Quick fix for player physical position
This commit is contained in:
@@ -89,9 +89,10 @@ local add_new_warp =
|
||||
:style(Styles.sprite22)
|
||||
:on_click(function(player, _)
|
||||
-- Add the new warp
|
||||
if player.controller_type ~= defines.controllers.character then return end
|
||||
local force_name = player.force.name
|
||||
local surface = player.surface
|
||||
local position = player.position
|
||||
local surface = player.physical_surface
|
||||
local position = player.physical_position
|
||||
|
||||
-- Check if the warp is too close to water
|
||||
local water_tiles = surface.find_tiles_filtered{ collision_mask = "water-tile", radius = config.standard_proximity_radius + 1, position = position }
|
||||
@@ -783,7 +784,7 @@ Event.on_nth_tick(math.floor(60 / config.update_smoothing), function()
|
||||
local closest_distance = nil
|
||||
if #warp_ids > 0 then
|
||||
local surface = player.surface
|
||||
local pos = player.position
|
||||
local pos = player.physical_position
|
||||
local px, py = pos.x, pos.y
|
||||
|
||||
-- Loop over each warp
|
||||
|
||||
Reference in New Issue
Block a user