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QatavinKiwiHawk
andauthored
Fix ore walking_sound (#442)
* Fix ore walking_sound Apparently, the location of the sound defines for walking over ores was moved while we weren't looking. This should fix the issue. * Updating changelog --------- Co-authored-by: KiwiHawk <[email protected]>
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boblibrary/changelog.txt

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@@ -5,6 +5,8 @@ Date: ???
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- Added uk locale #176
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- Added de locale #415
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- Added zh-TW locale #432
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Bugfixes:
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- Fixed ore walking_sound #442
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---------------------------------------------------------------------------------------------------
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Version: 2.0.0
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Date: 30. 03. 2025

boblibrary/ore-functions.lua

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@@ -3,7 +3,7 @@ if not bobmods.lib.resource then
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end
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bobmods.lib.resource_autoplace = require("resource-autoplace")
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local sounds = require("__base__.prototypes.entity.sounds")
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local tile_sounds = require("__base__.prototypes.tile.tile-sounds")
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local stone_driving_sound = {
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sound = {
@@ -347,9 +347,9 @@ function bobmods.lib.resource.create(inputs)
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},
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})
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if inputs.walking_sound == "oil" then
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data.raw.resource[inputs.name].walking_sound = sounds.oil
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data.raw.resource[inputs.name].walking_sound = tile_sounds.walking.oil({})
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else
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data.raw.resource[inputs.name].walking_sound = sounds.ore
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data.raw.resource[inputs.name].walking_sound = tile_sounds.walking.ore
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end
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if inputs.driving_sound == "oil" then
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data.raw.resource[inputs.name].driving_sound = oil_driving_sound

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