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2118eca: Added baseId and surface to adaptation message

This commit is contained in:
Aaron Veden 2023-01-02 18:49:56 -08:00
parent 0a2cc758da
commit 15f278b5d8
No known key found for this signature in database
GPG Key ID: FF5990B1C6DD3F84
3 changed files with 7 additions and 2 deletions

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@ -15,6 +15,7 @@ Version: 3.2.0
- Increased the death thresholds to 17000 <50%, 34000 <70%, 60000 <90%, 100000 for adaptation
- Changed spawner pollution check to use 75% of the chunk pollution diffuse value
- Bases no longer gain points in AI_STATE_PEACEFUL (Dagothur)
- Added baseId and surface name to the adaptation console message
Bugfixes:
- Removed layer-13 from projectiles
- script_raised_built now looks for enemy faction and registers as needed

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@ -371,6 +371,8 @@ local function pickMutationFromDamageType(universe, damageType, roll, base)
if mutated and universe.printBaseAdaptation then
if baseAlignment[2] then
game.print({"description.rampant--adaptation2DebugMessage",
base.id,
base.map.surface.name,
damageType,
{"description.rampant--"..baseAlignment[1].."EnemyName"},
{"description.rampant--"..baseAlignment[2].."EnemyName"},
@ -380,6 +382,8 @@ local function pickMutationFromDamageType(universe, damageType, roll, base)
universe.MAX_BASE_MUTATIONS})
else
game.print({"description.rampant--adaptation1DebugMessage",
base.id,
base.map.surface.name,
damageType,
{"description.rampant--"..baseAlignment[1].."EnemyName"},
base.x,

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@ -331,8 +331,8 @@ rampant--temperamentRateModifier=Change how quickly Rampant will hit extremes in
[description]
rampant--planetHasAwoken=Rampant: The natives are beginning to react to your presence.
rampant-bobs-nee-newEnemies=Bobs enemies or NEE has been detected with Rampants new enemies,\nthe artifacts from each of these mods will still work with Rampants new enemies.\nThe generation of bobs or NEE unit spawners explicitly by Rampant is\nno longer supported when the Rampants new enemies are active.
rampant--adaptation2DebugMessage=Faction has mutated bacause the damage type called __1__. Now the Faction will produce __2__ and __3__. Faction mutations __6__ out of __7__. [gps=__4__,__5__]
rampant--adaptation1DebugMessage=Faction has mutated bacause the damage type called __1__. Now the Faction will produce __2__. Faction mutations __5__ out of __6__. [gps=__3__,__4__]
rampant--adaptation2DebugMessage=[__1__]:__2__ Faction has mutated bacause the damage type called __3__. Now the Faction will produce __4__ and __5__. Faction mutations __8__ out of __9__. [gps=__6__,__7__]
rampant--adaptation1DebugMessage=[__1__]:__2__ Faction has mutated bacause the damage type called __3__. Now the Faction will produce __4__. Faction mutations __7__ out of __8__. [gps=__5__,__6__]
rampant--adaptationFrozenDebugMessage=Faction will no longer mutate into new factions. [gps=__1__,__2__]
rampant--adaptationResetDebugMessage=Faction mutations have been reset. __2__ of __3__ mutations remaining. [gps=__1__,__2__]
rampant--removeNewEnemies=Starting removal of new enemies.\nPlease Wait...\nOnce this is completed, save your game, exit to the main menu, disable the Rampant Mod setting new enemies, load your save and and save your game, and now the new enemies should be disabled. \n\nIf you run this command and don't disable the new enemies then any mod configuration changes will cause the new enemies to be re-enabled.