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fixed nest processing
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@ -3,6 +3,7 @@ Version: 1.1.5
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Date: 23. 11. 2021
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Bugfixes:
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- Fixed vengence squads only processing half the expected chunks
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- Fixed nest processing only processing half the nests (Thank you Dimm2101)
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---------------------------------------------------------------------------------------------------
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Version: 1.1.4
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@ -12,7 +13,7 @@ Date: 25. 07. 2021
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- Added mod settings for debug values around faction mutation
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Bugfixes:
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- Fixed factions being added to damage table incorrectly
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---------------------------------------------------------------------------------------------------
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Version: 1.1.3
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Date: 24. 07. 2021
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@ -480,26 +480,19 @@ function mapProcessor.processVengence(map)
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end
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function mapProcessor.processNests(map, tick)
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local bases = map.chunkToBase
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local chunks = map.chunkToNests
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local chunk = next(chunks, map.processNestIterator)
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if not chunk then
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map.processNestIterator = nil
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return
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else
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local chunk = next(map.chunkToNests, map.processNestIterator)
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map.processNestIterator = chunk
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if chunk then
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processNestActiveness(map, chunk)
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queueNestSpawners(map, chunk, tick)
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if map.universe.NEW_ENEMIES then
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local base = bases[chunk]
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local base = map.chunkToBase[chunk]
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if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
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processBase(chunk, map, tick, base)
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end
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end
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chunk = next(chunks, chunk)
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end
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map.processNestIterator = chunk
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end
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local function processSpawners(map, tick, iterator, chunks)
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