local Public_terrain = {} function Public_terrain.danger_event(surface, left_top) local silo = surface.create_entity({name = "rocket-silo", force = "enemy", position = {x = left_top.x + 16, y = left_top.y + 16}}) local pole = surface.create_entity({name = "medium-electric-pole", position = {x = left_top.x + 12, y = left_top.y + 11}, force = "scrapyard", create_build_effect_smoke = false}) local silo_text = rendering.draw_text{ text = "Nuclear silo", surface = surface, target = pole, target_offset = {5, -2.5}, color = {r = 0.98, g = 0, b = 0}, scale = 1.00, font = "default-game", alignment = "center", scale_with_zoom = false } local countdown_text = rendering.draw_text{ text = " ", surface = surface, target = pole, target_offset = {5, -1.5}, color = {r = 0.98, g = 0, b = 0}, scale = 1.00, font = "default-game", alignment = "center", scale_with_zoom = false } silo.get_module_inventory().insert("effectivity-module-3") silo.rocket_parts = 100 --silo.get_module_inventory().insert("effectivity-module-3") local combinator = surface.create_entity({name = "constant-combinator", position = {x = left_top.x + 11, y = left_top.y + 10}, force = "player", create_build_effect_smoke = false}) local speaker = surface.create_entity({name = "programmable-speaker", position = {x = left_top.x + 11, y = left_top.y + 11}, force = "player", create_build_effect_smoke = false, parameters = {playback_volume = 0.6, playback_globally = true, allow_polyphony = false}, alert_parameters = {show_alert = true, show_on_map = true, icon_signal_id = {type = "item", name = "atomic-bomb"}, alert_message = "Nuclear missile silo detected!" }}) combinator.connect_neighbour({wire = defines.wire_type.green, target_entity = speaker}) local rules = combinator.get_or_create_control_behavior() local rules2 = speaker.get_or_create_control_behavior() rules.set_signal(1, {signal = {type = "virtual", name = "signal-A"}, count = 1}) rules2.circuit_condition = {condition = {first_signal = {type = "virtual", name = "signal-A"}, second_constant = 0, comparator = ">"}} rules2.circuit_parameters = {signal_value_is_pitch = false, instrument_id = 0, note_id = 6} local solar = surface.create_entity({name = "solar-panel", position = {x = left_top.x + 14, y = left_top.y + 10}, force = "scrapyard", create_build_effect_smoke = false}) local acu = surface.create_entity({name = "accumulator", position = {x = left_top.x + 14, y = left_top.y + 8}, force = "scrapyard", create_build_effect_smoke = false}) acu.energy = 5000000 speaker.minable = false speaker.destructible = false speaker.operable = false combinator.minable = false combinator.destructible = false combinator.operable = false solar.destructible = false pole.destructible = false acu.destructible = false global.objective.dangers[#global.objective.dangers + 1] = {silo = silo, speaker = speaker, combinator = combinator, solar = solar,acu = acu, pole = pole, destroyed = false, text = silo_text, timer = countdown_text} end function Public_terrain.fish_market(surface, left_top) local market = surface.create_entity({name = "market", force = "player", position = {x = left_top.x + 16, y = left_top.y + 16}}) market.destructible = false market.operable = false market.minable = false local repair_text = rendering.draw_text{ text = "Fish Market", surface = surface, target = market, target_offset = {0, -2.5}, color = global.locomotive.color, scale = 1.00, font = "default-game", alignment = "center", scale_with_zoom = false } local fishchest = surface.create_entity({name = "compilatron-chest", force = "player", position = {x = left_top.x + 11, y = left_top.y + 16}}) fishchest.destructible = false fishchest.minable = false fishchest.operable = false global.fishchest = fishchest local repair_text = rendering.draw_text{ text = "Deposit fish here", surface = surface, target = fishchest, target_offset = {0, -2.5}, color = global.locomotive.color, scale = 0.75, font = "default-game", alignment = "center", scale_with_zoom = false } local inserter = surface.create_entity({name = "fast-inserter", force = "player", position = {x = left_top.x + 10, y = left_top.y + 16}, direction = defines.direction.west}) inserter.destructible = false inserter.minable = false inserter.operable = false inserter.rotatable = false local track = surface.create_entity({name = "straight-rail", force = "player", position = {x = left_top.x + 8, y = left_top.y + 16}}) track.destructible = false track.minable = false end return Public_terrain