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made tiles not support neighbors (except void) #229
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@ -37,7 +37,7 @@ local disc_value = 0
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local ring_value = 0
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local ring_value = 0
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local enable_stress_grid = 0
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local enable_stress_grid = 0
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local stress_map_blur_add
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local stress_map_add
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local mask_disc_blur
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local mask_disc_blur
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local stress_map_check_stress_in_threshold
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local stress_map_check_stress_in_threshold
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local support_beam_entities
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local support_beam_entities
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@ -93,7 +93,7 @@ local function create_collapse_template(positions, surface)
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local position = entity.position
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local position = entity.position
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entity.die()
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entity.die()
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if strength then
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if strength then
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stress_map_blur_add(surface, position, strength)
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stress_map_add(surface, position, strength)
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end
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end
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end)
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end)
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end
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end
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@ -172,14 +172,15 @@ end
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local function on_built_tile(surface, new_tile, tiles)
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local function on_built_tile(surface, new_tile, tiles)
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local new_tile_strength = support_beam_entities[new_tile.name]
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local new_tile_strength = support_beam_entities[new_tile.name]
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for _, tile in pairs(tiles) do
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for _, tile in pairs(tiles) do
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if new_tile_strength then
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if new_tile_strength then
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stress_map_blur_add(surface, tile.position, -1 * new_tile_strength)
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stress_map_add(surface, tile.position, -1 * new_tile_strength, true)
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end
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end
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local old_tile_strength = support_beam_entities[tile.old_tile.name]
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local old_tile_strength = support_beam_entities[tile.old_tile.name]
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if (old_tile_strength) then
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if (old_tile_strength) then
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stress_map_blur_add(surface, tile.position, old_tile_strength)
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stress_map_add(surface, tile.position, old_tile_strength, true)
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end
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end
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end
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end
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end
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end
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@ -190,7 +191,7 @@ local function on_robot_mined_tile(event)
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local strength = support_beam_entities[tile.old_tile.name]
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local strength = support_beam_entities[tile.old_tile.name]
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if strength then
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if strength then
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surface = surface or event.robot.surface
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surface = surface or event.robot.surface
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stress_map_blur_add(surface, tile.position, strength)
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stress_map_add(surface, tile.position, strength, true)
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end
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end
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end
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end
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end
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end
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@ -201,7 +202,7 @@ local function on_player_mined_tile(event)
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local strength = support_beam_entities[tile.old_tile.name]
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local strength = support_beam_entities[tile.old_tile.name]
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if strength then
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if strength then
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stress_map_blur_add(surface, tile.position, strength)
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stress_map_add(surface, tile.position, strength, true)
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end
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end
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end
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end
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end
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end
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@ -211,7 +212,7 @@ local function on_mined_entity(event)
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local strength = support_beam_entities[entity.name]
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local strength = support_beam_entities[entity.name]
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if strength then
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if strength then
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stress_map_blur_add(entity.surface, entity.position, strength)
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stress_map_add(entity.surface, entity.position, strength)
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end
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end
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end
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end
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@ -220,7 +221,7 @@ local function on_built_entity(event)
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local strength = support_beam_entities[entity.name]
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local strength = support_beam_entities[entity.name]
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if strength then
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if strength then
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stress_map_blur_add(entity.surface, entity.position, -1 * strength)
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stress_map_add(entity.surface, entity.position, -1 * strength)
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end
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end
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end
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end
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@ -228,7 +229,7 @@ local function on_placed_entity(event)
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local strength = support_beam_entities[event.entity.name]
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local strength = support_beam_entities[event.entity.name]
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if strength then
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if strength then
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stress_map_blur_add(event.entity.surface, event.entity.position, -1 * strength)
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stress_map_add(event.entity.surface, event.entity.position, -1 * strength)
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end
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end
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end
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end
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@ -245,7 +246,7 @@ local function on_void_removed(event)
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local position = event.old_tile.position
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local position = event.old_tile.position
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if strength then
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if strength then
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stress_map_blur_add(event.surface, position, strength)
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stress_map_add(event.surface, position, strength)
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end
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end
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local x = position.x
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local x = position.x
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@ -267,7 +268,7 @@ end
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local function on_void_added(event)
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local function on_void_added(event)
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local strength = support_beam_entities['out-of-map']
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local strength = support_beam_entities['out-of-map']
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if strength then
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if strength then
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stress_map_blur_add(event.surface, event.old_tile.position, -1 * strength)
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stress_map_add(event.surface, event.old_tile.position, -1 * strength)
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end
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end
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end
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end
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@ -357,7 +358,7 @@ to reinforce it further.
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local strength = support_beam_entities[tilename]
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local strength = support_beam_entities[tilename]
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if strength then
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if strength then
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stress_map_blur_add(surface, {x=x,y=y}, - strength)
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stress_map_add(surface, {x =x, y=y}, - strength)
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end
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end
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for _, entity in pairs(surface.find_entities_filtered({position = {x=x,y=y}})) do
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for _, entity in pairs(surface.find_entities_filtered({position = {x=x,y=y}})) do
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pcall(function()
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pcall(function()
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@ -365,7 +366,7 @@ to reinforce it further.
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local position = entity.position
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local position = entity.position
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entity.die()
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entity.die()
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if strength then
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if strength then
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stress_map_blur_add(surface, position, strength)
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stress_map_add(surface, position, strength)
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end
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end
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end
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end
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)
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)
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@ -529,7 +530,7 @@ stress_map_check_stress_in_threshold = function(surface, position, threshold, ca
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end
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end
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end
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end
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stress_map_blur_add = function(surface, position, factor)
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stress_map_add = function(surface, position, factor, no_blur)
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local x_start = floor(position.x)
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local x_start = floor(position.x)
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local y_start = floor(position.y)
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local y_start = floor(position.y)
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@ -538,6 +539,11 @@ stress_map_blur_add = function(surface, position, factor)
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return
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return
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end
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end
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if no_blur then
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add_fraction(stress_map, x_start, y_start, factor)
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return
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end
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if radius > abs(x_start) or radius > abs(y_start) then
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if radius > abs(x_start) or radius > abs(y_start) then
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for x = -radius, radius do
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for x = -radius, radius do
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for y = -radius, radius do
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for y = -radius, radius do
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@ -585,7 +591,7 @@ stress_map_blur_add = function(surface, position, factor)
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end
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end
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end
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end
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DiggyCaveCollapse.stress_map_blur_add = stress_map_blur_add
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DiggyCaveCollapse.stress_map_add = stress_map_add
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--
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--
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-- MASK
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-- MASK
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@ -56,7 +56,7 @@ function StartingZone.register(config)
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-- hack to avoid starting area from collapsing
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-- hack to avoid starting area from collapsing
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if (distance > floor(starting_zone_size / 10)) then
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if (distance > floor(starting_zone_size / 10)) then
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DiggyCaveCollapse.stress_map_blur_add(surface, {x = x, y = y}, -0.3)
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DiggyCaveCollapse.stress_map_add(surface, {x = x, y = y}, -0.3)
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end
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end
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end
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end
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end
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end
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