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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00

Change crashsite cutscene surface to not spawn enemies.

This commit is contained in:
James Gillham 2020-10-05 20:10:49 +01:00
parent 7720121848
commit 3a3dcad250
2 changed files with 71 additions and 1 deletions

View File

@ -0,0 +1,69 @@
return {
autoplace_settings = {
tile = {
treat_missing_as_default = false,
settings = {
['grass-1'] = {frequency = 1, size = 1, richness = 1},
['grass-2'] = {frequency = 1, size = 1, richness = 1},
['grass-3'] = {frequency = 1, size = 1, richness = 1},
['grass-4'] = {frequency = 1, size = 1, richness = 1}
}
}
},
autoplace_controls = {
['enemy-base'] = {
frequency = 1,
richness = 1,
size = 0
},
trees = {
frequency = 1,
richness = 1,
size = 0
},
coal = {
frequency = 1,
richness = 1,
size = 0
},
['copper-ore'] = {
frequency = 1,
richness = 1,
size = 0
},
['crude-oil'] = {
frequency = 1,
richness = 1,
size = 0
},
['iron-ore'] = {
frequency = 1,
richness = 1,
size = 0
},
stone = {
frequency = 1,
richness = 1,
size = 0
},
['uranium-ore'] = {
frequency = 1,
richness = 1,
size = 0
}
},
cliff_settings = {
cliff_elevation_0 = 1024,
cliff_elevation_interval = 10,
name = 'cliff'
},
height = 256,
width = 256,
peaceful_mode = false,
seed = 1,
starting_points = {
{x = 0, y = 0}
},
terrain_segmentation = 1,
water = 1
}

View File

@ -15,6 +15,7 @@ local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local RedmewConfig = require 'config'
local Cutscene = require 'map_gen.maps.crash_site.cutscene'
local cutscene_surface_settings = require 'map_gen.maps.crash_site.cutscene_surface_settings'
local degrees = math.degrees
local cutscene_force_name = 'cutscene'
@ -187,7 +188,7 @@ local function init(config)
local outpost_builder = OutpostBuilder.new(outpost_random)
if on_init then
game.create_surface('cutscene', default_map_gen_settings)
game.create_surface('cutscene', cutscene_surface_settings)
game.surfaces.cutscene.always_day = true
game.surfaces.cutscene.request_to_generate_chunks({0, 0}, 2)
game.surfaces.cutscene.force_generate_chunk_requests()