1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
Commit Graph

1476 Commits

Author SHA1 Message Date
Jayefuu
a93eb2d4ea
Merge pull request #1128 from Refactorio/rocket-tanks
Crash site rocket tanks
2020-12-28 08:32:17 +00:00
Jayefuu
903a78de54 Updated rocket tank balance
- Reduced intervals for each level from 3, 2, 1, 0.5 seconds to 2, 1.5, 1, 0.5 seconds.
- Reduced cost from 7500 per level to 4000 per level.

These changes should make the tank useful in the period of the game for which it's designed. I will watch the next few games to check balance and adjust if it's too OP.
2020-12-28 08:25:24 +00:00
James Gillham
2f53b43165 Send report to discord. 2020-12-27 15:57:22 +00:00
James Gillham
b6221a57c2 Fix broken item.name check 2020-12-27 14:17:42 +00:00
James Gillham
7501c7b28c Fix lua check 2020-12-27 14:07:06 +00:00
James Gillham
a127196e9c Updates:
- update .luacheckrc.
- Add stack limits to airstrike and rocket tank market items.
- Refactor rocket_tanks.lua
2020-12-27 14:03:18 +00:00
Jayefuu
deefaa6892 Final updates
- Made changes suggested by grilledham
- Disabled market item when research levels complete so that the tooltip can still be seen
- Changed cost to 7500 extra per level
2020-12-27 07:30:15 +00:00
Jayefuu
674fe5dd43 Updated as per grilledham's comments. 2020-12-27 07:07:53 +00:00
Jayefuu
81bf3dec1d Rocket tanks first draft 2020-12-26 17:08:59 +00:00
Jayefuu
f28f76157e Update commands.lua 2020-12-26 08:48:07 +00:00
Jayefuu
a27b428583 Fixed lua warnings 2020-12-24 11:40:17 +00:00
Jayefuu
d32fcefe0d Added additional statistics to JSON scenario data
Previously we couldn't tell if a restart was due to game win or fail. Statistics are now saved that include the start and end epoch, the game time in ticks (so we can gauge activity), how many biters, worms and nests were killed, how many enemy_entities remain (so we can tell if the map was cleared) and how many players participated in total.
2020-12-24 06:52:14 +00:00
James Gillham
663f40e6d9 Ping map-promotion channel on crashsite restart. 2020-12-23 16:08:20 +00:00
Jayefuu
2e1b2651cb Update events.lua 2020-12-14 19:27:08 +00:00
Jayefuu
c758b6d4a8
Merge pull request #1116 from Refactorio/artillery-pickup-bug-fix
Fixed artillery pickup exploit
2020-12-13 16:06:18 +00:00
Jayefuu
c078cc1b4d Update events.lua
Final comment update.
2020-12-13 16:05:23 +00:00
Jayefuu
7b248dc2d9 Update events.lua
- Updated comments to be accurate
- Changed balance after discussion with grilledham
2020-12-13 15:53:58 +00:00
Jayefuu
b3a0665566 Updated strike cost
The strike count and cost described by the market was correct but the actual number of capsules sent and the number of capsules removed from the chest was wrong. Bug due to starting index, have now updated the maths to be correct.

Tested and the market description, number of shots fired and the number of capsules removed from the chest are now correct.
2020-12-13 15:40:32 +00:00
Jayefuu
80675bf928 Updated logic order following discussion
Rearranged the order of the code so that it's more performant and added comments to further explain the logic and reasons for the complications, ie. the cheesing with artillery.
2020-12-13 14:49:49 +00:00
Jayefuu
09f25b2b05 Updated strike max range 2020-12-09 18:33:33 +00:00
Jayefuu
c79cbca22d Fixed /strike command range issue
Previously the airstrike was not reaching the corners of the map. There was a default max_range value of 1000 that limited how far the poison capsules could travel. Have set it to 1400 so that it can reach the corners of the map.

THIS NEEDS PLAY TESTING. Please don't merge until I've confirmed I've play tested it.
2020-12-08 09:12:12 +00:00
Jayefuu
052c6f17cc Update events.lua 2020-12-08 08:18:31 +00:00
Jayefuu
f42367bb7c whitespace 2020-11-29 21:54:15 +00:00
Jayefuu
fcca5de12a Logic change and lua check fixes 2020-11-29 21:52:41 +00:00
Jayefuu
ecff8f86eb Fixed part of artillery pickup exploit
- Current behaviour is that when destroyers/defenders are created their target position is set to the entity that killed them.
- If a player picks up the artillery after the capsules spawn then they lose their cause.target and stop, not reaching the cause of the turret death.
- I've changed this behaviour so that if the target.cause is artillery then it spawns a defender/destroyer projectile NOT an entity. The projectile target can therefore be a position not an entity. So the capsules won't stop if the artillery is picked up.
- If the cause is not artillery turret or wagon then a destroyer/defender capsule entity is spawned instead of a projectile because a projectile cannot track the player.
- If the player picks up the artillery turret before the projectile that kills a turret arrives then the event cause.name will be missing and no bots spawn at all. I have changed the behaviour so that "if not cause" then we assume they're doing something fucky. We won't have the entity cause name or position, so let's just spawn double the normal amount of destroyers and just send them at 0, 0 since we know nothing else to do with them.
2020-11-29 21:26:01 +00:00
grilledham
e86cc2a8f5
Merge pull request #1114 from Refactorio/crash-site-air-strrike
Airstrike command
2020-11-29 19:47:27 +00:00
Jayefuu
2a6092d2e4 Added chest check 2020-11-29 18:39:32 +00:00
Jayefuu
fd047c7868 Update commands.lua 2020-11-25 21:35:16 +00:00
Jayefuu
4cee264d63 Changed find_entitieS_filtered to count_entities_filtered 2020-11-25 21:33:04 +00:00
Jayefuu
2dffbba928 woops 2020-11-25 21:19:35 +00:00
Jayefuu
fa70f1e832 Updated as per comments 2020-11-25 21:18:07 +00:00
Jayefuu
40d3b4e452 Uncommented admin print 2020-11-25 15:32:52 +00:00
Jayefuu
13a2c40acb Updated localisation and inconsistencies 2020-11-25 14:57:05 +00:00
James Gillham
89b3af7f15 Fix diggy gui button styles 2020-11-24 20:20:45 +00:00
James Gillham
4c227a14e8 luacheck - remove trailing whitespace 2020-11-24 20:20:26 +00:00
James Gillham
2bd3348287 ammo-category fixes 2020-11-24 17:45:07 +00:00
James Gillham
762d31d465 Gui fixes 2020-11-24 17:44:31 +00:00
James Gillham
171737e587 Remove removed items/entities. 2020-11-24 16:39:22 +00:00
James Gillham
0b95a25f1d Change train_saviour to use 'player-port' instead of 'small-plane'. 2020-11-24 16:39:22 +00:00
James Gillham
dd0ddd131e technology renames. 2020-11-24 16:39:22 +00:00
James Gillham
df4225eca1 clean_cursor -> clear_cursor 2020-11-24 16:39:21 +00:00
Jayefuu
45759bd39c Updated grief check
- Changed grief check to use xpos, ypos and radius
- Tested it works
2020-11-20 21:43:19 +00:00
Jayefuu
b25547c160 Update commands.lua 2020-11-20 00:29:45 +00:00
Jayefuu
5e78cb52d2 Fixed lua checks 2020-11-19 21:25:56 +00:00
Jayefuu
e33ba4462f Merge branch 'crash-site-air-strrike' of https://github.com/Refactorio/RedMew into crash-site-air-strrike 2020-11-19 21:19:32 +00:00
Jayefuu
8092086a94 Final airstrike features
- Added balance
- Updated market item descriptions
- Checked errors
- Added toasts
2020-11-19 21:19:26 +00:00
James Gillham
1d0aaabf58 Make spawn chest indestructible/unminable 2020-11-19 19:30:41 +00:00
James Gillham
473874be35 Add retailer event handler for airstrike. 2020-11-17 21:35:12 +00:00
Jayefuu
fdb0cf3469 WIP - airstrike command
- Type `/strike [gps=x,y,surface] to send a large cloud of poison into the enemy
- Searches a chest near spawn for poison capsules. Current cost for command is 100 capsules but could be balanced.
- Needs market items adding for technology research, bought with coins.
- Variables strikeCount and strikeRadius start low. As the market upgrades are made (start at 5k each?) the size of teh strike and amount of capsules increases.
- Should be balanced to allow use from mid-game onwards. Don't allow early game use as manual throwing is fine for early outposts. This should be to speed up the boring end-game clearing of worms.
2020-11-17 20:56:53 +00:00
Jayefuu
4e4b62a152 Spidertron artillery immunity fix
- Added spidetron to artillery_target_entities list
- Added code to fire a rocket at spidertrons as well as the non-damaging artillery
- Tested effect of 4 and 8 artillery rockets on spidertron. Kills shields quick but spidertron takes about a minute to die. Enough to deter them from staying too long but not too OP.
2020-11-17 18:03:59 +00:00
grilledham
b2f5cfb7c4
Merge pull request #1101 from Refactorio/crash-site-spy-command
Added a /spy command to allow players to reveal map
2020-11-10 21:04:59 +00:00
Jayefuu
2c744211b1 Add combat robots explode on artillery wagons.
When a combat robot expires and is targeting an artillery wagon, it will now explode. This is a work around for a factorio bug where combat robots do not attack artillery wagons.
2020-11-10 20:45:37 +00:00
Jayefuu
1afccaa664 Fixed as per requests
- fixed use of game.player
- if player surface contains a number, now won't fail.
2020-11-10 20:11:18 +00:00
Jayefuu
f2f2a6d766 Updated as per comments
- Changed get_inventory(1) to get_inventory(defines.inventory.character_main) to make it clearer which inventory we're getting.
- changed area charted to 3x3 full chunks cented on the chunk containing the pinged coordinate. Will now charta 96x96 tile area which is more reasonable considering the cost of /spy
2020-11-08 21:59:54 +00:00
grilledham
674e95993f
Revert "Crash Site: Enemy combat robots now explode when they timeout" 2020-11-07 19:26:09 +00:00
Jayefuu
f06d34ca48 Fixed failed checks 2020-11-06 18:56:42 +00:00
Jayefuu
358c13c8ca Changed as per description
- Updated local to be specific to player that used the command (woops!)
- Success message now prints to all players not the user.
2020-11-06 18:52:33 +00:00
Jayefuu
f19c399bc6 Updated as per suggestions 2020-11-05 18:28:34 +00:00
Jayefuu
6bce1ad294 Fixed failed checks. 2020-11-04 16:24:14 +00:00
Jayefuu
05828cba29 Added a /spy command to allow players to reveal map 2020-11-04 16:19:52 +00:00
Jayefuu
64d78f590c Enemy combat robots now explode when they timeout
Players were using remotely located artillery wagons in lakes to cheesily clear the map with no repercussions. Swarms of destroyer capsules would hover over the artillery but not target it. They would timeout and  the player could then refill the wagon with ammo.

I've changed the entity_died_events file to events.lua since it now has on_entity_died, on_player_died and on_combat_robot_expired.

I have added the on_combat_robot_expired event so that when the robots timeout they explode, damaging nearby entities.
2020-11-04 11:30:30 +00:00
Jayefuu
0c8a260bdf
Fixed failed checks 2020-10-29 16:38:14 +00:00
Jayefuu
f1956c7224
Begin logging crash site game time to scenario data
Added lines to store the unix time the restart happens as well as how many ticks the game lasted. Starting storing these now so I have some interesting data to use in a week or two.
2020-10-29 16:26:27 +00:00
Jayefuu
cd242aaa80
Update commands.lua 2020-10-24 11:43:31 +01:00
Jayefuu
073198530b
Update commands.lua
Added changed requested by grilledham:
- Used format_time function
- Added local var to show that text string was role ID.
- Added another commented var with the ID of a test role in case we want to test something and not ping @crash_site
- Added markdown to make printed string bold
2020-10-23 17:10:04 +01:00
Jayefuu
4b2b22b05c
Added Discord notification for "@crash site" when map restarts
Added discord notification for the @crash site role when crash site is restarted using the /restart command. Pings users with @Crash Site role and prints the map time to add to competitiveness.
2020-10-22 18:56:53 +01:00
Jayefuu
166186c11b
Update commands.lua
Added suggested text fixes and cleared up lua check failures.
2020-10-10 13:07:22 +01:00
Jayefuu
c674c1b5e5
Updated crashsite commands.lua to check total biter count
Allows players to restart if there are less than 20 biters left since they were struggling to find the last few.
2020-10-10 10:41:25 +01:00
James Gillham
3a3dcad250 Change crashsite cutscene surface to not spawn enemies. 2020-10-05 20:10:49 +01:00
Jayefuu
5840f143f2
Update map.lua
Uses new builder function to ensure there are no rocks in the position the silo will spawn.
2020-10-04 18:04:04 +01:00
Jayefuu
ff989b9c30
Updated to add Builders.remove_map_gen_simple_entity to remove rocks
Space race has a bug that sometimes a rock will spawn where the silo needs to be. But the code only removes trees. This will allow me to call a function to delete rocks.
2020-10-04 17:59:56 +01:00
grilledham
3e9b24fdf0
Merge pull request #1088 from Refactorio/Jayefuu-patch-1
Updated crash site /restart command so that auto trusted and regulars can call it when map is cleared
2020-10-03 21:07:51 +01:00
James Gillham
23bf630cc1 Fix non-admin restart
- Stop the entities count from counting entities on the 'nauvis' and 'cutscene' surfaces.
- Only print abort message to admins.
2020-10-03 15:32:57 +01:00
Jayefuu
ca483ed3c9
Update commands.lua
- Fixed LUA check failures
- Added suggestions by grilledham
- Tested /restart still works from server console
2020-10-01 21:52:47 +01:00
Jayefuu
467092cd6e
Update commands.lua
- Changed behaviour for non-admins. Now checks for spawners, biters and turrets but doesn't require walls and power structures to be destroyed for restart
- Added checks to limit non-admins from changing the scenario by using an argument after /restart. Now defaults to current scenario for non-admins.
2020-10-01 21:08:09 +01:00
Jayefuu
1684d8924a
Update commands.lua 2020-09-25 11:30:48 +01:00
James Gillham
4742ced9d6 danger_ore_deadlock_beltbox fix name and updates 2020-09-24 20:08:00 +01:00
Jayefuu
4b2510cc47
Updated crash site /restart command so that guests and regulars can call it when map is cleared
Updated crash site /restart command so that guests and regulars can call it when map is cleared
- Only admin can abort, once the map is cleared.
- Guests and Regular can both call /restart when all enemy units and structures are dead
- Tested on S10 by running this command:
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
	entity.destroy()
end
- Need to merge into develop to test on live server in case conditions at the end of the game are different
- Thought about adding rocket launched condition but decided against it.
2020-09-23 11:14:36 +01:00
James Gillham
bffeb07ca3 Add missing utils.table require. 2020-09-16 20:07:31 +01:00
James Gillham
1487c55791 danger_ore_hub_spiral 2020-09-16 20:01:58 +01:00
James Gillham
2ba12674f2 Remove unused variable. 2020-09-13 14:10:02 +01:00
James Gillham
0c1dd6f1ff Terrafroming danger ore balance changes. 2020-09-13 13:59:36 +01:00
James Gillham
d47803796b Danger ore balance changes:
- Less trees.
- Increase purity of ores.
2020-09-03 14:15:29 +01:00
James Gillham
3cb3809b75 Danger ore - dump container's content as coal ore 2020-09-02 15:04:50 +01:00
James Gillham
d804d29617 terraforming_danger_ore always day 2020-09-02 13:21:16 +01:00
James Gillham
7f8de881f5 Fix seed issue 2020-09-02 13:21:00 +01:00
James Gillham
0ad994dca2 Refactor all the danger ore maps 2020-09-02 12:26:19 +01:00
TWLTriston
fc3b921daf * Fix to allow thermal water extractors (thermal-extractor) to be placed;
* Fix to logistics-0 reference
* Fix to use correct banned_entities.lua file
2020-08-31 13:50:47 +01:00
TWLTriston
5641e99c26 Changing default logistics researched 2020-08-31 13:50:47 +01:00
TWLTriston
c8cb5ba0e5 Tweaks to fluid % and fixing an undefined seed variable 2020-08-31 13:50:47 +01:00
TWLTriston
49b5058d13 Tweak to the purity settings and increased biter rocket clear at 10,000 rockets 2020-08-31 13:50:47 +01:00
TWLTriston
cfb553cca5 Building a bobs+angels version on top of the bobs. Abstracted the ratios build out and increased the rockets to be 1000 instead of 100. 2020-08-31 13:50:47 +01:00
grilledham
c0cc36ccd6 render pollution needed for chunks to unlock 2020-08-31 13:50:47 +01:00
grilledham
4bd615c7b7 updates 2020-08-31 13:50:47 +01:00
grilledham
df7d1a2d98 biter attacks on rocket launch 2020-08-31 13:50:47 +01:00
TWLTriston
8ae7eb6045 Partial commit for adding biter attacks. 2020-08-31 13:49:53 +01:00
grilledham
009bd913eb updated ore ratios 2020-08-31 13:49:53 +01:00
grilledham
e794e85340 reduce starting size to 80 2020-08-31 13:49:53 +01:00
grilledham
598888a3ee use weighted segments 2020-08-31 13:49:53 +01:00
grilledham
ae31250f24 added segment_weighted_pattern builder 2020-08-31 13:49:52 +01:00
TWLTriston
4b75706c10 Moved cobalt and gems to be random ore placements 2020-08-31 13:47:55 +01:00
grilledham
db413097cd updates 2020-08-31 13:47:55 +01:00
grilledham
23bac83a85 mixed_ores config 2020-08-31 13:47:55 +01:00
grilledham
c98be136df updated scenario info + upped pollution thresholds 2020-08-31 13:47:54 +01:00
grilledham
70810d930d banned_entites 2020-08-31 13:47:54 +01:00
plague006
d5ccc003a0 Add table require 2020-08-31 13:47:54 +01:00
grilledham
0f10a2071b fixed missing comma error 2020-08-31 13:47:54 +01:00
grilledham
3c6bd28498 added thorium to the no map gen ores 2020-08-31 13:47:54 +01:00
grilledham
a73d9cd88d danger bob ores 2020-08-31 13:47:54 +01:00
BSM
b3a438b06e
Update venice.lua
Removed trailing whitespaces (inside description strings, so picky the luacheck).
2020-08-27 20:56:16 +02:00
BSM
40f6cea071
Update venice.lua
Added map descriptions and disabled landfill to prevent cheating
2020-08-25 05:11:49 +02:00
zahir
05cea798f3 spidertron bot spawn 2020-08-17 21:34:24 -04:00
BlueRock (on discord)
e2384ba331
undo un-intentional indent 2020-08-09 22:12:38 -04:00
BlueRock (on discord)
2aa7b712ac
Revert change to diggy-clear-void command
Originally proposed change to allow for a numerical surface_index to work with the diggy-clear-void debugging command.   But found that command works as is by using the text 'redmew' as the surface index.   Discarded proposed change and documented example use in comments to help clarify how to use.
2020-08-09 21:15:46 -04:00
BlueRock (on discord)
e2b6f6096d
Update hail_hydra.lua
Fixes an infrequent bug in hail_hydra that has existed a long time.    Currently Factorio does not allow enemy entitities of type 'turret' to target entities of type 'car' (includes cars and tanks).  Doing so logs an error.  If this changes in the future then the condition cause.type ~= "car" below can be removed.
2020-08-09 20:58:59 -04:00
BlueRock (on discord)
86002b4e70
Remove test code 2020-08-07 21:23:30 -04:00
Bluerock
2f2533db40 Merge remote-tracking branch 'upstream/develop' into develop 2020-08-07 21:05:18 -04:00
Bluerock
08197bccd2 first commit 2020-08-07 20:29:56 -04:00
Bluerock
0afdbcb472 Various Diggy enhancements and updates 2020-08-07 20:24:07 -04:00
plague006
c552294021 Resolve remaining linting warnings/errors 2020-07-31 12:03:34 -04:00
plague006
3c04544694 Minor linting fixes 2020-07-31 11:07:09 -04:00
grilledham
4d8aee20c5
Merge pull request #1070 from grilledham/crashsite_do_bot_spawn_bug
fix do_bot_spawn when event.cause is nil
2020-07-21 19:50:46 +01:00
James Gillham
0cb6780922 fix do_bot_spawn when event.cause is nil 2020-07-20 20:26:15 +01:00
Claude
42bdf2be6d
update link 2020-07-18 12:57:57 +03:00
Claude
96aea0b76f
Update link 2020-07-18 12:24:41 +03:00
BlueRock (on discord)
dbdd241c86
Recommended Diggy bot mining update for Factorio .18.27 (#1064)
* Recommended Diggy bot mining update for Factorio .18.27

* Resolve conflicts in this PR with diggy_hole.lua in PR 1061

* Include recent updates made to diggy_hole.lua in PR 1061

* Mining delay and particle tweaks
2020-06-04 16:39:38 +02:00
BlueRock (on discord)
3e08ea6b6c
Diggy updates for Factorio .18.27 (#1061)
* Diggy updates for Factorio .18.27

* Updated with Soggs suggestions and tested again.  Thanks Soggs.

* improved on_entity_died event handling

* Changes to on_entity_died event handling based on feedback

* Ensure loot is also suppressed for rocks that die by being damaged

* Remove unused local variable from simple_room_generator.lua

* Fix exploding reactor generating stone drops and freezing game.  Using entity.destroy() again where it is better suited and for performance.

* Minor cleanup

* Readability

* Additional readibility

* Minor indentation cleanup
2020-06-04 16:34:30 +02:00
James Gillham
707e457a33 Remove evolution_scale_formula.
0.18.28 doesn't allow functions in global so we are removing teh evolution_scale_formula function from being stored in global.
2020-05-30 16:16:07 +01:00
James Gillham
b2cd925d3a Update gui styles for 0.18.27 2020-05-26 17:35:14 +01:00
theorangeangle
f474b562af
Merge pull request #991 from SimonFlapse/concrete_jungle
Concrete Jungle - the map is complete, only remaining things to do are are 
- migrate description to wiki
- add cutscene 
- bring into regular map rotation (this is an interesting map that we should run more often)
2020-05-10 16:23:52 -05:00
theorangeangle
90dae3ded6 add map preview 2020-05-10 16:22:59 -05:00
theorangeangle
191667aec6
Merge pull request #979 from Jayefuu/patch-9
Changes to Maltease Crossings as per #906 - Map might need some balance changes but in terms of "does it work as intended" the answer is yes
2020-05-10 16:11:35 -05:00
Zahir Khan
645eb375a9
Minor fix
event parameter added to do_spawn_entity
2020-04-28 23:06:41 -04:00
grilledham
7c70d36b41
Merge pull request #1049 from Zahir-Khan/In_progress
Artillery kills cause bots to spawn and shoot across the map.
2020-04-28 08:27:28 +01:00
grilledham
de0ba2fa6c
Merge pull request #1047 from Ogg-Technologies/develop
Added maze_with_rooms map
2020-04-27 19:09:00 +01:00
Jayefuu
9b27034345
Update dino_island.lua 2020-04-26 16:22:50 +01:00
Zahir Khan
e7d5044b59
different spawn rate for arty vs arty 2020-04-25 19:46:04 -04:00
Zahir Khan
8238351252
Artillery will cause bots to spawn 2020-04-25 18:17:12 -04:00
Oskar
f963e50910 Fixed reloading 2020-04-19 19:53:58 +02:00
Oskar
1c82183ab5 Added ores at dead ends 2020-04-19 16:59:53 +02:00
Oskar
2566d7fca0 Small refactoring
Added missing local to functions

Moved requires to the top

Removed unused Event require

Renamed remove_dead_ends functions
2020-04-19 11:47:55 +02:00
Oskar
960971d6cb Added maze_with_rooms map
Added a new map which makes everything void except a random maze
Randomly sized rooms are placed around the maze
2020-04-18 20:26:51 +02:00
theorangeangle
fcb14d33fb
Merge pull request #1045 from Refactorio/theorangeangle-patch-2
other things todo:
-basic cutscene
-less biters (add preset?)
2020-04-18 12:56:56 -05:00
grilledham
c0406c5acb
Merge pull request #985 from Zahir-Khan/In_progress
Feature - Combat bots spawn when player kills a turret.
2020-04-18 17:46:18 +01:00
Zahir Khan
f900cb8d39
small balance change 2020-04-18 01:38:31 -04:00
James Gillham
578f3465e4 refactor on_entity_died event 2020-04-16 12:40:43 +01:00
grilledham
7f8efca5a5 Fix restart state not reset when fails to start sceanrio.
When a scenario fails to start the restarting state was not reset, which prevented another restart from being started. We now clear the restarting flag.
2020-04-15 23:03:51 +01:00
Zahir Khan
ede8802e92
Modifiers for Combat bots 2020-04-06 18:15:01 -04:00
Zahir Khan
530ab4f307
Update entity_died_events.lua
Factorio devs fixed the bug.
2020-04-06 16:30:47 -04:00
theorangeangle
e4478f6735
Map description for danger ores
other things todo:
-basic cutscene
-less biters (add preset?)
2020-03-31 00:59:45 -05:00