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Commit Graph

3761 Commits

Author SHA1 Message Date
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
Jayefuu
28f7a8e217
Merge pull request #1126 from grilledham/remove-empty-loader-frame
Don't draw loader frame when no loader recipe is unlocked.
2020-12-24 06:29:24 +00:00
James Gillham
281500aeb6 Don't draw loader frame when no loader recipe is unlocked. 2020-12-23 21:58:18 +00:00
grilledham
d638996b15
Merge pull request #1124 from grilledham/crashsite-map-promotion
Ping map-promotion channel on crashsite restart.
2020-12-23 16:59:53 +00:00
James Gillham
663f40e6d9 Ping map-promotion channel on crashsite restart. 2020-12-23 16:08:20 +00:00
grilledham
91401d1108
Merge pull request #1123 from grilledham/namedDiscordChannels
Add named discord channels.
2020-12-23 15:55:24 +00:00
James Gillham
0281a88350 Add named discord channels. 2020-12-23 13:08:20 +00:00
grilledham
42f82de031
Merge pull request #1119 from Refactorio/craft-loaders
Loader GUI buttons
2020-12-22 11:16:22 +00:00
James Gillham
4507ffbcdc redmew_qol laoder updates
- Use the player's force rather than the player force for determining whether the recipes are enabled.
- Call draw_loader_frame_for_player when player opens crafting gui instead of on_player_created.
- Check in the button events if the recipe is enabled.
- Draw the frames even if 'loader' recipe is not enabled to allow for the case that only 'fast-loader' or 'express-laoder' is enabled.
2020-12-21 11:29:54 +00:00
Jayefuu
a5bc9ac584 Update redmew_qol.lua 2020-12-21 09:06:58 +00:00
Jayefuu
73eb4f5ad1 Updated as per suggestions 2020-12-20 17:25:33 +00:00
Jayefuu
5e44bbed99
Merge pull request #1122 from Refactorio/Jayefuu-patch-3-landfill-comment
Update landfill_remover.lua
2020-12-20 16:53:19 +00:00
Jayefuu
534fa6a790
Update landfill_remover.lua 2020-12-16 13:02:41 +00:00
Jayefuu
8e365dc89f
Update landfill_remover.lua
Just added a top comment to describe the feature so that players that find it don't need to work through the code to understand.
2020-12-16 12:51:26 +00:00
James Gillham
816aa5ed7b fix .luacheckrc 2020-12-14 20:34:57 +00:00
James Gillham
abddfe85b9 fix luacheck value assigned unused. 2020-12-14 20:26:14 +00:00
James Gillham
83befd776e Gui.destory when loader_crafter closes + update .luacheckrc 2020-12-14 20:25:22 +00:00
Jayefuu
7d4e8e6ac9
Merge pull request #1120 from Refactorio/arty-pickup-bug-fix
Update events.lua to temporarily disable some anti-cheese that went wrong
2020-12-14 19:29:35 +00:00
Jayefuu
2e1b2651cb Update events.lua 2020-12-14 19:27:08 +00:00
Jayefuu
ee2e77fbba Update redmew_qol.lua 2020-12-14 18:30:25 +00:00
Jayefuu
7b78dc036b Fixed failed lua checks 2020-12-14 18:28:03 +00:00
Jayefuu
be63ca9668 Features complete and tested. Needs review. 2020-12-14 18:22:17 +00:00
Jayefuu
c210c8a17e Update redmew_qol.lua 2020-12-14 10:06:33 +00:00
Jayefuu
e5e131ed07 Update redmew_qol.lua 2020-12-14 09:01:42 +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
9b4901f79a
Merge pull request #1118 from Refactorio/airstrike_cost_level_fix
Updated strike cost
2020-12-13 15:55:10 +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
52b5face58
Merge pull request #1117 from Refactorio/airstrike_range_fix
Fixed /strike command range issue
2020-12-09 22:51:27 +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
grilledham
f450acaa69
Merge pull request #1115 from grilledham/retailer_fix
fix not converting number to string
2020-11-29 19:45:55 +00:00
James Gillham
ffa431f921 fix not converting number to string 2020-11-29 19:44:13 +00:00
Jayefuu
2a6092d2e4 Added chest check 2020-11-29 18:39:32 +00:00
grilledham
33e378ccda
Merge pull request #1112 from grilledham/1.1-breaking-changes
1.1 breaking changes
2020-11-28 20:01:20 +00:00
James Gillham
8a3de24a1a fix other_corpse_location message. 2020-11-28 16:49:12 +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
James Gillham
47b2c9b4ee more clean_cursor -> clear_cursor 2020-11-25 17:37:54 +00:00
James Gillham
0aa689127d train_saviour locale fix 2020-11-25 17:37:34 +00:00
Jayefuu
40d3b4e452 Uncommented admin print 2020-11-25 15:32:52 +00:00