mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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Merge branch 'hotfix/5.2.1'
This commit is contained in:
@@ -1,8 +1,9 @@
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--- This file controls the placement/degrading of tiles as players build and walk
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return {
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weakness_value=1000, -- lower value will make tiles more likely to degrade
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weakness_value=50, -- lower value will make tiles more likely to degrade
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strengths={ -- this decides how "strong" a tile is, bigger number means less likely to degrade
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-- note: tiles are effected by the tiles around them, a two wide path of the highest value will not degrade (for weakness 6)
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-- debug: /interface require('modules.addons.worn-paths')(player.name,true)
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-- note: tiles are effected by the tiles around them, so player paths will not degrade as fast when made wider
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-- note: values are relative to the tile with the highest value, recommended to keep highest tile as a "nice" number
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-- note: tiles not in list will never degrade under any conditions (which is why some are omitted such as water)
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["refined-concrete"]=100,
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@@ -38,11 +38,11 @@ local function spawn_turrets()
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if config.infinite_ammo_turrets.enabled then
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for _,turret_pos in pairs(turrets) do
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local surface = game.surfaces[turret_pos.surface]
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local p = turret_pos.position
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local turret = surface.find_entity('gun-turret',p)
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local pos = turret_pos.position
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local turret = surface.find_entity('gun-turret',pos)
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-- Makes a new turret if it is not found
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if not turret or not turret.valid then
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turret = surface.create_entity{name='gun-turret',position=p,force='Spawn'}
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turret = surface.create_entity{name='gun-turret',position=pos,force='Spawn'}
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protect_entity(turret,true)
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end
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-- adds ammo to the turret
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@@ -55,13 +55,14 @@ local function spawn_turrets()
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end
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-- makes a 2x2 afk belt where set in config
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local function spawn_belts(surface)
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local function spawn_belts(surface,position)
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local belt_details = {{-0.5,-0.5,2},{0.5,-0.5,4},{-0.5,0.5,0},{0.5,0.5,6}} -- x,y,dir
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for _,belt_set in pairs(belts) do
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local o = belt_set
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local o = position
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local p = belt_set
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for _,belt in pairs(belt_details) do
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local p = {x=o.x+belt[1],y=o.y+belt[2]}
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local belt_entity = surface.create_entity{name='transport-belt',position=p,force='neutral',direction=belt[3]}
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local pos = {x=o.x+p.x+belt[1],y=o.y+p.y+belt[2]}
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local belt_entity = surface.create_entity{name='transport-belt',position=pos,force='neutral',direction=belt[3]}
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protect_entity(belt_entity)
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end
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end
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@@ -129,12 +130,15 @@ Event.on_nth_tick(refill_time,function()
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end)
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Event.add(defines.events.on_player_created, function(event)
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if not event.player_index == 1 then return end
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if event.player_index ~= 1 then return end
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local player = Game.get_player_by_index(event.player_index)
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spawn_base(player.surface,player.position)
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spawn_pattern(player.surface,player.position)
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local p = {x=0,y=0}
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local s = player.surface
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spawn_base(s,p)
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spawn_pattern(s,p)
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get_spawn_force()
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spawn_entities(player.surface,player.position)
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spawn_entities(s,p)
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spawn_belts(s,p)
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spawn_turrets()
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spawn_belts(player.surface)
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player.teleport(s,p)
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end)
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