) -- NOTE: frequency can sometimes be faster by 1 second than denoted, but accuracy doesn't really matter here Public.alert_sound_max_frequency_in_seconds = 3 Public.cannon_extra_hp_for_upgrade = 1000 Public.cannon_starting_hp = 2000 Public.cannon_resistance_factor = 2 Public.technology_price_multiplier = 1 Public.base_caught_fish_amount = 3 Public.class_reward_tick_rate_in_seconds = 7 Public.poison_damage_multiplier = 1.85 Public.every_nth_tree_gives_coins = 10 Public.samurai_damage_taken_multiplier = 0.45 Public.samurai_damage_dealt_when_not_melee_multiplier = 0.75 Public.samurai_damage_dealt_with_melee = 30 Public.hatamoto_damage_taken_multiplier = 0.3 Public.hatamoto_damage_dealt_when_not_melee_multiplier = 0.75 Public.hatamoto_damage_dealt_with_melee = 50 Public.iron_leg_damage_taken_multiplier = 0.24 Public.iron_leg_iron_ore_required = 3000 Public.deckhand_extra_speed = 1.25 Public.deckhand_ore_grant_multiplier = 5 Public.boatswain_extra_speed = 1.25 Public.boatswain_ore_grant_multiplier = 8 Public.shoresman_extra_speed = 1.1 Public.shoresman_ore_grant_multiplier = 3 Public.quartermaster_range = 19 Public.quartermaster_bonus_physical_damage = 1.3 Public.scout_extra_speed = 1.3 Public.scout_damage_taken_multiplier = 1.25 Public.scout_damage_dealt_multiplier = 0.6 Public.fisherman_fish_bonus = 2 Public.fisherman_reach_bonus = 10 Public.lumberjack_coins_from_tree_multiplier = 2 Public.lumberjack_ore_base_amount = 8 Public.master_angler_reach_bonus = 16 Public.master_angler_fish_bonus = 4 Public.master_angler_coin_bonus = 20 Public.dredger_reach_bonus = 16 Public.dredger_fish_bonus = 6 Public.gourmet_ore_scaling_enabled = false Public.chef_fish_received_for_biter_kill = 1 Public.chef_fish_received_for_worm_kill = 3 Public.rock_eater_damage_taken_multiplier = 0.8 Public.rock_eater_required_stone_furnace_to_heal_count = 1 Public.soldier_defender_summon_chance = 0.2 Public.veteran_destroyer_summon_chance = 0.2 Public.veteran_on_hit_slow_chance = 1 Public.medic_heal_radius = 15 Public.medic_heal_percentage_amount = 0.1 Public.doctor_heal_radius = 20 Public.doctor_heal_percentage_amount = 0.15 Public.shaman_energy_required_per_summon = 1000000 Public.shaman_max_charge = 30000000 Public.shaman_summoned_biter_time_to_live = 60 * 2 -- in seconds Public.shaman_passive_charge = 200000 -- each second Public.class_cycle_count = 5 -- How many classes should be purchased to have a chance to buy the same class again Public.maximum_fish_allowed_to_catch_at_sea = 40 Public.prevent_waves_from_spawning_in_cave_timer_length = 10 -- in seconds Public.min_ore_spawn_distance = 10 Public.biter_boats_start_arrive_x = 40 * 5 Public.need_resources_to_undock_x = 40 * 20 Public.biters_spawned_on_elite_biter_death = 4 Public.walkways_frozen_pool_damage = 12 function Public.starting_boatEEIpower_production_MW() -- return 3 * Math.sloped(Common.capacity_scale(), 1/2) / 2 --/2 as we have 2 return 3/2 end function Public.starting_boatEEIelectric_buffer_size_MJ() --maybe needs to be at least the power_production -- return 3 * Math.sloped(Common.capacity_scale(), 1/2) / 2 --/2 as we have 2 return 3/2 end Public.EEI_stages = { --multipliers 1,2,4,6,8,11,14 } function Public.scripted_biters_pollution_cost_multiplier() return (1.1 / Math.sloped(Common.difficulty_scale(), 0.7)) * (1 + 1.2 / ((1 + (Common.overworldx()/40))^(1.5+Common.difficulty_scale()))) -- the complicated factor just makes the early-game easier; in particular the first island, but on easier difficulties the next few islands as well end function Public.cost_to_leave_multiplier() -- return Math.sloped(Common.difficulty_scale(), 7/10) --should scale with difficulty similar to, but slightly slower than, passive fuel depletion rate --Edit: not sure about this? -- return Math.sloped(Common.difficulty_scale(), 9/10) -- extra factor now that the cost scales with time: -- return Math.sloped(Common.difficulty_scale(), 8/10) return 0.6 * Math.sloped(Common.difficulty_scale(), 0.4) end -- Avoid using e >= 1/4 in calculations "crew_scale()^(e)" to strictly avoid situations where people want to have less people in the crew function Public.crew_scale() local ret = Common.activecrewcount()/10 if ret == 0 then ret = 1/10 end --if all players are afk if ret > 2.1 then ret = 2.1 end --An upper cap on this is important, for two reasons: -- large crews become disorganised -- 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. return ret end function Public.silo_base_est_time() local T = Public.expected_time_on_island() * Public.crew_scale()^(1/5) --to undo some of the time scaling local est_secs if T > 0 then est_secs = T/6 else est_secs = 60 * 6 end if Common.overworldx() == 0 then est_secs = 60 * 2 end return est_secs end function Public.time_quest_seconds() return 2.8 * Public.silo_base_est_time() end function Public.silo_energy_needed_MJ() local est_secs = Public.silo_base_est_time() local est_base_power = 2*Public.starting_boatEEIpower_production_MW() * (1 + 0.05 * (Common.overworldx()/40)^(5/3)) return est_secs * est_base_power -- return est_secs * est_base_power * Math.sloped(Common.difficulty_scale(), 1/3) end function Public.silo_count() local E = Public.silo_energy_needed_MJ() return Math.min(Math.ceil(E/(16.8 * 300)),6) -- 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 end -- Higher scale = slower game function Public.game_slowness_scale() -- return 1 / Public.crew_scale()^(55/100) / Math.sloped(Common.difficulty_scale(), 1/4) --changed crew_scale factor significantly to help smaller crews -- return 1 / (Public.crew_scale()^(50/100) / Math.sloped(Common.difficulty_scale(), 1/4)) --changed crew_scale factor significantly to help smaller crews -- local scale = 0.3 + Math.sloped(Common.difficulty_scale(), -0.15) / (Public.crew_scale()^(1/8)) local scale = 2.6 * Math.sloped(Common.difficulty_scale(), -0.2) - Public.crew_scale()^(1/4) return Math.max(1, scale) end -- In seconds function Public.max_time_on_island_formula() --always >0 --tuned -- return 60 * ( -- -- (32 + 2.2 * (Common.overworldx()/40)^(1/3)) -- (33 + 0.2 * (Common.overworldx()/40)^(1/3)) --based on observing x=2000, lets try killing the extra time -- ) * Public.game_slowness_scale() local minimum_mins_on_island = 30 return Math.ceil(60 * minimum_mins_on_island * Public.game_slowness_scale()) end -- In seconds function Public.max_time_on_island(island_subtype) local x = Common.overworldx() if x == 0 then -- if Common.overworldx() == 0 or ((Common.overworldx()/40) > 20 and (Common.overworldx()/40) < 25) then return -1 else local time = Public.max_time_on_island_formula() if x == 40 then -- it's important for this island to be somewhat chill, so that it's not such a shock to go here from the first lobby chill island time = time * 1.2 -- elseif island_subtype == IslandEnum.enum.MAZE then --more time -- time = time * 1.05 elseif island_subtype == IslandEnum.enum.CAVE then -- supposed to be chill island time = time * 0.9 elseif island_subtype == IslandEnum.enum.RED_DESERT then --this island has big amount of resources so rather high risk (need time to mine resources) and high reward (lots of iron/copper/stone) time = time * 0.9 end return Math.ceil(time) end end Public.expected_time_fraction = 0.7 function Public.expected_time_on_island() --always >0 return Public.expected_time_fraction * Public.max_time_on_island_formula() end function Public.fuel_depletion_rate_static() if (not Common.overworldx()) then return 0 end if Common.overworldx() > 0 then -- With this formula coal consumption becomes 1x, 2x, 3x and 4x with 1, 3, 6, 9 crew members respectively -- most of the crewsize dependence is through T, i.e. the coal cost per island stays the same... but the extra player dependency accounts for the fact that even in compressed time, more players seem to get more resources per island -- rate = 570 * ((Common.overworldx()/40)^(9/10)) * Public.crew_scale()^(1/8) * Math.sloped(Common.difficulty_scale(), 65/100) / T -- With this formula coal consumption becomes 1x, 1.24x, 1.44x and 1.57x with 1, 3, 6, 9 crew members respectively. -- Coal consumption should scale slowly because: -- - More people doesn't necessarily mean faster progression: people just focus on other things (and on some islands it's hard to "employ" every crew member to be productive, due to lack of activities). -- - Although more players can setup miners faster, miners don't dig ore faster. -- - It's not fun being punished when noobs(or just your casual friends) join game and don't contribute "enough" to make up for increased coal consumption (among other things). return -0.2 * ((Common.overworldx()/40)^(9/10)) * Public.crew_scale()^(1/5) * Math.sloped(Common.difficulty_scale(), 4/10) else return 0 end end function Public.fuel_depletion_rate_sailing() if (not Common.overworldx()) then return 0 end return - 7.75 * (1 + 0.135 * (Common.overworldx()/40)^(100/100)) * Math.sloped(Common.difficulty_scale(), 1/20) --shouldn't depend on difficulty much if at all, as available resources don't depend much on difficulty end function Public.silo_total_pollution() return ( 310 * Common.difficulty_scale() * Public.crew_scale()^(1/5) * (3.2 + 0.7 * (Common.overworldx()/40)^(1.6)) --shape of the curve with x is tuned. ) end function Public.boat_passive_pollution_per_minute(time) local T = Public.max_time_on_island_formula() if (Common.overworldx()/40) > 25 then T = T * 0.9 end local boost if time then --sharp rise approaching T, steady increase thereafter if time > T then boost = 20 + 10 * (time - T) / (30/100 * T) elseif time >= 90/100 * T then boost = 16 elseif time >= 85/100 * T then boost = 12 elseif time >= 80/100 * T then boost = 8 elseif time >= 70/100 * T then boost = 5 elseif time >= 60/100 * T then boost = 3 elseif time >= 50/100 * T then boost = 2 elseif time >= 40/100 * T then boost = 1.5 else boost = 1 end else boost = 1 end return boost * ( 2 * Common.difficulty_scale() * (Common.overworldx()/40)^(1.8) * (Public.crew_scale())^(1/5)-- There is no _explicit_ T dependence, but it depends almost the same way on the crew_scale as T does. ) end function Public.base_evolution_leagues(leagues) local evo local overworldx = leagues if overworldx == 0 then evo = 0 else -- evo = (0.0201 * (overworldx/40)) * Math.sloped(Common.difficulty_scale(), 1/5) -- local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(Common.difficulty_scale()) -- if difficulty_name == 'normal' then -- evo = evo + 0.01 -- elseif difficulty_name == 'hard' then -- evo = evo + 0.02 -- elseif difficulty_name == 'nightmare' then -- evo = evo + 0.04 -- end -- if overworldx > 600 and overworldx < 1000 then -- evo = evo + (0.0025 * (overworldx - 600)/40) -- elseif overworldx >= 1000 then -- evo = evo + 0.0025 * 10 -- end --extra slope from 600 to 1000 adds 2.5% evo evo = (0.0201 * (overworldx/40)) * Math.sloped(Common.difficulty_scale(), 0.4) evo = evo + 0.02 * Common.difficulty_scale() end return evo end function Public.expected_time_evo() return 0.125 --tuned end function Public.evolution_per_second() local destination = Common.current_destination() local T = Public.expected_time_on_island() --always greater than 0 local rate = Public.expected_time_evo() / T if Common.overworldx() == 0 then rate = 0 end -- scale by biter nests remaining: if destination and destination.dynamic_data then local initial_spawner_count = destination.dynamic_data.initial_spawner_count if initial_spawner_count and initial_spawner_count > 0 then local surface = game.surfaces[destination.surface_name] if surface and surface.valid then rate = rate * Common.spawner_count(surface) / destination.dynamic_data.initial_spawner_count end end end -- if _DEBUG then -- local surface = game.surfaces[destination.surface_name] -- game.print(Common.spawner_count(surface) .. ' ' .. destination.dynamic_data.initial_spawner_count) -- end return rate end function Public.evolution_per_nest_kill() --it's important to have evo go up with biter base kills, to provide resistance if you try to plow through all the bases local destination = Common.current_destination() if Common.overworldx() == 0 then return 0 end if destination and destination.dynamic_data and destination.dynamic_data.timer and destination.dynamic_data.timer > 0 and destination.dynamic_data.initial_spawner_count and destination.dynamic_data.initial_spawner_count > 0 then local initial_spawner_count = destination.dynamic_data.initial_spawner_count local base_evo_jump = 0.04 * (1/initial_spawner_count) --extra friction to make them hard to mow through, even at late times local time = destination.dynamic_data.timer -- local time_to_jump_to = Public.expected_time_on_island() * ((1/Public.expected_time_fraction)^(2/3)) local time_to_jump_to = Public.max_time_on_island_formula() if time > time_to_jump_to then return base_evo_jump else -- evo it 'would have' contributed: return (1/initial_spawner_count) * Public.expected_time_evo() * (time_to_jump_to - time)/time_to_jump_to + base_evo_jump end else return 0 end -- return 0.003 * Common.difficulty_scale() end function Public.evolution_per_full_silo_charge() --too low and you always charge immediately, too high and you always charge late -- return 0.05 -- observed x=2000 run, changed this to: -- return 0.05 + 0.03 * Common.overworldx()/1000 return 0.06 + 0.025 * Common.overworldx()/1000 end -- function Public.bonus_damage_to_humans() -- local ret = 0.025 -- local diff = Common.difficulty_scale() -- if diff <= 0.7 then ret = 0 end -- if diff >= 1.3 then ret = 0.050 end -- return ret -- end function Public.biter_timeofday_bonus_damage(darkness) -- a surface having min_brightness of 0.2 will cap darkness at 0.8 return 0.3 * darkness end -- function Public.periodic_free_resources_per_x() -- return { -- } -- -- return { -- -- {name = 'iron-plate', count = Math.ceil(5 * (Common.overworldx()/40)^(2/3))}, -- -- {name = 'copper-plate', count = Math.ceil(1 * (Common.overworldx()/40)^(2/3))}, -- -- } -- end -- function Public.periodic_free_resources_per_destination_5_seconds() -- return { -- } -- -- return { -- -- {name = 'iron-ore', count = Math.ceil(7 * (Common.overworldx()/40)^(0.6))}, -- -- {name = 'copper-ore', count = Math.ceil(3 * (Common.overworldx()/40)^(0.6))}, -- -- } -- end function Public.biter_base_density_scale() local p = Public.crew_scale() if p >= 1 then return p^(1/2) else return Math.max((p*10/6)^(1/2), 0.6) end end function Public.rocket_launch_fuel_reward() return Math.ceil(2000 * Public.game_resources_scale()) -- return Math.ceil(1000 * (1 + 0.1 * (Common.overworldx()/40)^(8/10)) / Math.sloped(Common.difficulty_scale(), 1/4)) end function Public.rocket_launch_coin_reward() return Math.ceil(3000 * Public.game_resources_scale()) end function Public.quest_reward_multiplier() return 0.9 * Public.game_resources_scale() end function Public.game_resources_scale(overworldx) overworldx = overworldx or Common.overworldx() local base = 0.5 local additional = 0.032 * (overworldx/40) return base + additional end function Public.patch_size_multiplier(overworldx) local base = 0.5 local additional = 0.032 * (overworldx/40) return Math.clamp(base, 1, base + additional) end function Public.builtin_mining_productivity_scale(overworldx) return 1 + 1 * (overworldx/800) end function Public.apply_crew_buffs_from_leagues(force, current_x_league, new_x_league) -- The motivation for this effect is to slightly nerf the strategy of staying as long as possible on each island to research everything. However, given you can now wait at an island forever, it's less difficult to jump a lot and then research everything, so this is disabled for now. Note that enabling it might make the game harder to balance. -- force.laboratory_productivity_bonus = force.laboratory_productivity_bonus + Math.max(0, 3/100 * leagues_travelled/40) -- stepwise derivative: for i = current_x_league + 1, new_x_league do force.mining_drill_productivity_bonus = force.mining_drill_productivity_bonus + (Public.builtin_mining_productivity_scale(i) - Public.builtin_mining_productivity_scale(i - 1)) end end function Public.resource_quest_multiplier() return (0.9 + 0.1 * (Common.overworldx()/40)^(7/10)) * Math.sloped(Common.difficulty_scale(), 1/3) * (Public.crew_scale())^(1/10) end function Public.quest_market_entry_price_scale() -- Whilst the scenario philosophy says that resource scales tend to be independent of crew size, we account slightly for the fact that more players tend to handcraft more -- Idea behind formula: small scale for early islands, but scale linearly ~3-4 times every 25 islands (scaling and starting scale is more aggressive for higher difficulties) -- Returned value examples -- Assuming parameters: -- crew_size = 3 -- difficulty = easy (0.5) -- @NOTE: assuming starting island is 0th island -- x = 40 (1st island): 0.419 -- x = 200 (5th island): 0.582 -- x = 600 (15th island): 0.992 -- x = 1000 (25th island): 1.401 -- return (1 + 0.05 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4 local scale = (1 + 0.05 * (Common.overworldx()/40 - 1)) * ((0.6 + Public.crew_scale())^(1/8)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.5 return Math.max(0.1, scale) end function Public.quest_furnace_entry_price_scale() -- Slower increase with time, because this is more time-constrained than resource-constrained -- Idea behind formula: small scale for early islands, but scale linearly ~2-3 times every 25 islands (scaling and starting scale is more aggressive for higher difficulties) -- Returned value examples -- Assuming parameters: -- crew_size = 3 -- difficulty = easy (0.5) -- @NOTE: assuming starting island is 0th island -- x = 40 (1st island): 0.419 -- x = 200 (5th island): 0.517 -- x = 600 (15th island): 0.762 -- x = 1000 (25th island): 1.008 -- return (1 + 0.03 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4 local scale = (1 + 0.03 * (Common.overworldx()/40 - 1)) * ((0.6 + Public.crew_scale())^(1/8)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.5 return Math.max(0.1, scale) end function Public.class_cost(at_dock) if at_dock then return 10000 else return 6000 end -- return Math.ceil(10000 / (Public.crew_scale()*10/4)^(1/6)) end Public.quest_structures_first_appear_at = 40 Public.coin_sell_amount = 300 Public.starting_fuel = 4000 Public.silo_max_hp = 5000 Public.silo_resistance_factor = 7 -- Pistol shooting speed = 4/s -- Submachine gun shooting speed = 10/s -- Pistol damage multiplier shouldn't be >= 2.5, otherwise Submachine gun isn't worth using. function Public.pistol_damage_multiplier() return 2.25 end --2.0 slightly too low, 2.5 causes players to yell at each other for not using pistol Public.kraken_static_evo = 0.35 function Public.kraken_evo_increase_per_shot() -- return 1/100 * 0.08 return 0 end function Public.kraken_evo_increase_per_second() return (1/100) / 20 end function Public.sandworm_evo_increase_per_spawn() if _DEBUG then return 1/100 else return (1/100) * (1/7) * Math.sloped(Common.difficulty_scale(), 3/5) end end function Public.kraken_kill_reward_items() return { {name = 'coin', count = Math.ceil(800 * Public.game_resources_scale())}, {name = 'utility-science-pack', count = Math.ceil(8 * Public.game_resources_scale())} } end function Public.kraken_kill_reward_fuel() return Math.ceil(150 * Public.game_resources_scale()) end function Public.kraken_health() -- return Math.ceil(3500 * Math.max(1, 1 + 0.075 * (Common.overworldx()/40)^(13/10)) * (Public.crew_scale()^(4/8)) * Math.sloped(Common.difficulty_scale(), 3/4)) -- return Math.ceil(3500 * Math.max(1, 1 + 0.08 * ((Common.overworldx()/40)^(13/10)-6)) * (Public.crew_scale()^(5/8)) * Math.sloped(Common.difficulty_scale(), 3/4)) return Math.ceil(2200 * Math.max(1, 1 + 0.075 * (Common.overworldx()/40)^(13/10)) * (Public.crew_scale()^(1/5)) * Math.sloped(Common.difficulty_scale(), 3/4)) end Public.kraken_regen_scale = 0.1 --starting off low function Public.krakens_per_slot() local rng = Math.random() if rng < 0.03 then return 2 elseif rng < 0.25 then return 1 else return 0 end end function Public.krakens_per_free_slot(overworldx) local rng = Math.random() local multiplier = 1 if overworldx and overworldx > 600 then multiplier = 1 + (overworldx-600)/600 end if rng < 0.0025 * multiplier then return 3 elseif rng < 0.075 * multiplier then return 2 elseif rng < 0.5 * multiplier then return 1 else return 0 end end function Public.biter_boat_health() return Math.ceil(1500 * Math.max(1, 1 + 0.075 * (Common.overworldx()/40)^(13/10)) * (Public.crew_scale()^(1/5)) * Math.sloped(Common.difficulty_scale(), 3/4)) end function Public.elite_spawner_health() return Math.ceil(5000 * Math.max(1, 1 + 0.075 * (Common.overworldx()/40)^(13/10)) * (Public.crew_scale()^(1/5)) * Math.sloped(Common.difficulty_scale(), 3/4)) end function Public.main_shop_cost_multiplier() return 1 end function Public.barter_decay_parameter() return 0.95 end function Public.sandworm_speed() return 6.4 * Math.sloped(Common.difficulty_scale(), 1/5) end -- function Public.island_otherresources_prospect_decay_parameter() -- return 0.95 -- end Public.research_buffs = { --currently disabled anyway -- these already give .1 productivity so we're adding .1 to get to 20% ['mining-productivity-1'] = {['mining_drill_productivity_bonus'] = .2}, ['mining-productivity-2'] = {['mining_drill_productivity_bonus'] = .2}, ['mining-productivity-3'] = {['mining_drill_productivity_bonus'] = .2}, ['mining-productivity-4'] = {['mining_drill_productivity_bonus'] = .2}, -- -- these already give .1 productivity so we're adding .1 to get to 20% -- ['mining-productivity-1'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5}, -- ['mining-productivity-2'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5}, -- ['mining-productivity-3'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5}, -- ['mining-productivity-4'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5}, } function Public.flamers_tech_multipliers() return 0.7 end function Public.flamers_base_nerf() return -0.4 end function Public.player_ammo_damage_modifiers() -- modifiers are fractional. bullet affects gun turrets, but flamethrower does not affect flamer turrets local data = { ['artillery-shell'] = 0, ['biological'] = 0, ['bullet'] = 0.1, ['cannon-shell'] = 0, ['capsule'] = 0, ['electric'] = 0, ['flamethrower'] = 0, --these nerfs are elsewhere for finer control ['grenade'] = -0.05, ['landmine'] = 0, ['melee'] = 0, -- doesn't do anything apparently ['rocket'] = 0, ['shotgun-shell'] = 0 } return data end function Public.player_turret_attack_modifiers() local data = { ['gun-turret'] = 0, ['artillery-turret'] = 0, ['laser-turret'] = 0, } return data end function Public.player_gun_speed_modifiers() local data = { ['artillery-shell'] = 0, ['biological'] = 0, ['bullet'] = 0, ['cannon-shell'] = 0, ['capsule'] = 0, ['electric'] = 0, ['flamethrower'] = 0, --these nerfs are elsewhere for finer control ['grenade'] = -0.25, ['landmine'] = 0, ['melee'] = 0, -- doesn't do anything apparently ['rocket'] = 0, ['shotgun-shell'] = 0 } return data end Public.starting_items_player = { ['pistol'] = 1, ['firearm-magazine'] = 20, ['raw-fish'] = 4, ['medium-electric-pole'] = 20, ['iron-plate'] = 50, ['copper-plate'] = 20, ['iron-gear-wheel'] = 6, ['copper-cable'] = 20, ['burner-inserter'] = 2, ['gun-turret'] = 1 } Public.starting_items_player_late = { ['pistol'] = 1, ['firearm-magazine'] = 10, ['raw-fish'] = 4, ['small-electric-pole'] = 20, ['iron-plate'] = 50, ['copper-plate'] = 20, ['iron-gear-wheel'] = 6, ['copper-cable'] = 20, ['burner-inserter'] = 2, ['gun-turret'] = 1 } function Public.starting_items_crew_upstairs() return { {['steel-plate'] = 38}, {['stone-brick'] = 60}, {['grenade'] = 3}, {['shotgun'] = 2, ['shotgun-shell'] = 36}, -- {['raw-fish'] = 5}, {['coin'] = 1000}, } end function Public.starting_items_crew_downstairs() return { {['transport-belt'] = Math.random(600,650)}, {['underground-belt'] = 80}, {['splitter'] = Math.random(50,56)}, {['inserter'] = Math.random(120,140)}, {['storage-tank'] = 2}, {['medium-electric-pole'] = Math.random(15,21)}, {['coin'] = 1000}, {['solar-panel'] = 3}, } end function Public.pick_random_drilling_ore() local number = Math.random(10) if number <= 4 then -- 40% return 'iron-ore' elseif number <= 7 then -- 30% return 'copper-ore' elseif number <= 9 then -- 20% return 'coal' else -- 10% return 'stone' end end function Public.pick_drilling_ore_amount() return Math.ceil(100 * Public.game_resources_scale() * Math.random_float_in_range(0.9, 1.1)) end -- Note: 3333 crude oil amount ~= 1% = 0.1/sec function Public.pick_default_oil_amount() return Math.ceil(30000 * Public.game_resources_scale() * Math.random_float_in_range(0.9, 1.1)) end -- Returns frequency in seconds function Public.biter_boat_average_arrival_rate() return Math.ceil((7.5 * 60) / Math.sloped(Common.difficulty_scale(), 0.5)) end function Public.coin_amount_from_tree() return Math.ceil(8 * Public.game_resources_scale() * Math.random_float_in_range(0.7, 1.3)) end function Public.coin_amount_from_rock() return Math.ceil(35 * Public.game_resources_scale() * Math.random_float_in_range(0.8, 1.2)) end return Public