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Change the builder to properly avoid water tiles in the starting ore ring.
Co-authored-by: grilledham <jrdgillham@gmail.com>
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@ -60,9 +60,9 @@ return function(config)
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local ores = b.any(shapes)
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local starting_ores = b.change_collision_tile(start_ore_shape, 'water-tile', 'grass-1') -- For some reason that does not always overwrite water tiles?
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local starting_ores = b.change_map_gen_collision_tile(start_ore_shape, 'water-tile', 'grass-1')
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starting_ores = b.apply_entity(starting_ores, b.segment_pattern(starting_ores_list))
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return b.any {spawn_shape, starting_ores ,water_shape, ores}
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end
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end
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end
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