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FACTO-95: Fixed base index reference displaying ai states transitions
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@ -24,6 +24,7 @@ Version: 3.0.0
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Bugfixes:
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- Fixed Krastorio2 on_force_created playerforces being nil
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- Fixed enemy map scan creating bases unnecessarily
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- Fixed base.index reference error in displaying ai state
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---------------------------------------------------------------------------------------------------
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Version: 2.2.0
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@ -531,7 +531,7 @@ local function processState(universe, base, tick)
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base.stateAITick = randomTickEvent(universe.random, tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
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if universe.printAIStateChanges then
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game.print(base.index .. ": AI is now: " .. constants.stateEnglish[base.stateAI] .. ", Next state change is in "
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game.print(base.id .. ": AI is now: " .. constants.stateEnglish[base.stateAI] .. ", Next state change is in "
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.. string.format("%.2f", (base.stateAITick - tick) / (60*60)) .. " minutes @ " ..
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getTimeStringFromTick(base.stateAITick) .. " playtime")
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end
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