return [[ game.forces.player.custom_color = {0.7, 0.0, 0.0, 0.5} game.forces.player.character_health_bonus = 1000 game.forces.player.technologies["weapon-shooting-speed-1"].researched = true; game.forces.player.technologies["weapon-shooting-speed-2"].researched = true; game.forces.player.technologies["weapon-shooting-speed-3"].researched = true; game.forces.player.technologies["physical-projectile-damage-1"].researched = true; game.forces.player.technologies["physical-projectile-damage-2"].researched = true; game.forces.player.technologies["physical-projectile-damage-3"].researched = true; game.forces.enemy.set_evolution_factor(1.0, "gleba") local character = game.surfaces.gleba.find_entities_filtered{name = "character", force = "player", limit = 1}[1] character.walking_state = {walking = true, direction = defines.direction.southeast} character.walking_state = {walking = false} local wriggler_area = {{center[1]-15, center[2]-3}, {center[1]+15, center[2]+2}} local biter_area = {{center[1]-15, center[2]+2}, {center[1]+15, center[2]+15}} local alarm = game.surfaces.gleba.find_entities_filtered{name = "constant-combinator", limit = 1}[1].get_control_behavior() local wriggler_belts = game.surfaces.gleba.find_entities_filtered{name = "express-transport-belt", area = wriggler_area} local biter_belts = game.surfaces.gleba.find_entities_filtered{name = "express-transport-belt", area = biter_area} local first_belt = game.surfaces.gleba.find_entities_filtered{name = "express-transport-belt", area = {{255-1, 122-1}, {255+1, 122+1}}}[1] local first_belt_2 = game.surfaces.gleba.find_entities_filtered{name = "express-transport-belt", area = {{250-1, 122-1}, {250+1, 122+1}}}[1] local first_belt_3 = game.surfaces.gleba.find_entities_filtered{name = "express-transport-belt", area = {{260-1, 127-1}, {260+1, 127+1}}}[1] local second_belt = game.surfaces.gleba.find_entities_filtered{name = "express-transport-belt", area = {{256-1, 134-1}, {256+1, 134+1}}}[1] for b, belt in pairs(wriggler_belts) do belt.destructible = false end for b, belt in pairs(biter_belts) do belt.destructible = false end local spawn_wrigglers = function(count) for c=1,count do beltid = math.random(#wriggler_belts) lineid = math.random(2) local line = wriggler_belts[beltid].get_transport_line(lineid) for i=1,#line do line[1].spoil() end end end local spawn_biters = function(count) for c=1,count do beltid = math.random(#biter_belts) lineid = math.random(2) local line = biter_belts[beltid].get_transport_line(lineid) for i=1,#line do line[1].spoil() end end end local command_wrigglers = function(target, target2) local wrigglers = game.surfaces.gleba.find_entities_filtered{name = "big-wriggler-pentapod-premature", area = {{target[1]-5, target[2]-15}, {target[1]+5, target[2]+15}}} for w, wriggler in pairs(wrigglers) do local cw = wriggler.commandable if not (cw.has_command and cw.command.type == defines.command.attack_area) then cw.set_command{type = defines.command.attack_area, distraction = defines.distraction.damage, destination = math.random(2)==1 and target or target2, radius = 4} end end end on_tick = function() if tick == 100 and first_belt and first_belt.valid then local line = first_belt.get_transport_line(1) for i=1,#line do line[1].spoil() end end if tick == 110 and first_belt_2 and first_belt_2.valid then local line = first_belt_2.get_transport_line(1) for i=1,#line do line[1].spoil() end end if tick == 120 and first_belt_3 and first_belt_3.valid then local line = first_belt_3.get_transport_line(1) for i=1,#line do line[1].spoil() end end if tick == 340 then local line = second_belt.get_transport_line(1) for i=1,#line do line[1].spoil() end end if tick == 355 then local line = second_belt.get_transport_line(1) for i=1,#line do line[1].spoil() end end if tick == 850 and character.valid then character.shooting_state = {state = defines.shooting.shooting_enemies, position = {258, 120}} end if tick >= 800 and tick < 900 and tick%2==0 then spawn_wrigglers(1) command_wrigglers({258, 120}, {258, 138}) command_wrigglers({278, 120}, {278, 137}) end if tick == 900 and alarm.valid then alarm.enabled = true end if tick == 1200 and character.valid then character.walking_state = {walking = true, direction = defines.direction.north} end end ]]