make Factorio rocket silo a static (and therefore local) node

This commit is contained in:
Fabian Dill
2021-06-15 15:32:40 +02:00
parent 8d08b55e69
commit d9824d26d2
4 changed files with 13 additions and 11 deletions

View File

@@ -60,16 +60,17 @@ def generate_mod(world: MultiWorld, player: int):
if location.address:
locations.append((location.name, location.item.name, location.item.player, location.item.advancement))
mod_name = f"AP-{world.seed_name}-P{player}-{world.player_names[player][0]}"
tech_cost = {0: 0.1,
1: 0.25,
2: 0.5,
3: 1,
4: 2,
5: 5,
6: 10}[world.tech_cost[player].value]
tech_cost_scale = {0: 0.1,
1: 0.25,
2: 0.5,
3: 1,
4: 2,
5: 5,
6: 10}[world.tech_cost[player].value]
template_data = {"locations": locations, "player_names": player_names, "tech_table": tech_table,
"mod_name": mod_name, "allowed_science_packs": world.max_science_pack[player].get_allowed_packs(),
"tech_cost_scale": tech_cost, "custom_technologies": world.worlds[player].custom_technologies,
"tech_cost_scale": tech_cost_scale, "custom_technologies": world.worlds[player].custom_technologies,
"tech_tree_layout_prerequisites": world.tech_tree_layout_prerequisites[player],
"rocket_recipe": rocket_recipes[world.max_science_pack[player].value],
"slot_name": world.player_names[player][0], "seed_name": world.seed_name,