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Merge pull request #534 from iltar/venus-fixes
Some minor fixes for venus
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commit
fe4dbe3d8c
@ -1,3 +1,4 @@
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require 'utils.table'
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local Game = require 'utils.game'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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@ -1,6 +1,6 @@
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-- For more info on the day/night cycle and examples of cycles see: https://github.com/Refactorio/RedMew/wiki/Day-Night-cycle
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local Public = {}
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local Debug = 'utils.debug'
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local Debug = require 'utils.debug'
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local day_night_cycle_keys = {
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'ticks_per_day',
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@ -131,51 +131,44 @@ local function world_settings()
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DayNight.set_cycle(day_night_cycle, surface)
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player_force.recipes['medium-electric-pole'].enabled = true
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player_force.technologies['steel-plate'].enabled = false
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player_force.recipes['steel-plate'].enabled = true
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player_force.technologies['artillery-shell-range-1'].enabled = false
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game.difficulty_settings.technology_price_multiplier = 1
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local map_settings = game.map_settings
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local pollution = map_settings.pollution
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local p = {
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enabled = true,
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diffusion_ratio = 0.01,
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min_to_diffuse = 30,
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ageing = 1,
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expected_max_per_chunk = 7000,
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min_to_show_per_chunk = 700,
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min_pollution_to_damage_trees = 3500,
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pollution_with_max_forest_damage = 10000,
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pollution_per_tree_damage = 2000,
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pollution_restored_per_tree_damage = 500,
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max_pollution_to_restore_trees = 1000
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}
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pollution = p
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pollution.enabled = true
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pollution.diffusion_ratio = 0.01
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pollution.min_to_diffuse = 30
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pollution.ageing = 1
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pollution.expected_max_per_chunk = 7000
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pollution.min_to_show_per_chunk = 700
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pollution.min_pollution_to_damage_trees = 3500
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pollution.pollution_with_max_forest_damage = 10000
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pollution.pollution_per_tree_damage = 2000
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pollution.pollution_restored_per_tree_damage = 500
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pollution.max_pollution_to_restore_trees = 1000
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local enemy_evolution = map_settings.enemy_evolution
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local e_ev = {
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enabled = true,
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time_factor = 0.00004,
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destroy_factor = 0.002,
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pollution_factor = 0.000045
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}
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enemy_evolution = e_ev
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enemy_evolution.enabled = true
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enemy_evolution.time_factor = 0.00004
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enemy_evolution.destroy_factor = 0.002
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enemy_evolution.pollution_factor = 0.000045
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local enemy_expansion = map_settings.enemy_expansion
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local e_ex = {
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enabled = true,
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max_expansion_distance = 10,
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friendly_base_influence_radius = 2,
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enemy_building_influence_radius = 2,
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building_coefficient = 0.1,
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other_base_coefficient = 2.0,
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neighbouring_chunk_coefficient = 0.5,
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neighbouring_base_chunk_coefficient = 0.4,
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max_colliding_tiles_coefficient = 0.9,
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settler_group_min_size = 2,
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settler_group_max_size = 30,
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min_expansion_cooldown = 1 * 3600,
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max_expansion_cooldown = 15 * 3600
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}
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enemy_expansion = e_ex
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enemy_expansion.enabled = true
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enemy_expansion.max_expansion_distance = 10
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enemy_expansion.friendly_base_influence_radius = 2
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enemy_expansion.enemy_building_influence_radius = 2
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enemy_expansion.building_coefficient = 0.1
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enemy_expansion.other_base_coefficient = 2.0
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enemy_expansion.neighbouring_chunk_coefficient = 0.5
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enemy_expansion.neighbouring_base_chunk_coefficient = 0.4
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enemy_expansion.max_colliding_tiles_coefficient = 0.9
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enemy_expansion.settler_group_min_size = 2
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enemy_expansion.settler_group_max_size = 30
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enemy_expansion.min_expansion_cooldown = 1 * 3600
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enemy_expansion.max_expansion_cooldown = 15 * 3600
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surface.map_gen_settings = {
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terrain_segmentation = 'very-low', -- water frequency
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