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Feature Update (#237)
See PR for details, there are too many to be included here.
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@@ -111,7 +111,7 @@ Gui.element{
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-- Check if there are player entities in the way (has a bigger radius because the enities that can be placed by a player are larger)
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local entities = surface.find_entities_filtered{
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radius = config.standard_proximity_radius + 4.5,
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radius = config.standard_proximity_radius + 2.5,
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position = position,
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collision_mask = {
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'item-layer', 'object-layer', 'player-layer', 'water-tile'
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@@ -119,7 +119,7 @@ Gui.element{
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}
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-- Remove 1 because that is the current player
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if #entities > 1 then
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player_return({'expcore-commands.command-fail', {'warp-list.too-close-to-entities', config.standard_proximity_radius + 4.5}}, 'orange_red', player)
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player_return({'expcore-commands.command-fail', {'warp-list.too-close-to-entities', config.standard_proximity_radius + 2.5}}, 'orange_red', player)
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if game.player then game.player.play_sound{path='utility/wire_pickup'} end
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local character = player.character
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for _, entity in pairs(entities) do
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@@ -832,7 +832,7 @@ Event.add(defines.events.on_player_created, function(event)
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Warps.set_spawn_warp(spawn_id, force)
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Warps.make_warp_tag(spawn_id)
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local entities = player.surface.find_entities_filtered{ type = 'electric-pole', position = spawn_position, radius = 20, limit = 1 }
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local entities = player.surface.find_entities_filtered{type='electric-pole', position=spawn_position, radius=20, limit=1}
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if entities and entities[1] then
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local warp = Warps.get_warp(spawn_id)
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warp.electric_pole = entities[1]
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