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Fixed technology and inventory rename
Also fixed player -> character in types
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@ -203,7 +203,7 @@ local function print_player_info(args, player)
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Game.player_print(info_t)
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if (not player or player.admin) and args.inventory then
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local m_inventory = target.get_inventory(defines.inventory.player_main)
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local m_inventory = target.get_inventory(defines.inventory.character_main)
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m_inventory = m_inventory.get_contents()
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Game.player_print('Main and hotbar inventories: ')
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Game.player_print(serpent.line(m_inventory))
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@ -74,7 +74,7 @@ function Public.run_combined_module(event)
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end
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local function teleport_nearby_players(portal)
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for _, player_character in pairs(portal.source.find_entities_filtered {area = {{portal.position.x - global.portal_radius, portal.position.y - global.portal_radius}, {portal.position.x + global.portal_radius, portal.position.y + global.portal_radius}}, name = 'player', type = 'player'}) do
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for _, player_character in pairs(portal.source.find_entities_filtered {area = {{portal.position.x - global.portal_radius, portal.position.y - global.portal_radius}, {portal.position.x + global.portal_radius, portal.position.y + global.portal_radius}}, name = 'character', type = 'character'}) do
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local player = player_character.player
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if not global.last_tp[player.name] or global.last_tp[player.name] + global.teleport_cooldown * 60 < game.tick then
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player.teleport(portal.target, portal.target_surface)
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@ -125,7 +125,7 @@ local military_techs = {
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['night-vision-equipment'] = true,
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['personal-laser-defense-equipment'] = true,
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['power-armor'] = true,
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['power-armor-2'] = true,
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['power-armor-mk2'] = true,
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['rocket-damage-1'] = true,
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['rocket-damage-2'] = true,
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['rocket-damage-3'] = true,
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