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v2.0.3
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3c86e315f4 | ||
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3c2316878a | ||
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ad2e1d597b | ||
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0eabcfc23e |
@@ -1,4 +1,16 @@
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---------------------------------------------------------------------------------------------------
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Version: 2.0.3
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Date: 2024-11-08
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Bugfixes:
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- Fixed crash on invalid entity
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---------------------------------------------------------------------------------------------------
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Version: 2.0.2
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Date: 2024-11-08
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Changes:
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- Cleanup tracking table on surface rename/deletion
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Bugfixes:
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- Quick fix setting for manual turret fill
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---------------------------------------------------------------------------------------------------
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Version: 2.0.1
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Date: 2024-11-06
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Locale:
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+68
-43
@@ -31,7 +31,7 @@ local get_ammo_flag = {
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end
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end
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end,
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["individually"] = function (inventory,player_threshold)
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if inventory.is_empty() then
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return true
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@@ -64,7 +64,7 @@ local get_ammo_flag = {
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}
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local function add_entity_to_list(event)
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--Whenever an ammo-turret, car or artillery type entity is built, add it to the global table.
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--Whenever an ammo-turret, vehicle or artillery type entity is built, add it to the global table.
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local entity = event.created_entity or event.entity
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local index = entity.surface.name.."_"..entity.force.name
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if storage.ammo_entities[index] then
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@@ -73,7 +73,7 @@ local function add_entity_to_list(event)
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end
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local function remove_entity_from_list(event)
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--Whenever an ammo-turret, car or artillery type entity dies / is mined, remove it from the global table.
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--Whenever an ammo-turret, vehicle or artillery type entity dies / is mined, remove it from the global table.
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local index = event.entity.surface.name.."_"..event.entity.force.name
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if storage.ammo_entities[index] then
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for i,entity in pairs(storage.ammo_entities[index]) do
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@@ -86,7 +86,7 @@ local function remove_entity_from_list(event)
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end
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local function add_force_to_list(event)
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--Whenever a player of an unscanned force joins the game or a force is created, add all ammo-turret, car or artillery type entities of that force to the global table.
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--Whenever a player of an unscanned force joins the game or a force is created, add all ammo-turret, vehicle or artillery type entities of that force to the global table.
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local player, force
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if event.player_index then
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player = game.get_player(event.player_index)
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@@ -130,8 +130,25 @@ local function remove_force_from_list(event)
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end
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end
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local function remove_surface_from_list(event)
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--Whenever a surface is renamed or deleted, move/remove all entities in/from the global table.
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for force,_ in pairs(game.forces) do
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local index
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if event.new_name then
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storage.ammo_entities[new_name.."_"..force.name] = table.deepcopy(storage.ammo_entities[old_name.."_"..force.name])
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index = old_name.."_"..force.name
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elseif event.surface_index then
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index = game.surfaces[surface_index].name.."_"..force.name
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end
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if index then
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storage.ammo_entities[index] = nil
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end
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end
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end
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local function init_list()
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-- index init
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--Create global table for existing forces
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storage.ammo_entities = {}
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local param = {}
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for _,force in pairs(game.forces) do
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@@ -141,57 +158,62 @@ local function init_list()
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end
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local function generate_alerts()
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--Every 10 seconds recheck and give alerts to players for ammo-turret, car, spidertron or artillery type entities on the same force as them.
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--Every 10 seconds recheck and give alerts to players for ammo-turret, vehicle, spidertron or artillery type entities on the same force as them.
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for _,player in pairs(game.connected_players) do
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local turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
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local car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
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local artillery_enabled = player.mod_settings["gun-turret-alerts-artillery-enabled"].value
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local mode = player.mod_settings["gun-turret-alerts-mode"].value
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local player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
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local autofull = player.mod_settings["gun-turret-alerts-z-automated-full"].value
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local ammo_entities = storage.ammo_entities[player.surface.name.."_"..player.force.name]
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if ammo_entities then
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for _,entity in pairs(ammo_entities) do
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if entity.valid and entity.force == player.force then
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for index,entity in pairs(ammo_entities) do
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if entity.valid then
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if entity.force == player.force then
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--Get ammo inventory based on entity type, skip cars without guns
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local inventory
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if turret_enabled and entity.type == "ammo-turret" then
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inventory = entity.get_inventory(defines.inventory.turret_ammo)
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elseif car_enabled and (entity.type == "car" or entity.type == "spider-vehicle") and not table_is_empty(entity.prototype.guns) then
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inventory = entity.get_inventory(defines.inventory.car_ammo)
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elseif artillery_enabled then
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if entity.type == "artillery-turret" then
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inventory = entity.get_inventory(defines.inventory.artillery_turret_ammo)
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elseif entity.type == "artillery-wagon" then
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inventory = entity.get_inventory(defines.inventory.artillery_wagon_ammo)
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end
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end
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--Check for states of no or low ammo based on mode
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local ammo_flag
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if inventory and get_ammo_flag[mode] then
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if entity.type == "ammo-turret" or entity.type == "artillery-turret" or entity.type == "artillery-wagon" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold)
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if entity.prototype.automated_ammo_count then
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if entity.prototype.automated_ammo_count < player_threshold then
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ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count)
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end
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--Get ammo inventory based on entity type, skip vehicles without guns
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local inventory
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if turret_enabled and entity.type == "ammo-turret" then
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inventory = entity.get_inventory(defines.inventory.turret_ammo)
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elseif car_enabled and (entity.type == "car" or entity.type == "spider-vehicle") and not table_is_empty(entity.prototype.guns) then
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inventory = entity.get_inventory(defines.inventory.car_ammo)
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elseif artillery_enabled then
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if entity.type == "artillery-turret" then
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inventory = entity.get_inventory(defines.inventory.artillery_turret_ammo)
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elseif entity.type == "artillery-wagon" then
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inventory = entity.get_inventory(defines.inventory.artillery_wagon_ammo)
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end
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elseif entity.type == "car" or entity.type == "spider-vehicle" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index)
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end
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--Check for states of no or low ammo based on mode
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local ammo_flag
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if inventory and get_ammo_flag[mode] then
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if entity.type == "ammo-turret" or entity.type == "artillery-turret" or entity.type == "artillery-wagon" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold)
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if autofull and entity.prototype.automated_ammo_count then
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if entity.prototype.automated_ammo_count < player_threshold then
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ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count)
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end
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end
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elseif entity.type == "car" or entity.type == "spider-vehicle" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index)
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end
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end
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--Create alert for present state
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if ammo_flag then
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-- no ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
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elseif ammo_flag == false then
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-- low ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true)
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end
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end
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--Create alert for present state
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if ammo_flag then
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-- no ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
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elseif ammo_flag == false then
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-- low ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true)
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end
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else
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ammo_entities[index] = nil
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end
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end
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end
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@@ -211,6 +233,9 @@ script.on_event(defines.events.on_player_changed_force, remove_force_from_list)
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script.on_event(defines.events.on_force_created, add_force_to_list)
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script.on_event(defines.events.on_forces_merged, remove_force_from_list)
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script.on_event(defines.events.on_surface_renamed, remove_surface_from_list)
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script.on_event(defines.events.on_surface_deleted, remove_surface_from_list)
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script.on_event(defines.events.on_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "spider-vehicle"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
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script.on_event(defines.events.on_robot_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "spider-vehicle"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
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script.on_event(defines.events.script_raised_built, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "spider-vehicle"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
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@@ -1,6 +1,6 @@
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{
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"name": "Gun_Turret_Alerts",
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"version": "2.0.1",
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"version": "2.0.3",
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"title": "Ammo Alerts",
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"author": "Wyrrrd",
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"factorio_version": "2.0",
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@@ -4,6 +4,7 @@ gun-turret-alerts-car-enabled=Vehicle ammo alerts enabled
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gun-turret-alerts-artillery-enabled=Artillery ammo alerts enabled
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gun-turret-alerts-mode=Multi slot mode
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gun-turret-alerts-threshold=Low ammo threshold
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gun-turret-alerts-z-automated-full=Automated amount equals full
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[mod-setting-description]
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gun-turret-alerts-enabled=Enables turret ammo alerts to be added to your player.
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@@ -11,6 +12,7 @@ gun-turret-alerts-car-enabled=Enables vehicle ammo alerts to be added to your pl
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gun-turret-alerts-artillery-enabled=Enables artillery ammo alerts to be added to your player.
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gun-turret-alerts-mode=Controls, if the ammo slots are added up, every slot is counted individually, or just the selected slot is counted.\n(Only applies for more than one ammo slot, for example in vehicles.)
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gun-turret-alerts-threshold=If a turret, vehicle or artillery has less than this much ammo, an alert will be added to your player.
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gun-turret-alerts-z-automated-full=Send no alerts when a turret or artillery has an amount of ammo equal or higher than what inserters would automatically insert into them.
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[string-mod-setting]
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gun-turret-alerts-mode-added=Added up
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@@ -34,4 +34,10 @@ data:extend({
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default_value = 8,
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minimum_value = 0
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},
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{
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type = "bool-setting",
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name = "gun-turret-alerts-z-automated-full",
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setting_type = "runtime-per-user",
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default_value = true
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},
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})
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