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FACTO-136: Correct hive generation probabilities on initial scan with
resource patches
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@ -9,6 +9,7 @@ Version: 3.1.0
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- Fixed the period of the xor number generator being cut in half
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- Fixed desync when hives would generate buildings using the landmine event (workaround before created_effect existed)
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- Fixed acid damage causing hit effects for enemies which caused UPS loss
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- Fixed initial scan generation of hives on resources patches not having resources set before determining upgrades
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---------------------------------------------------------------------------------------------------
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Version: 3.0.3
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@ -236,7 +236,12 @@ function chunkUtils.initialScan(chunk, map, tick)
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end
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if (pass ~= CHUNK_IMPASSABLE) then
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setPassable(map, chunk, pass)
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setPathRating(map, chunk, waterTiles + neutralObjects)
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setPlayerBaseGenerator(map, chunk, playerObjects)
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local resources = surface.count_entities_filtered(universe.isCountResourcesQuery) * RESOURCE_NORMALIZER
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setResourceGenerator(map, chunk, resources)
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local vanillaEntityTypeLookup = universe.vanillaEntityTypeLookup
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local buildingHiveTypeLookup = universe.buildingHiveTypeLookup
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@ -277,12 +282,6 @@ function chunkUtils.initialScan(chunk, map, tick)
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end
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end
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setPlayerBaseGenerator(map, chunk, playerObjects)
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setResourceGenerator(map, chunk, resources)
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setPassable(map, chunk, pass)
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setPathRating(map, chunk, waterTiles + neutralObjects)
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return chunk
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end
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end
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