diff --git a/lib/separate_spawns.lua b/lib/separate_spawns.lua index 7822636..5e8b7a2 100644 --- a/lib/separate_spawns.lua +++ b/lib/separate_spawns.lua @@ -274,12 +274,14 @@ function SeparateSpawnsPlayerChangedSurface(player, previous_surface_name, new_s -- Check if there is already a landing pad for their force on the surface local landing_pad = surface.find_entities_filtered{name = "cargo-landing-pad", force = player.force, limit = 1} if (#landing_pad > 0) then - -- If the player is on the main force, not everyone can have their own landing pad. - if (player.force.name == storage.ocfg.gameplay.main_force_name) then - -- Maybe send them to their spawn point? - -- TODO + -- If there's a landing pad for the force, I don't think we should interfere with the native behavior until + -- there is an API that lets us do it properly. Otherwise I'm having to track landing pads per spawn... + -- TODO: Implement this properly. + if (player.force.name ~= storage.ocfg.gameplay.main_force_name) then + log("Player has a landing pad on this surface, let them land there?") + else + log("WARNING - I haven't fully implemented this yet! Player has a landing pad on this surface but is on the main force so it might not be at their own spawn?!") end - log("Player already has a landing pad on this surface, ignoring.") return end