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FACTO-95: Fixed base index reference displaying ai states transitions

This commit is contained in:
Aaron Veden 2022-04-09 17:52:53 -07:00
parent eb21f6f1c5
commit 2d9b87e127
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2 changed files with 2 additions and 1 deletions

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@ -24,6 +24,7 @@ Version: 3.0.0
Bugfixes:
- Fixed Krastorio2 on_force_created playerforces being nil
- Fixed enemy map scan creating bases unnecessarily
- Fixed base.index reference error in displaying ai state
---------------------------------------------------------------------------------------------------
Version: 2.2.0

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@ -531,7 +531,7 @@ local function processState(universe, base, tick)
base.stateAITick = randomTickEvent(universe.random, tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
if universe.printAIStateChanges then
game.print(base.index .. ": AI is now: " .. constants.stateEnglish[base.stateAI] .. ", Next state change is in "
game.print(base.id .. ": AI is now: " .. constants.stateEnglish[base.stateAI] .. ", Next state change is in "
.. string.format("%.2f", (base.stateAITick - tick) / (60*60)) .. " minutes @ " ..
getTimeStringFromTick(base.stateAITick) .. " playtime")
end