--- Adds a better method of player starting items based on production levels. -- @addon Advanced-Start local Event = require 'utils.event' --- @dep utils.event local Game = require 'utils.game' --- @dep utils.game local config = require 'config.advanced_start' --- @dep config.advanced_start local items = config.items Event.add(defines.events.on_player_created, function(event) local player = Game.get_player_by_index(event.player_index) -- game init settings if event.player_index == 1 then player.force.friendly_fire = config.friendly_fire game.map_settings.enemy_expansion.enabled = config.enemy_expansion local r = config.chart_radius local p = player.position player.force.chart(player.surface, {{p.x-r, p.y-r}, {p.x+r, p.y+r}}) end -- spawn items for item,callback in pairs(items) do if type(callback) == 'function' then local stats = player.force.item_production_statistics local made = stats.get_input_count(item) local success,count = pcall(callback,made,stats.get_input_count,player) if success and count > 0 then player.insert{name=item,count=count} end end end end) Event.on_init(function() remote.call('freeplay','set_created_items',{}) remote.call('freeplay','set_chart_distance',0) remote.call('freeplay','set_skip_intro',config.skip_intro) if config.research_queue_from_start then for _,force in pairs(game.forces) do force.research_queue_enabled = true end end if not config.disable_base_game_silo_script then if config.skip_victory then remote.call('silo_script','set_no_victory',true) end end end)