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Move level up logic outside of unlock check loop
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@ -122,20 +122,15 @@ local function update_market_contents(market)
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local old_level = stone_tracker.current_level
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local print = game.print
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if (calculate_level(stone_tracker.current_level+1) <= stone_tracker.stone_sent_to_surface) then
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stone_tracker.current_level = stone_tracker.current_level + 1
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end
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for _, unlockable in pairs(config.unlockables) do
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local stone_unlock = calculate_level(unlockable.level)
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local is_in_range = stone_unlock > stone_tracker.previous_stone_sent_to_surface and stone_unlock <= stone_tracker.stone_sent_to_surface
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if (stone_tracker.current_level == old_level) then
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while (calculate_level(stone_tracker.current_level) < stone_tracker.stone_sent_to_surface) do
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if (calculate_level(stone_tracker.current_level+1) <= stone_tracker.stone_sent_to_surface) then
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stone_tracker.current_level = stone_tracker.current_level + 1
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else
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break
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end
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end
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end
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-- only add the item to the market if it's between the old and new stone range
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if (is_in_range and unlockable.type == 'market') then
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add_market_item = add_market_item or market.add_market_item
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