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FACTO-278: Fixed squad compression disabling

This commit is contained in:
Aaron Veden 2023-04-01 09:48:28 -07:00
parent ce135de257
commit acd3e47c41
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GPG Key ID: FF5990B1C6DD3F84
3 changed files with 10 additions and 3 deletions

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@ -1,3 +1,8 @@
---------------------------------------------------------------------------------------------------
Version: 3.2.1
Bugfixes:
- Squad compression setting would trigger squad compression even with -1 as mod setting
---------------------------------------------------------------------------------------------------
Version: 3.2.0
Contributions:
@ -70,7 +75,7 @@ Version: 3.2.0
- Fixed attack squads required both player structures and player pheromone above threshold to switch into attack mode
Optimizations:
- Moved most constants out of global
- Removed new enemy variations setting
- Reduced new enemy variations setting
- Moved neturalObject scan chunk to after a chunk is determined to be passable
- Centralized base points manipulation and chat messaging (Dagothur)
- Base point deductions for unit losses are now batched in 20 to reduce chat spam when using the print AI points to chat options (Dagothur)

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@ -1,7 +1,7 @@
{
"name" : "Rampant",
"factorio_version" : "1.1",
"version" : "3.2.0",
"version" : "3.2.1",
"title" : "Rampant",
"author" : "Veden",
"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",

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@ -262,7 +262,9 @@ function Squad.compressSquad(squad)
local compressionSet = {}
local group = squad.group
local members = group.members
if #members < Universe.squadCompressionThreshold then
if (Universe.squadCompressionThreshold == -1)
or (#members <= Universe.squadCompressionThreshold)
then
squad.canBeCompressed = false
return
end