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synced 2025-02-11 13:39:14 +02:00
tree cloning and ore gen tweaks
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@ -39,10 +39,10 @@ require "score"
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-----------------------------
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---- enable maps here ----
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--require "maps.biter_battles_v2.biter_battles_v2"
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require "maps.biter_battles_v2.biter_battles_v2"
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--require "maps.biter_battles.biter_battles"
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--require "maps.cave_miner"
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require "maps.labyrinth"
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--require "maps.labyrinth"
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--require "maps.junkyard"
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--require "maps.spooky_forest"
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--require "maps.nightfall"
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@ -52,11 +52,8 @@ local function process_entity(surface, entity)
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--local new_pos = {x = entity.position.x * -1, y = (entity.position.y * -1) - 1}
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local new_pos = {x = entity.position.x * -1, y = entity.position.y * -1}
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if entity.type == "tree" then
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local new_e = {name = entity.name, position = new_pos, graphics_variation = entity.graphics_variation}
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if not surface.can_place_entity(new_e) then return end
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local e = surface.create_entity(new_e)
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e.graphics_variation = entity.graphics_variation
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--e.tree_color_index = entity.tree_color_index
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if not surface.can_place_entity({name = entity.name, position = new_pos}) then return end
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entity.clone({position=new_pos, surface=surface, force="neutral"})
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return
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end
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if entity.type == "simple-entity" then
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@ -20,11 +20,11 @@ local function get_noise(name, pos)
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local noise_seed_add = 25000
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if name == 1 then
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local noise = {}
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noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed)
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noise[1] = simplex_noise(pos.x * 0.0042, pos.y * 0.0042, seed)
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seed = seed + noise_seed_add
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noise[2] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
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noise[2] = simplex_noise(pos.x * 0.031, pos.y * 0.031, seed)
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seed = seed + noise_seed_add
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local noise = noise[1] + noise[2] * 0.1
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local noise = noise[1] + noise[2] * 0.08
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return noise
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end
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if name == 2 then
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@ -170,14 +170,14 @@ local function rainbow_ore_and_ponds(event)
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local pos = {x = left_top_x + x, y = left_top_y + y}
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if surface.can_place_entity({name = "iron-ore", position = pos}) then
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local noise = get_noise(1, pos)
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if noise > 0.81 then
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if noise > 0.83 then
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local amount = math_random(1500, 2000) + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * noise * 4
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local i = math.ceil(math.abs(noise * 30)) % 4
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local i = math.ceil(math.abs(noise * 60)) % 4
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if i == 0 then i = 4 end
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surface.create_entity({name = ores[i], position = pos, amount = amount})
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end
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if noise < -0.85 then
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if noise < -0.91 then
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if noise < -0.86 then
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if noise < -0.92 then
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surface.set_tiles({{name = "deepwater", position = pos}})
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else
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surface.set_tiles({{name = "water", position = pos}})
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