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I hope there are no bugs left, I created this scenario a long time ago.
Have Fun!

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@grilledham grilledham left a comment

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Cool, thanks for making the PR.

I had a quick look and this mostly seems fine.

One thing I did notice is if I start the map with _DEBUG = true I get this error.
image

Comment on lines 208 to 210
score_cave_collapses=Cave collapses
score_mine_size=Mine size
score_experience_lost=Experience lost
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These 3 are missing from the German translation. Any reason for that?

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ups, idk, I created it a long time ago. i don't think they are used. I will check tomorrow

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fixed

@Bienenstock
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Cool, thanks for making the PR.

I had a quick look and this mostly seems fine.

One thing I did notice is if I start the map with _DEBUG = true I get this error. image

I have a look tomorrow

@Bienenstock
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Cool, thanks for making the PR.

I had a quick look and this mostly seems fine.

One thing I did notice is if I start the map with _DEBUG = true I get this error.

fixed

@Bienenstock Bienenstock requested a review from grilledham August 28, 2022 02:15
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There are some warnings in the luacheck. The "cyclomatic complexity of function on_tick is too high" might be hard to fix but the others are probably worth looking at. I can bypass the checks if we think it's not worth the effort but probably worth a look first.


for rock_index = rock_count, 1, -1 do
local rock = rocks[rock_index]
raise_event(defines.events.on_entity_died, {entity = rock})
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I ran into an issue with trying to raise the on_entity_died event. Diggy uses defines.events.script_raised_destroy here instead.

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I have a bunch of patches but I can't commit them because git wants write permissions to someone elses repository.

@Bienenstock Here, before I throw my computer out the window:

Summary:
add destroy_tree to create_particles to make leaf-particles, the way destroy_rock creates stone-particles, fix function description (create_particle, not create_entity)

refactor black_forest_grow: iterates every tree on the map, doesn't error on invalid entities any more, checks every tree and reduces redundant tree checks

general code quality cleaning, like using entity.destroy{raise_destroy = true}, instead of manual script raised destroy + an empty destroy().

changed_files.zip

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3 participants