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@ -16,7 +16,7 @@ To join a RedMew Factorio server, follow the following steps in Factorio:
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> _Note_: Not every server in this list will be official. If you're in doubt, join Discord and ask.
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> _Note_: Not every server in this list will be official. If you're in doubt, join Discord and ask.
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## Documentation
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## Documentation
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Looking for a way to play a RedMew scenario yourself? You can find an overview of [the documentation in the docs directory](/docs/Index.md).
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Looking for a way to play a RedMew scenario yourself? [Check out our wiki!](https://github.com/Refactorio/RedMew/wiki).
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## Contributing
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## Contributing
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If you wish to contribute, don't hesitate to make a Pull Request or open an issue. When in doubt, you can always ask
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If you wish to contribute, don't hesitate to make a Pull Request or open an issue. When in doubt, you can always ask
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@ -1,6 +1 @@
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## RedMew Documentation Index
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All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki
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- [Installing and Using the RedMew Scenario](Installation.md)
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- [Creating a New Scenario Using the RedMew Framework](NewScenario.md)
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### Scenario Specific Documentation
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- [Diggy Installation and Configuration](scenarios/Diggy.md)
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@ -1,49 +1 @@
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## Installing and Using the RedMew Scenario
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All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki
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Some scenarios have more detailed information, please check [the index](Index.md) before continuing with the generic
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RedMew installation. To install the RedMew scenario directly into something playable, [download the
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archive](https://github.com/Valansch/RedMew/archive/develop.zip) and take the next step based on your Operating System.
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- **Windows**: extract the the zip file into `%appdata%\Factorio\Scenarios\RedMew`
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- **MacOS**: extract the the zip file into `~/Library/Application Support/factorio/Scenarios/RedMew`
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- **Linux**: extract the the zip file into `~/.factorio/scenarios/RedMew`
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Make sure it's called RedMew and there's a `control.lua` in the root of that directory. If you are using the RedMew
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scenario for a public-facing multi-player server, be sure to provide attribution back to github and keep links to the
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Discord, Patreon and website intact.
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> _Note_: these locations are based on the default configuration [defined by
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factorio](https://wiki.factorio.com/Application_directory). If your installation is not default, you have to find your
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scenarios directory in another way.
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## Generating maps
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There are 3 ways to generate maps using our scenario: Vanilla, FactorioMapConverter and Custom Maps.
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### Vanilla
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Start the scenario from the scenario menu and you are ready to go. Additionally you can turn features on or off via
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[`control.lua`](../control.lua) if desired.
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### Custom Maps
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There are many pre-made map modules that can be combined to create a unique map.
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Map module previews can be found in [map_gen/data/.map_previews](../map_gen/data/.map_previews). You can select and
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activate a module by removing the `--` in front of the require in [`map_layout.lua`](../map_layout.lua).
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You can mix as many modules as you want, as long as they logically fit together.
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### FactorioMapConverter (Windows only)
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You can generate your own maps from images. First convert the image file into a lua file (For example `image_data.lua`).
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Then use our scenario to load the `image_data.lua` file and generate the map from it.
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To create your own map preview:
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1. Download the Map Converter [here](https://github.com/grilledham/FactorioMapConverter/releases) to generate the
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`image_data.lua`.
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2. Place your `image_data.lua` file in the `map_gen/data/presets/` directory.
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3. Create new lua file (for example `my_image.lua`) inside the folder `map_gen/presets/`. This file is used to configure
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your map (scale, translate etc.). To do this, you can copy `map_gen/presets/template.lua` and replace line 8 to point
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to your `image_data.lua`
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4. Load your new preset by adding a new line to `map_layout.lua`. This should look similar to this:
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```lua
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MAP_GEN = require "map_gen.presets.my_image.lua"
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```
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5. Load the scenario from the scenario menu.
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@ -1,28 +1 @@
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## Creating a New Scenario Using the RedMew Framework
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All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki
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To add a new scenario and make it available to everyone that wants to use RedMew, make a Pull Request on github to
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request adding your scenario to the repository.
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### Starting From Scratch
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Depending on the size of the scenario, it could be desired to have its own dedicated directory. By default a scenario
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is added in `map_gen/combined/your_scenario.lua`.
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#### Step 1
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If you're not experienced with git, it's advised to read up on how git works first or ask someone else to help out. To
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get your change into the repository, you need to [fork the repository](https://help.github.com/articles/fork-a-repo/)
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and eventually make your Pull Request from there. [Clone](https://help.github.com/articles/cloning-a-repository/) the
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fork to your local environment and get your favorite IDE or Editor ready.
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#### Step 2
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Small scenarios can go into a single lua file, bigger scenarios might need their own dedicated directory. To follow the
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RedMew structure for scenarios, create your scenario file: `map_gen/combined/your_scenario_file.lua`.
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#### Step 3 (Optional)
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If you plan on making a bigger scenario, create a directory: `map_gen/combined/your_scenario_file/` where you can place
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your scenario specific lua files.
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#### Step 4
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Regardless, the `map_gen/combined/your_scenario_file.lua` file will be the entry point for your scenario and will be
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loaded via `map_layout.lua`. Underneath `--combined--`, add your require: `require map_gen.combined.your_scenario_file`.
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When making the Pull Request, make sure to comment the require in `map_layout.lua` as by default it should be off. To
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enable debugging and get some extra feedback during development, enable `_DEBUG` in `config.lua`.
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@ -1,65 +1 @@
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All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki
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# RedMew style guide
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Not strictly enforced, but we appreciate if you try to remain consistent with our standards.
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* Include at least a brief one-line summary in a LuaDoc (a comment with 3 dashes `---`) before each public-facing function
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* A LuaDoc with extended summary, `@params`, and `@return` is encouraged. ([LuaDoc Manual][1])
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* Tabs are 4 spaces
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* Keep each line of code to a readable length. Under 140 characters when reasonable.
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* Never leave trailing whitespace.
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* End each file with a newline.
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* Newlines are unix `\n`
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* Strings should normally be encased in `'` single-quotes. For strings with single quotes inside them, `"` double-quotes can be used.
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* Use spaces around operators, after commas, colons, and semicolons.
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```lua
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sum = 1 + 2
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a, b = 1, 2
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if 1 < 2 then
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game.print("Hi")
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end
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```
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* No spaces after `(`, `[`, `{` or before `]`, `)`, `}`.
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```lua
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table = {1, 2, 3}
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table[1]
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```
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* Use empty lines between `functions` and to break up functions into logical paragraphs.
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```lua
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local function some_function()
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local data = global.data
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local format = global.string_format
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local string = Utils.manipulate(data, format)
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game.print(string)
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end
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local function say_hello()
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game.print("Hello")
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end
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```
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* When creating a table over multiple lines, include a trailing comma after the last item.
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```lua
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myTable ={
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'item1',
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'item2',
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'item3',
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}
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```
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[1]:[http://keplerproject.github.io/luadoc/manual.htm]
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@ -1,79 +1 @@
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## Diggy Installation and Configuration
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All documentation has moved to the project's wiki: https://github.com/Refactorio/RedMew/wiki
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Diggy is a custom [RedMew](../../README.md) scenario. You start out with nothing but a market, your pick-axe and some
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walls [deep, deep in the mine](https://www.youtube.com/watch?v=ov5pxaIbJlM). The goal is to launch a rocket, but be
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careful, there's not a lot of space and the mine is unstable!
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- Gameplay: https://www.youtube.com/watch?v=J3lheDK-6Cw
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- Time lapse video: https://www.youtube.com/watch?v=4cRsx-wl_fk (By Namelesshunter Gaming)
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> _Note_: Scenarios- also known as soft-mods- are scripted maps. They can be played online without having to download
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any mods as the script is included in the map.
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### Scenario Information
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The idea of Diggy is similar to vanilla, except that it greatly changes how to build your factory. As you're in a cave,
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each rock you dig, each support entity you remove and every tile you mine, can cause a collapse. You can use walls,
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stone paths and (refined) concrete floor to increase the strength of your mine and reduce the chance of a collapse.
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Whenever you place or remove a wall for example, the stress level of the area around it (9x9 tiles) will rise or lower.
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When a certain threshold is reached, the cave will collapse. You can stop this by quickly placing walls or run away as
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fast as you can. Letting the cave collapse _will_ destroy structures below it! The recommended pattern on dirt is to
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place a wall every 4th tile. Using stone paths and concrete will increase this to 5 tiles while refined concrete will
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make it 6.
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## How to start Diggy for Single-player mode
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#### Step 1
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Download the zip file from
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[https://github.com/Valansch/RedMew/archive/develop.zip](https://github.com/Valansch/RedMew/archive/develop.zip)
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#### Step 2
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- **Windows**: extract the the zip file into `%appdata%\Factorio\Scenarios\Diggy`
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- **MacOS**: extract the the zip file into `~/Library/Application Support/factorio/Scenarios/Diggy`
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- **Linux**: extract the the zip file into `~/.factorio/scenarios/Diggy`
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Make sure it's called Diggy and there's a `control.lua` in the root of that directory.
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> _Note_: these locations are based on the default configuration [defined by
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factorio](https://wiki.factorio.com/Application_directory). If your installation is not default, you have to find your
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scenarios directory in another way.
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#### Step 3
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Open `map_layout.lua` in that directory and look for `--require "map_gen.combined.diggy"`.
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Change this to `require "map_gen.combined.diggy"`, by removing the double dashes.
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#### Step 4
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In factorio start either a local or online game via Scenarios. Select `Diggy` under
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`User scenarios` and start it up.
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> _Note:_ Downloading the latest version might not always be a functional version, please consult on discord for a
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working version if this is the case.
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#### Step 5 (optional)
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Diggy is designed to work for at least 15 players online, working together. It's advised to change the configuration
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to adjust the difficulty for your needs. You can find the config in `map_gen/Diggy/Config.lua`. Most options should be
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well-explained. For Single-player it's recommend to enable cheats with modified values. You can change the starting
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items and some pre-defined cheat values (if cheats are enabled) under the `SetupPlayer` config item.
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## Configuring Diggy
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### Changing or Disabling Biter Spawning
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You can find the biter spawning feature in the config file under `AlienSpawner`. If you don't want biters to spawn
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according to the Diggy scenario, turn this feature off completely.
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### Disabling Collapses
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While one of the core features, it can also be fun to play without. To turn off collapses completely, you can turn off
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this feature under `DiggyCaveCollapse`. If you experience performance issues while digging, you can turn off this
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feature as well as it can be quite heavy.
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### Configuring Resource Spawning
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At the moment, Diggy is not yet using any of the build-in mechanics to spawn resources and you will have to manually add
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them. The resource spawning mechanism is quite complex, so don't hesitate to us how to configure it on Discord. Most
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basic configuration can be found under `ScatteredResources`. To customize the resource weights, you have to configure
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those specifics in the `map_gen/Diggy/Orepattern` directory. Resources are defined with a weight, meaning you can add
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your own resources (for example bobs or angels) with a value and the scenario will automatically calculate the proper
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spawn chances.
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### Adding Market Items
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Items can be configured by adding the desired item under the `Experience` configuration. You only have to define a level
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at which it unlocks and a price. For a list of items, you can look up each possible item on the
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[Factorio raw data page](https://wiki.factorio.com/Data.raw#item).
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@ -1,20 +0,0 @@
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In terms of daylight during the day/night cycle:
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when dusk begins the light decreases until
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evening (aka nighttime) which is full darkness until
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morning which increases the light level until
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dawn (aka daytime) which is full brightness until dusk
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Defaults as follows:
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ticks_per_day=25000 (approx 6 mins 56.4 secs)
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dusk=0.25, evening=0.45, morning=0.55, dawn=0.75
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If you keep your numbers < 1 , it's the percentage
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of the total ticks at which the phase of day will change
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Not sure what happens if you go > 1
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When setting these variables, the command will fail if it changes
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the *order* of the phases. Ex: morning must be > evening but < dawn
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Lastly, the map starts at time tick 0 so if you want to start during full
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daylight you want a dusk > 0
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Loading…
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Reference in New Issue
Block a user