- 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
Following Discord messages with @grilledham, updated the messages to be clearer.
Also updated some broken logic and reduced spam to admins if someone tries to set it below the minimum and it's already at the minimum.
Changes untestested. I'll test tonight or tomorrow if it passes review, not got Factorio on this laptop.
The new meta sucks. No one builds any walls or defences. Players can go 3 or 4 hours with no attacks so long as they craft nothing.
Now that the pollution from outposts is generated at position = {0,0}.... let's try a very small amount of pollution for every outpost captured to force at least a small amount of defences to be built.
This will be MUCH less pollution than if all of the items they get free were made in base, but it will still force at least a few defenses or clearing of nearby bases.
Starting with a value of 10 to see how it goes.
No one likes or uses the pollution multiplier feature I added.
Feedback suggests that it spawning at outposts makes the cause too obvious, so people complain about it. And it requires that outposts have to be defended.
Yet, people still complain crash site is too easy.
By moving the pollution spawning to the centre of the base the effect of more outposts is spread over the whole base and will trigger more attacks, but will challenge the whole base defences rather than just a single outpost.
- change Restart command to use server.start_game (offers setting the mod pack).
- Change danger ores and crashsite maps to use the new restart command.