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Merge pull request #981 from Jayefuu/map_description_fixes

Updated map descriptions and landfill tech from maps named in issue #906
This commit is contained in:
theorangeangle 2019-11-27 11:29:04 -06:00 committed by GitHub
commit b0dd0b072c
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6 changed files with 147 additions and 20 deletions

View File

@ -1,12 +1,13 @@
local b = require 'map_gen.shared.builders'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local degrees = require "utils.math".degrees
local ScenarioInfo = require 'features.gui.info'
local degrees = require 'utils.math'.degrees
local Event = require 'utils.event'
RS.set_map_gen_settings(
{
MGSP.ore_oil_none, -- Comment this if you want to enable vanilla ore generation in some of the rings.
MGSP.cliff_none,
MGSP.water_none
}
@ -14,9 +15,31 @@ RS.set_map_gen_settings(
ScenarioInfo.set_map_name('Fractal Balls')
ScenarioInfo.set_map_description(
[[
These balls just keeps on going!
Always part of something bigger.
[[
Circular groups of ore islands linked by paths arranged in a fractal,
expanding pattern.
]]
)
ScenarioInfo.add_map_extra_info(
[[
A space limited start leads players to explore larger and larger rings of
biter infested map.
Each ore patch upon its own island must be belted out to a production area
or loaded on to trains.
This map encourages use of trains similar to RSO due to the spread out nature of
the ores, with islands only accessible by bots encouraging the player to revisit
exhausted ore areas later in the game to extract more resources.
]]
)
ScenarioInfo.set_new_info(
[[
2019-09-11 - Jayefuu
- Updated map descriptions
- Disabled landfill to prevent cheating
- Added config example to disable vanilla ores. Balances map better if the rings aren't full of ore.
]]
)
@ -158,4 +181,11 @@ map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
map = b.change_tile(map, false, 'water')
map = b.fish(map, 0.0025)
-- Disable landfill technology
local function on_init()
local player_force = game.forces.player
player_force.technologies['landfill'].enabled = false -- disable landfill
end
Event.on_init(on_init)
return map

View File

@ -19,10 +19,25 @@ RS.set_map_gen_settings(
ScenarioInfo.set_map_name('Fruit Loops')
ScenarioInfo.set_map_description(
[[
It's like swimming in a bowl of cereal!
[...]
What monster uses water in their cereal?
[[
Colourful fruity loop ore filled islands
It's like swimming in a sea of ... not milk.
]]
)
ScenarioInfo.add_map_extra_info(
[[
Donut shaped islands populated with ores, stone, trees and.... WORMS!
A well balanced map which needs connecting of islands by landfill then careful
removal of worms to open up new islands for exploitation. The RedMew market and
wise spending of coins eases strategic expansion.
]]
)
ScenarioInfo.set_new_info(
[[
2019-09-11 - Jayefuu
- Updated map descriptions
]]
)

View File

@ -14,12 +14,24 @@ RS.set_map_gen_settings(
ScenarioInfo.set_map_name('Gears')
ScenarioInfo.set_map_description(
[[
Am I inside an assembling machine?
[[
Large gear shaped islands
This is like a huge maze of never ending gears!
]]
)
ScenarioInfo.add_map_extra_info(
[[
Vanilla play on a gear shaped map.
]]
)
ScenarioInfo.set_new_info(
[[
2019-09-11 - Jayefuu
- Updated map descriptions
]]
)
pic = b.decompress(pic)

View File

@ -48,6 +48,13 @@ local ScenarioInfo = require 'features.gui.info'
ScenarioInfo.set_map_name('Grid Bot Islands')
ScenarioInfo.set_map_description('Grid islands with island-based ore mining and deathworld biter settings')
ScenarioInfo.set_map_extra_info('- Mine the islands with your bots\n- Buy more bots and chests from the market\n- Defend from the hordes of biters!!\n- Earn gold from killing worms and nests and mining trees and rocks')
ScenarioInfo.set_new_info(
[[
2019-09-09
- Added automatic disabling of landfill tech instead of manual disable by player
- Updated map description
]]
)
-- Modify the player starting items to kickstart island mining
local player_create = global.config.player_create
@ -375,6 +382,8 @@ local function on_init()
local item_market_1 = surface.create_entity({name = 'market', position = {0, 0}})
item_market_1.destructible = false
Retailer.add_market('items', item_market_1)
player_force.technologies['landfill'].enabled = false -- disable landfill
end
Event.on_init(on_init)

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@ -3,8 +3,9 @@ local Random = require 'map_gen.shared.random'
local table = require 'utils.table'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local Event = require 'utils.event'
local degrees = require "utils.math".degrees
local ScenarioInfo = require 'features.gui.info'
local ore_seed1 = 1000
local ore_seed2 = ore_seed1 * 2
@ -16,6 +17,29 @@ RS.set_map_gen_settings(
}
)
ScenarioInfo.set_map_name('Grid Islands')
ScenarioInfo.set_map_description(
[[
Large islands linked by multiple land bridges for rails
]]
)
ScenarioInfo.add_map_extra_info(
[[
- Custom ore generation
- Square, circle and diamond islands
- Islands linked by causeways
- Encourages rail use to transport materials for manufacture
]]
)
ScenarioInfo.set_new_info(
[[
2019-09-09
- Added automatic disabling of landfill tech instead of manual disable by player
- Updated map description
]]
)
local h_track = {
b.line_x(2),
b.translate(b.line_x(2), 0, -3),
@ -169,9 +193,14 @@ local paths =
local sea = b.tile('deepwater')
sea = b.fish(sea, 0.0025)
map = b.any {map, paths, sea}
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
-- Disable landfill technology
local function on_init()
local player_force = game.forces.player
player_force.technologies['landfill'].enabled = false -- disable landfill
end
Event.on_init(on_init)
return map

View File

@ -1,19 +1,15 @@
-- Map by grilledham, modified by Jayefuu
-- This variation on grid_islands.lua has 1) Greater island separation 2) 4 not 2 rail tracks 3) Whole map rotated 45 degrees
-- For best balance run the following commands after map generation:
-- /silent-command game.forces["player"].technologies["landfill"].enabled = false
-- /silent-command game.forces.player.character_running_speed_modifier = 1.5
-- /silent-command game.difficulty_settings.technology_price_multiplier=2
local b = require 'map_gen.shared.builders'
local Random = require 'map_gen.shared.random'
local math = require "utils.math"
local table = require 'utils.table'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
local Event = require 'utils.event'
local degrees = math.rad
local ScenarioInfo = require 'features.gui.info'
local ore_seed1 = 1000
local ore_seed2 = ore_seed1 * 2
@ -26,6 +22,30 @@ RS.set_map_gen_settings(
}
)
ScenarioInfo.set_map_name('Grid Islands Rotated')
ScenarioInfo.set_map_description(
[[
Large islands with diagonal rail bridges
]]
)
ScenarioInfo.add_map_extra_info(
[[
- Custom ore generation
- Square, circle and diamond islands
- Islands linked by causeways
- Encourages rail use to transport materials for manufacture
]]
)
ScenarioInfo.set_new_info(
[[
2019-09-09
- Added automatic disabling of landfill tech instead of manual disable by player
- Updated map description
]]
)
local track = {
b.translate(b.line_x(3), 0, -3),
b.translate(b.line_x(3), 0, 3),
@ -177,4 +197,16 @@ map = b.any {map, paths, sea}
map = b.change_map_gen_collision_tile(map, 'water-tile', 'grass-1')
map = b.rotate(map,degrees(45))
-- Disable landfill technology
local function on_init()
local player_force = game.forces.player
player_force.technologies['landfill'].enabled = false -- disable landfill
player_force.character_running_speed_modifier = 1.5
game.difficulty_settings.technology_price_multiplier = 2
end
Event.on_init(on_init)
return map