function generate_map(radius) local surface = game.players[1].surface if surface.is_chunk_generated({radius, radius}) then game.print("Map generation done!", {r=0.22, g=0.99, b=0.99}) return end surface.request_to_generate_chunks({0,0}, radius) surface.force_generate_chunk_requests() for _, player in pairs(game.connected_players) do player.play_sound{path="utility/new_objective", volume_modifier=1} end game.print("Map generation done!", {r=0.22, g=0.99, b=0.99}) end function spaghetti() game.forces["player"].technologies["logistic-system"].enabled = false game.forces["player"].technologies["construction-robotics"].enabled = false game.forces["player"].technologies["logistic-robotics"].enabled = false game.forces["player"].technologies["robotics"].enabled = false game.forces["player"].technologies["personal-roboport-equipment"].enabled = false game.forces["player"].technologies["personal-roboport-mk2-equipment"].enabled = false game.forces["player"].technologies["character-logistic-trash-slots-1"].enabled = false game.forces["player"].technologies["character-logistic-trash-slots-2"].enabled = false game.forces["player"].technologies["auto-character-logistic-trash-slots"].enabled = false game.forces["player"].technologies["worker-robots-storage-1"].enabled = false game.forces["player"].technologies["worker-robots-storage-2"].enabled = false game.forces["player"].technologies["worker-robots-storage-3"].enabled = false game.forces["player"].technologies["character-logistic-slots-1"].enabled = false game.forces["player"].technologies["character-logistic-slots-2"].enabled = false game.forces["player"].technologies["character-logistic-slots-3"].enabled = false game.forces["player"].technologies["character-logistic-slots-4"].enabled = false game.forces["player"].technologies["character-logistic-slots-5"].enabled = false game.forces["player"].technologies["character-logistic-slots-6"].enabled = false game.forces["player"].technologies["worker-robots-speed-1"].enabled = false game.forces["player"].technologies["worker-robots-speed-2"].enabled = false game.forces["player"].technologies["worker-robots-speed-3"].enabled = false game.forces["player"].technologies["worker-robots-speed-4"].enabled = false game.forces["player"].technologies["worker-robots-speed-5"].enabled = false game.forces["player"].technologies["worker-robots-speed-6"].enabled = false end function dump_layout() local surface = game.surfaces["labyrinth"] game.write_file("layout.lua", "" , false) local area = { left_top = {x = 0, y = 0}, right_bottom = {x = 32, y = 32} } local entities = surface.find_entities_filtered{area = area} local tiles = surface.find_tiles_filtered{area = area} for _, e in pairs(entities) do local str = "{position = {x = " .. e.position.x str = str .. ", y = " str = str .. e.position.y str = str .. '}, name = "' str = str .. e.name str = str .. '", direction = ' str = str .. tostring(e.direction) str = str .. ', force = "' str = str .. e.force.name str = str .. '"},' if e.name ~= "character" then game.write_file("layout.lua", str .. '\n' , true) end end game.write_file("layout.lua",'\n' , true) game.write_file("layout.lua",'\n' , true) game.write_file("layout.lua",'Tiles: \n' , true) for _, t in pairs(tiles) do local str = "{position = {x = " .. t.position.x str = str .. ", y = " str = str .. t.position.y str = str .. '}, name = "' str = str .. t.name str = str .. '"},' game.write_file("layout.lua", str .. '\n' , true) end end