ops/factorio/multiworld: add debugrenameworld
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2 changed files with 567 additions and 580 deletions
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@ -46,8 +46,13 @@ achievement disabling flag.
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This is intended for use for admins to import existing save files as new
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surfaces.
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Note that once you've done so, you'll need to use the `/debugresetworldstate`
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command in order to properly set up the extra metadata required by Multiworld.
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Note that once you've done so, you'll need to use the `/debugrenameworld` or
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`/debugresetworldstate` commands in order to properly set up the extra metadata
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required by Multiworld.
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### `/debugrenameworld <OLD NAME> <NEW NAME>` - rename a surface (admins only)
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This is useful for renaming worlds imported by the `/debugeditor`.
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### `/debugresetworldstate <WORLD NAME>` - reset book-keeping metadata for a world (admins only)
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@ -334,21 +334,6 @@ local function reset_inventories(surface, p)
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global.inventories[surface.name] = {}
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end
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local function reset_locations(surface, p)
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if global.locations == nil then
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global.locations = {}
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end
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if global.locations[surface.name] ~= nil then
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p('Destroying locations for surface ' .. surface.name, c)
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for player_idx, location in pairs(global.locations[surface.name]) do
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p(' .. ' .. game.players[player_idx].name .. ' (' .. location.x ..
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', ' .. location.y .. ')', c)
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-- We don't do anything here, this is just for logging purposes.
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end
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end
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global.locations[surface.name] = {}
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end
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local function destroy_world(name, p)
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local surface = get_surface_by_name(name)
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if surface == nil then
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@ -369,7 +354,6 @@ local function destroy_world(name, p)
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game.delete_surface(surface)
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reset_inventories(surface, p)
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reset_locations(surface, p)
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end
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local function create_world(name, map_gen_settings, p)
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@ -385,7 +369,6 @@ local function create_world(name, map_gen_settings, p)
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local force = game.create_force(force_name_for_surface(surface))
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reset_inventories(surface, p)
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reset_locations(surface, p)
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end
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local function destroyworld_command(cmd)
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@ -515,7 +498,6 @@ local function debugresetworldstate_command(cmd)
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local force = game.create_force(force_name_for_surface(surface))
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reset_inventories(surface, p)
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reset_locations(surface, p)
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local force = force_for_surface(surface)
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local player_owned_entities = surface.find_entities_filtered {
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