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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-17 20:58:13 +02:00

revert island size increasese

This commit is contained in:
danielmartin0 2024-09-15 17:57:57 +01:00
parent e1e591fa03
commit 753c43615d
8 changed files with 63 additions and 75 deletions

View File

@ -70,7 +70,7 @@ local destinationScheme = {
[15] = { DOCK, B, B },
[16] = { RADIOACTIVE, RADIOACTIVE, RADIOACTIVE },
[17] = { B, B, B },
[18] = { C, C, C }, --first showing of robot frame cost
[18] = { C, C, C }, --first showing of robot frame cost
[19] = { DOCK, B, B },
[20] = { WALKWAYS, WALKWAYS, WALKWAYS }, --rocket launch cost begins
[21] = { SWAMP, RED_DESERT, STANDARD2 }, -- uniquely, this has a rocket launch cost, but still has an auto-undock timer

View File

@ -9,8 +9,8 @@ local Public = {}
Public.display_names = { { 'pirates.location_displayname_horseshoe_1' }, { 'pirates.location_displayname_horseshoe_2' }, { 'pirates.location_displayname_horseshoe_3' } }
Public.terraingen_frame_width = 992
Public.terraingen_frame_height = 992
Public.terraingen_frame_width = 896
Public.terraingen_frame_height = 896
Public.static_params_default = {
starting_time_of_day = 0,
daynightcycletype = 1,
@ -30,8 +30,8 @@ function Public.base_ores()
}
end
local rscale1 = 264
local rscale2 = 230
local rscale1 = 240
local rscale2 = 210
local hscale = 0.1
Public.noiseparams = {
radius1 = {

View File

@ -114,7 +114,7 @@ function Public.chunk_structures(args)
return {
placeable = noises.farness(p) > 0.36,
-- spawners_indestructible = false,
spawners_indestructible = noises.farness(p) > 0.82,
spawners_indestructible = noises.farness(p) > 0.8,
density_perchunk = 9 * Math.slopefromto(noises.mood(p), 0.12, -0.18) * Math.slopefromto(noises.farness(p), 0.36, 1) * args.biter_base_density_scale,
}
end

View File

@ -101,7 +101,7 @@ function Public.mid_farness_position_1(args, points_to_avoid)
if (not Utils.contains(CoreData.tiles_that_conflict_with_resource_layer, tile.name)) and (not Utils.contains(CoreData.edgemost_tile_names, tile.name)) then
local p3 = { x = p2.x + args.static_params.terraingen_coordinates_offset.x, y = p2.y + args.static_params.terraingen_coordinates_offset.y }
if IslandsCommon.island_farness_1(args)(p3) > 0.1 and IslandsCommon.island_farness_1(args)(p3) < 0.7 then
if IslandsCommon.island_farness_1(args)(p3) > 0.1 and IslandsCommon.island_farness_1(args)(p3) < 0.75 then
local allowed = true
for _, pa in pairs(points_to_avoid) do
if Math.distance({ x = pa.x, y = pa.y }, p2) < pa.r then

View File

@ -9,8 +9,8 @@ local Public = {}
Public.display_names = { { 'pirates.location_displayname_standard_1' } }
Public.terraingen_frame_width = 1024
Public.terraingen_frame_height = 1024
Public.terraingen_frame_width = 896
Public.terraingen_frame_height = 896
Public.static_params_default = {
default_decoratives = true,
base_starting_treasure = 1000,
@ -32,7 +32,7 @@ function Public.base_ores()
}
end
local rscale = 280
local rscale = 250
local hscale = 0.1
Public.noiseparams = {
radius = {

View File

@ -30,7 +30,6 @@ function Public.noises(args)
return ret
end
function Public.terrain(args)
local noises = Public.noises(args)
local p = args.p
@ -39,63 +38,62 @@ function Public.terrain(args)
if IslandsCommon.place_water_tile(args) then return end
if noises.height(p) < 0 then
args.tiles[#args.tiles + 1] = {name = 'water', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'water', position = args.p }
return
end
if noises.height(p) < 0.05 then
args.tiles[#args.tiles + 1] = {name = 'sand-1', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'sand-1', position = args.p }
if (not args.iconized_generation) and noises.farness(p) > 0.02 and noises.farness(p) < 0.6 and Math.random(500) == 1 then
args.specials[#args.specials + 1] = {name = 'buried-treasure', position = args.p}
args.specials[#args.specials + 1] = { name = 'buried-treasure', position = args.p }
end
elseif noises.height(p) < 0.12 then
args.tiles[#args.tiles + 1] = {name = 'sand-2', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'sand-2', position = args.p }
else
if noises.forest_abs_suppressed(p) > 0.3 and noises.rock(p) < 0.3 then
args.tiles[#args.tiles + 1] = {name = 'dry-dirt', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'dry-dirt', position = args.p }
elseif noises.forest_abs_suppressed(p) > 0.15 and noises.rock(p) < 0.3 then
args.tiles[#args.tiles + 1] = {name = 'dirt-3', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'dirt-3', position = args.p }
else
args.tiles[#args.tiles + 1] = {name = 'dirt-2', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'dirt-2', position = args.p }
end
end
if noises.height(p) > 0.06 then
if noises.forest_abs_suppressed(p) > 0.5 then
if (not args.iconized_generation) and noises.forest_abs_suppressed(p) < 0.75 and Math.random(1300) == 1 then
args.specials[#args.specials + 1] = {name = 'chest', position = args.p}
if (not args.iconized_generation) and noises.forest_abs_suppressed(p) < 0.75 and Math.random(1300) == 1 then
args.specials[#args.specials + 1] = { name = 'chest', position = args.p }
else
local forest_noise = noises.forest(p)
local treedensity = 0.7 * Math.slopefromto(noises.forest_abs_suppressed(p), 0.5, 0.7)
if forest_noise > 0 then
if noises.rock(p) > 0 then
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-06', position = args.p, visible_on_overworld = true} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-06', position = args.p, visible_on_overworld = true } end
else
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-06-brown', position = args.p} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-06-brown', position = args.p } end
end
elseif forest_noise < -1 then
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-03', position = args.p, visible_on_overworld = true} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-03', position = args.p, visible_on_overworld = true } end
else
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-07', position = args.p} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-07', position = args.p } end
end
end
end
end
if noises.forest_abs_suppressed(p) < 0.45 then
if noises.height(p) > 0.12 then
if noises.rock_abs(p) > 0.22 then
local rockdensity = 1/600 * Math.slopefromto(noises.rock_abs(p), 0.22, 0.6) + 1/5 * Math.slopefromto(noises.rock_abs(p), 2.4, 2.6)
local rockdensity = 1 / 600 * Math.slopefromto(noises.rock_abs(p), 0.22, 0.6) + 1 / 5 * Math.slopefromto(noises.rock_abs(p), 2.4, 2.6)
local rockrng = Math.random()
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-medium', position = args.p}
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-small', position = args.p}
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-tiny', position = args.p}
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
end
end
end
@ -103,29 +101,27 @@ function Public.terrain(args)
if noises.height(p) > 0.18 and noises.mood(p) > 0.6 then
if noises.forest_abs(p) < 0.2 and noises.rock_abs(p) > 1.5 then
args.entities[#args.entities + 1] = {name = 'coal', position = args.p, amount = 7}
args.entities[#args.entities + 1] = { name = 'coal', position = args.p, amount = 7 }
end
end
end
function Public.chunk_structures(args)
local spec = function(p)
local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
local spec = function (p)
local noises = Public.noises { p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed }
return {
placeable = noises.farness(p) > 0.3,
spawners_indestructible = noises.farness(p) > 0.7,
-- spawners_indestructible = false,
density_perchunk = 30 * Math.slopefromto(noises.mood(p), 0.14, -0.1) * Math.slopefromto(noises.farness(p), 0.3, 1)^(1.5) * args.biter_base_density_scale,
density_perchunk = 30 * Math.slopefromto(noises.mood(p), 0.14, -0.1) * Math.slopefromto(noises.farness(p), 0.3, 1) ^ 1.5 * args.biter_base_density_scale,
}
end
IslandsCommon.enemies_1(args, spec)
local spec2 = function(p)
local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
local spec2 = function (p)
local noises = Public.noises { p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed }
return {
-- placeable = noises.height(p) >= 0 and noises.forest_abs_suppressed(p) < 0.3 + Math.max(0, 0.2 - noises.height(p)),
@ -137,7 +133,6 @@ function Public.chunk_structures(args)
IslandsCommon.assorted_structures_1(args, spec2)
end
-- function Public.break_rock(surface, p, entity_name)
-- -- return Ores.try_ore_spawn(surface, p, entity_name)
-- end
@ -147,5 +142,4 @@ function Public.generate_silo_setup_position(points_to_avoid)
return Hunt.silo_setup_position(points_to_avoid)
end
return Public
return Public

View File

@ -30,7 +30,6 @@ function Public.noises(args)
return ret
end
function Public.terrain(args)
local noises = Public.noises(args)
local p = args.p
@ -39,67 +38,66 @@ function Public.terrain(args)
if IslandsCommon.place_water_tile(args) then return end
if noises.height(p) < 0 then
args.tiles[#args.tiles + 1] = {name = 'water', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'water', position = args.p }
return
end
if noises.height(p) < 0.04 then
args.tiles[#args.tiles + 1] = {name = 'sand-1', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'sand-1', position = args.p }
if (not args.iconized_generation) and noises.farness(p) > 0.02 and noises.farness(p) < 0.6 and Math.random(500) == 1 then
args.specials[#args.specials + 1] = {name = 'buried-treasure', position = args.p}
args.specials[#args.specials + 1] = { name = 'buried-treasure', position = args.p }
end
elseif noises.height(p) < 0.05 then
args.tiles[#args.tiles + 1] = {name = 'sand-2', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'sand-2', position = args.p }
elseif noises.height(p) < 0.11 then
args.tiles[#args.tiles + 1] = {name = 'dry-dirt', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'dry-dirt', position = args.p }
elseif noises.height(p) < 0.12 then
args.tiles[#args.tiles + 1] = {name = 'grass-4', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'grass-4', position = args.p }
else
if noises.forest_abs_suppressed(p) > 0.3 and noises.rock(p) < 0.3 then
args.tiles[#args.tiles + 1] = {name = 'dirt-7', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'dirt-7', position = args.p }
elseif noises.forest_abs_suppressed(p) > 0.15 and noises.rock(p) < 0.3 then
args.tiles[#args.tiles + 1] = {name = 'grass-4', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'grass-4', position = args.p }
else
args.tiles[#args.tiles + 1] = {name = 'grass-3', position = args.p}
args.tiles[#args.tiles + 1] = { name = 'grass-3', position = args.p }
end
end
if noises.height(p) > 0.11 then
if noises.forest_abs_suppressed(p) > 0.7 then
if (not args.iconized_generation) and noises.forest_abs_suppressed(p) < 1 and Math.random(700) == 1 then -- high amounts of this
args.specials[#args.specials + 1] = {name = 'chest', position = args.p}
if (not args.iconized_generation) and noises.forest_abs_suppressed(p) < 1 and Math.random(700) == 1 then -- high amounts of this
args.specials[#args.specials + 1] = { name = 'chest', position = args.p }
else
local forest_noise = noises.forest(p)
local treedensity = 0.7 * Math.slopefromto(noises.forest_abs_suppressed(p), 0.61, 0.76)
if forest_noise > 0 then
if noises.rock(p) > 0.05 then
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-08-red', position = args.p, visible_on_overworld = true} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-08-red', position = args.p, visible_on_overworld = true } end
elseif noises.rock(p) < -0.05 then
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-09-brown', position = args.p} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-09-brown', position = args.p } end
end
elseif forest_noise < -1.2 then
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-09', position = args.p, visible_on_overworld = true} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-09', position = args.p, visible_on_overworld = true } end
else
if Math.random(1,100) < treedensity*100 then args.entities[#args.entities + 1] = {name = 'tree-02-red', position = args.p} end
if Math.random(1, 100) < treedensity * 100 then args.entities[#args.entities + 1] = { name = 'tree-02-red', position = args.p } end
end
end
end
end
if noises.forest_abs_suppressed(p) < 0.45 then
if noises.height(p) > 0.12 then
if noises.rock_abs(p) > 0.25 then
local rockdensity = 1/600 * Math.slopefromto(noises.rock_abs(p), 0.25, 0.6) + 1/5 * Math.slopefromto(noises.rock_abs(p), 2.4, 2.6)
local rockdensity = 1 / 600 * Math.slopefromto(noises.rock_abs(p), 0.25, 0.6) + 1 / 5 * Math.slopefromto(noises.rock_abs(p), 2.4, 2.6)
local rockrng = Math.random()
if rockrng < rockdensity then
args.entities[#args.entities + 1] = IslandsCommon.random_rock_1(args.p)
elseif rockrng < rockdensity * 1.5 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-medium', position = args.p}
args.decoratives[#args.decoratives + 1] = { name = 'rock-medium', position = args.p }
elseif rockrng < rockdensity * 2 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-small', position = args.p}
args.decoratives[#args.decoratives + 1] = { name = 'rock-small', position = args.p }
elseif rockrng < rockdensity * 2.5 then
args.decoratives[#args.decoratives + 1] = {name = 'rock-tiny', position = args.p}
args.decoratives[#args.decoratives + 1] = { name = 'rock-tiny', position = args.p }
end
end
end
@ -107,29 +105,27 @@ function Public.terrain(args)
if noises.height(p) > 0.18 and noises.mood(p) > 0.3 then
if noises.forest_abs(p) < 0.2 and noises.rock_abs(p) > 1.5 then
args.entities[#args.entities + 1] = {name = 'coal', position = args.p, amount = 7}
args.entities[#args.entities + 1] = { name = 'coal', position = args.p, amount = 7 }
end
end
end
function Public.chunk_structures(args)
local spec = function(p)
local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
local spec = function (p)
local noises = Public.noises { p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed }
return {
placeable = noises.farness(p) > 0.3,
-- spawners_indestructible = false,
spawners_indestructible = noises.farness(p) > 0.7,
density_perchunk = 25 * Math.slopefromto(noises.mood(p), 0.16, -0.1) * Math.slopefromto(noises.farness(p), 0.3, 1)^2 * args.biter_base_density_scale,
density_perchunk = 25 * Math.slopefromto(noises.mood(p), 0.16, -0.1) * Math.slopefromto(noises.farness(p), 0.3, 1) ^ 2 * args.biter_base_density_scale,
}
end
IslandsCommon.enemies_1(args, spec)
local spec2 = function(p)
local noises = Public.noises{p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed}
local spec2 = function (p)
local noises = Public.noises { p = p, noise_generator = args.noise_generator, static_params = args.static_params, seed = args.seed }
return {
-- placeable = noises.height(p) >= 0 and noises.forest_abs_suppressed(p) < 0.3 + Math.max(0, 0.2 - noises.height(p)),
@ -141,7 +137,6 @@ function Public.chunk_structures(args)
IslandsCommon.assorted_structures_1(args, spec2)
end
-- function Public.break_rock(surface, p, entity_name)
-- -- return Ores.try_ore_spawn(surface, p, entity_name)
-- end
@ -151,5 +146,4 @@ function Public.generate_silo_setup_position(points_to_avoid)
return Hunt.silo_setup_position(points_to_avoid)
end
return Public
return Public

View File

@ -9,8 +9,8 @@ local Public = {}
Public.display_names = { { 'pirates.location_displayname_swamp_1' } }
Public.terraingen_frame_width = 480
Public.terraingen_frame_height = 480
Public.terraingen_frame_width = 400
Public.terraingen_frame_height = 400
Public.static_params_default = {
starting_time_of_day = 0.26,
daynightcycletype = 1,
@ -32,7 +32,7 @@ function Public.base_ores()
}
end
local rscale = 185
local rscale = 170
Public.noiseparams = {
radius = {
type = 'simplex_2d',