* Upload pinguin scenario
* Fix relative path
* Pinguin scenario modularization
* Update enemy_turrets.lua
Added energy interface controls to limit power available to enemy laser turrets, with laser_shots_per_level constant for balancing.
* Update floor_is_lava.lua
Now spawns fire under players when level is half of max.
* Explosion Scare Module
Added explosion_scare module. Chooses players to randomly explode (non-damaging) a number of times before switching to new targets. Explosion intensity increases as module increases.
* Update pinguin.lua
Removed comment block over modules.
* Added New Module: permanent_factory
Has a very small chance to make an entity unminable and undestructible when placed.
* MeteOres
Added new module: MeteOres.
Spawns a random meteor that damages entities, creates ore, and spawns biters.
* Update meteOres.lua
Added explosion to meteor
* Added Auto Build
Added auto_build module. Selects random players, and automatically builds the item in their cursor nearby for a while, before changing targets.
* New module: Unorganized Recipes
Added a new module to hide recipe groups and subgroups for random players. This leads to "unorganized" crafting menus.
* Update auto_build.lua
Fixed typo. I must have changed base targets to 0 instead of the global level when preparing this file for commit.
* Add Biter Ores Module
Add new module. Spawns ores on death of biters, worms, and spawners, based on difficulty of biter and level.
looks for ores on the tile the biter dies on to add to, otherwise looks nearby for an ore type and uses that, otherwise decides on a new ore type to spawn.
This should allow players to set up "farms" for their ores, creating reasonable ore patches.
Contains a RANDOM_ORES constant that will make the search radius small and ensure random ores are placed instead.
* Update biter_ores.lua
Found typo. radius should be .1 not 1 for tile directly beneath biter.
* Updated Existing Modules
Got luacheck setup in my IDE so we don't have to wait for RedMew to run it. Fixed white-space and other linting errors.
* Split AF scenarios
* Add alien biomes module
* Draft april-fools scenarios
* Fix draft issues
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Co-authored-by: R. Nukem <Reoisasa@gmail.com>
* Update manhattan.lua
-changed spawn point to center
-scaled map 2 to 1(easier handle monsters)
-normaly take 70hours complete map
* Update manhattan.lua
update2024
-location reswanpoint
-scale 1,8 so about 20% smaller map
* Update manhattan.lua
40% smaller that original
* Update manhattan.lua
half grid_number_of_blocks
half mini_grid_number_of_blocks
* Use odd numbers for output number of blocks.
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Co-authored-by: James Gillham <jrdgillham@gmail.com>
- Add no_bots preset.
- Added only personal bots preset.
- Added only construction bots preset.
- Added logistic network embargo preset.
- Added Steam all the way preset.
- Added Raining Bullets preset.
- Which outposts are active can now be controlled via a property of config called active_outpost_types.
- Outpost distribution in each stage can now be controlled via a property of config for each stage, those properties are: stage1a_list, stage1b_list, stage2_list, stage3_list, stage4_list, mini1_list, mini2_list and mini3_list.
- Changed the name of the function itertor_builder to iterator_builder.
- The awards being in the map-promotion channel is great because people see it when they're pinged and there being no chatter in there keeps it clean and easy to find/read.
- However, it doesn't foster community and discussion.
- This PR duplicates the embedded message so it's posted once to map-promotion and once to the respective channels for danger ores and crash site.
- Will give players somewhere to discuss post-match. I hope it will lead to more discussion of game play and some more friendly competition.
- Added cooldown to spy chat message
- Still shows message on first use so that new players know about the command
- Added spy fish tag to map so that players can see easily which are the newly revealed areas.
* Fixed error in multiline barrage command
- Reported by Clinkstur
- If the barrage antigrief found no nests in an area then it returned from the function
- This broke the command if the player used a multi-coordinate barrage to barrage more than one location
- New behaviour is that it just skips that location and continues to next coordinates
* Added gps rich text to failure message