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2 changed files with 24 additions and 4 deletions
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@ -122,6 +122,7 @@ function util.warptorio2_expansion_helper()
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end
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local usage_regenerate = [[
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Recommend saving the game before running this command.
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Usage: /bz-regenerate all
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or /bz-regenerate <planet> <resource> [<frequency> <size> <richness>]
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planet must be an internal name like nauvis
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@ -130,10 +131,9 @@ or /bz-regenerate <planet> <resource> [<frequency> <size> <richness>]
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Regenerates ore patches. If frequency/size/richness are provided, the planet will use those settings from now on, as well.
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- Separate arguments with spaces, do not use < >, [ ], quotes or other symbols
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- This action can take a while for larger maps!
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- Ores can sometimes overlap on regeneration.
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- Ores can sometimes overlap on regeneration. This can sometimes hide ore patches. If none seem to be made for a resource, regenerate just that resource and tweak frequency/size.
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]]
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function util.add_regenerate_command_handler()
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log("I am here ".. util.me.name)
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script.on_event(defines.events.on_console_command, regenerate_ore)
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if not commands.commands[regenerate_command] then
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@ -143,7 +143,6 @@ end
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function regenerate_ore(event)
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if event.command == regenerate_command then
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game.print("I am trying ".. util.me.name)
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local params = {}
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for w in event.parameters:gmatch("%S+") do table.insert(params, w) end
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if #params == 1 and params[1] == "all" then
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@ -159,7 +158,6 @@ function regenerate_ore(event)
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end
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local planet = params[1]
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for _, resource in pairs(me.resources) do
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game.print("I am trying ".. util.me.name .. " " .. resource)
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if not game.surfaces[planet] then
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game.print("Could not find surface for "..planet..". May not exist, or may not yet be explored.")
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return
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@ -1144,6 +1144,28 @@ function util.add_crafting_category(entity_type, entity, category)
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end
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end
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-- Add crafting category to all entities that have another category
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function util.add_crafting_category_if(entity_type, category, other_category)
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if data.raw[entity_type] and data.raw["recipe-category"][category] and data.raw["recipe-category"][other_category] then
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for _, entity in pairs(data.raw[entity_type]) do
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local found_good = false
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local found_bad = false
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for _, existing in pairs(entity.crafting_categories) do
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if existing == other_category then
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found_good = true
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end
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if existing == category then
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found_bad = true
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end
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end
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if found_good and not found_bad then
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table.insert(entity.crafting_categories, category)
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end
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end
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end
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end
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function util.add_to_ingredient(recipe, ingredient, amount, options)
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if not should_force(options) and bypass(recipe_name) then return end
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if data.raw.recipe[recipe] then
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