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Quadrants#768

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mheguy merged 60 commits intoRefactorio:developfrom
SimonFlapse:Quadrants
Mar 6, 2019
Merged

Quadrants#768
mheguy merged 60 commits intoRefactorio:developfrom
SimonFlapse:Quadrants

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@SimonFlapse SimonFlapse commented Feb 17, 2019

Based on the map suggestion in #714

Four isolated quadrants must come together to launch a rocket

  • Resource transfer between quadrants
  • Prevent logistical and electrical network connection between quadrants
  • Teleportation between quadrants from spawn area (Only if empty inventory)
  • Identical spawn
  • Oil patch for quadrant 3
  • Recipe restrictions on each quadrant (Currently broken in MP)
  • Research restricted to quadrant 1
  • 4 friendly forces
  • Increased ore count for quadrant 3
  • Restricted building capabilities on other quadrants
  • Automatic inventory empty to chest
  • Adapt recipes for 0.17 changes
  • Added train crossings
  • Added force_sync for chat and chart tags
  • Added informational compilatrons
  • Converted strings to localizedString
  • Added danish translation

Needs #795

Closes #714

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I now see that I actually deleted the test.lua map during the initial creation of this map. I can't see the usage of test.lua anyways, so unless we'd like it, I'd just leave it as deleted.

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I hope to run a play test before 0.17 is out.

@SimonFlapse SimonFlapse marked this pull request as ready for review February 18, 2019 09:39
@SimonFlapse SimonFlapse changed the title [WIP] Quadrants Quadrants Feb 18, 2019
@SimonFlapse SimonFlapse removed the WIP label Feb 18, 2019
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Quadrant selection GUI:
image
Map view:
image

Converted builder usage to using any instead of combine
Added item_to_chest that empties the players inventory to a chest if toggled on.

The chest is deleted if emptied by a player
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SimonFlapse commented Feb 20, 2019

I've added the ability to empty your inventory into created chests.
Considerations:

  • Locking it behind donator rank and having to buy it in the market
  • Can spawn chests on tutorial tiles
  • Can be used like a regular chest, giving the player an early steel chest (Cannot be mined)
  • Might spawn in another quadrant if it cannot find a non colliding position

image

@SimonFlapse SimonFlapse added the waiting for june/ 0.17 stable waiting until everyone's time frees up a bit label Feb 21, 2019
Added min, max and trigger to config
Added online_player_scale to config

Made hail hydra chances a variable of: - number of online players (toggleable)
- evolution based on a custom formula that has a slow scaling until evolution 0.8
@SimonFlapse SimonFlapse added the Waiting on dependency Waiting on another PR to merge label Mar 2, 2019
Player count
Where -> Were
How to Chat
Allowing pipes
Unminable chests explained by compilatron
Better too heavy message
Fixed auto shout formating

Initial code for Map tag sync
Research message on research finished
Chart tags sync with all forces
- Needs refactoring
Quadrants labeled with a number
Evolution factors halved (except: Pollution from 150 -> 50)

Fixed linting

Added position to item_to_chest to override player position
Allowing for trains to cross.
Handles the player switcing force and more.

Reverting pushed config.lua
Increased teleport range
Limiting bridges to 12 chunks
@SimonFlapse SimonFlapse removed the Waiting on dependency Waiting on another PR to merge label Mar 4, 2019
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On phone, but looks good overall.

@mheguy mheguy merged commit 635bf89 into Refactorio:develop Mar 6, 2019
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3 participants