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Tailings pond now works with the production statistics graph
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notnotmelon committed Jan 18, 2024
1 parent 0d24d68 commit 6cfce69
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1 change: 1 addition & 0 deletions changelog.txt
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ Date: 2024-1-17
- Tailings pond ALT-mode icons are now scaled to the building size instead of being microscopic
- Improved UPS of tailings ponds
- Fixed the exploit where you could void neutrons in a tailings pond.
- Tailings pond now works with your production statistics graph
Beacons:
- INFO: The following 2 changes are toggleable in the mod settings.
- Changed the beacon interference criteria from requiring the exact same AM and FM frequencies to instead requiring either overlapping AM or FM. This effectively reduces the max number of beacons per entity from 25 to 5.
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4 changes: 3 additions & 1 deletion scripts/tailings-pond.lua
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
Pond = {}
Pond.events = {}

-- 500 fluids units are required to fill a tile
-- 300 fluids units are required to fill a tile
local fluids_per_tile = 300

-- beyond 99% full, the pond will start to create pollution tiles
Expand Down Expand Up @@ -129,6 +129,8 @@ local function scorch_earth(pond)
tiles[#tiles + 1] = {name = 'polluted-ground', position = {x = x, y = y}}
end
until amount < overflow_threshold
-- add fluid consumed to production stats graph
entity.force.fluid_production_statistics.on_flow(fluid.name, amount - fluid.amount)
fluid.amount = amount
end

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