--spaghettorio-- mewmew made this -- inspired by redlabel local simplex_noise = require 'utils.simplex_noise' simplex_noise = simplex_noise.d2 local event = require 'utils.event' local function disable_recipes() game.forces.player.recipes["splitter"].enabled = false game.forces.player.recipes["fast-splitter"].enabled = false game.forces.player.recipes["express-splitter"].enabled = false game.forces.player.recipes["steam-engine"].enabled = false game.forces.player.recipes["boiler"].enabled = false game.forces.player.recipes["assembling-machine-1"].enabled = false game.forces.player.recipes["assembling-machine-2"].enabled = false game.forces.player.recipes["assembling-machine-3"].enabled = false game.forces.player.recipes["steel-furnace"].enabled = false game.forces.player.recipes["chemical-plant"].enabled = false game.forces.player.recipes["centrifuge"].enabled = false game.forces.player.recipes["heat-exchanger"].enabled = false game.forces.player.recipes["steam-turbine"].enabled = false game.forces.player.recipes["oil-refinery"].enabled = false game.forces.player.recipes["lab"].enabled = false end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.map_init_done then local map_gen_settings = {} map_gen_settings.water = "none" game.create_surface("spaghettorio", map_gen_settings) game.forces["player"].set_spawn_position({0,0},game.surfaces["spaghettorio"]) game.forces["player"].technologies["logistic-system"].enabled = false global.map_init_done = true end local surface = game.surfaces["spaghettorio"] if player.online_time < 5 and surface.is_chunk_generated({0,0}) then player.teleport(surface.find_non_colliding_position("character", {0,0}, 2, 1), "spaghettorio") else if player.online_time < 5 then player.teleport({0,0}, "spaghettorio") end end disable_recipes() end local function get_noise(name, pos) local seed = game.surfaces[1].map_gen_settings.seed local noise = {} local noise_seed_add = 25000 if name == "water" then noise[1] = simplex_noise(pos.x * 0.002, pos.y * 0.002, seed) seed = seed + noise_seed_add noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) seed = seed + noise_seed_add local noise = noise[1] + noise[2] * 0.2 return noise end seed = seed + noise_seed_add if name == "assembly" then noise[1] = simplex_noise(pos.x * 0.004, pos.y * 0.004, seed) seed = seed + noise_seed_add local noise = noise[1] return noise end end local splitter_raffle = {"splitter", "splitter", "splitter", "fast-splitter", "fast-splitter", "express-splitter"} local assembly_raffle = {"assembling-machine-1", "assembling-machine-2", "assembling-machine-1", "assembling-machine-2", "assembling-machine-3", "assembling-machine-1", "assembling-machine-2", "assembling-machine-1", "assembling-machine-2", "assembling-machine-3","chemical-plant", "chemical-plant", "chemical-plant", "oil-refinery", "lab"} local smelting_raffle = {"steel-furnace", "stone-furnace"} local steampower_raffle = {"steam-engine", "steam-engine", "boiler"} local nuclearpower_raffle = {"steam-turbine", "steam-turbine", "steam-turbine", "heat-exchanger", "heat-exchanger", "centrifuge"} local direction_raffle = {0,2,4,6} local function on_chunk_generated(event) local surface = game.surfaces["spaghettorio"] if event.surface.name ~= surface.name then return end local entities = {} local tiles = {} local math_random = math.random for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y} local noise_water = get_noise("water", pos) local noise_assembly = get_noise("assembly", pos) while true do if noise_water > 0.8 or noise_water < -0.8 then table.insert(tiles, {name = "water", position = pos}) break end if noise_water > 0.68 then if math_random(1,50) == 1 then local a = { left_top = {x = pos.x - 75, y = pos.y - 75}, right_bottom = {x = pos.x + 75, y = pos.y + 75} } local z = surface.count_tiles_filtered{area = a, limit = 1, name = "water"} if z == 1 then table.insert(entities, {name = steampower_raffle[math_random(1, #steampower_raffle)], position = pos}) end end break end if noise_water < -0.7 then if math_random(1,100) == 1 then local a = { left_top = {x = pos.x - 75, y = pos.y - 75}, right_bottom = {x = pos.x + 75, y = pos.y + 75} } local z = surface.count_tiles_filtered{area = a, limit = 1, name = "water"} if z == 1 then table.insert(entities, {name = nuclearpower_raffle[math_random(1, #nuclearpower_raffle)], position = pos}) end end break end if noise_assembly > 0.6 then if math_random(1,75) == 1 then table.insert(entities, {name = assembly_raffle[math_random(1, #assembly_raffle)], position = pos}) end end if noise_assembly < -0.8 then if math_random(1,35) == 1 then table.insert(entities, {name = smelting_raffle[math_random(1, #smelting_raffle)], position = pos}) end end if math_random(1,250) == 1 then if noise_assembly < -0.6 or noise_assembly > 0.6 or noise_water < -0.6 or noise_water > 0.6 then table.insert(entities, {name = splitter_raffle[math_random(1, #splitter_raffle)], position = pos}) end end break end end end surface.set_tiles(tiles, true) for _, e in pairs(entities) do local d = direction_raffle[math_random(1, #direction_raffle)] if surface.can_place_entity({name = e.name, position = e.position, direction = d}) then local entity = surface.create_entity{name = e.name, position = e.position, direction = d, force = "player"} entity.minable = false entity.destructible = false if entity.name == "stone-furnace" or entity.name == "steel-furnace" then entity.energy = 1 end end end end local disabled_entities = {"stone-furnace", "electric-furnace", "solar-panel"} local function on_built_entity(event) for _, e in pairs(disabled_entities) do if e == event.created_entity.name then if event.player_index then local player = game.players[event.player_index] player.insert({name = event.created_entity.name, count = 1}) end event.created_entity.destroy() end end end local function on_robot_built_entity(event) on_built_entity(event) end local function on_research_finished(event) disable_recipes() end event.add(defines.events.on_research_finished, on_research_finished) event.add(defines.events.on_robot_built_entity, on_robot_built_entity) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game)