1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
Commit Graph

192 Commits

Author SHA1 Message Date
RedRafe
acc257b8b6
April fools maps (#1404)
* Upload pinguin scenario

* Fix relative path

* Pinguin scenario modularization

* Update enemy_turrets.lua

Added energy interface controls to limit power available to enemy laser turrets, with laser_shots_per_level constant for balancing.

* Update floor_is_lava.lua

Now spawns fire under players when level is half of max.

* Explosion Scare Module

Added explosion_scare module. Chooses players to randomly explode (non-damaging) a number of times before switching to new targets. Explosion intensity increases as module increases.

* Update pinguin.lua

Removed comment block over modules.

* Added New Module: permanent_factory

Has a very small chance to make an entity unminable and undestructible when placed.

* MeteOres

Added new module: MeteOres.
Spawns a random meteor that damages entities, creates ore, and spawns biters.

* Update meteOres.lua

Added explosion to meteor

* Added Auto Build

Added auto_build module. Selects random players, and automatically builds the item in their cursor nearby for a while, before changing targets.

* New module: Unorganized Recipes

Added a new module to hide recipe groups and subgroups for random players. This leads to "unorganized" crafting menus.

* Update auto_build.lua

Fixed typo. I must have changed base targets to 0 instead of the global level when preparing this file for commit.

* Add Biter Ores Module

Add new module. Spawns ores on death of biters, worms, and spawners, based on difficulty of biter and level.

looks for ores on the tile the biter dies on to add to, otherwise looks nearby for an ore type and uses that, otherwise decides on a new ore type to spawn.

This should allow players to set up "farms" for their ores, creating reasonable ore patches.

Contains a RANDOM_ORES constant that will make the search radius small and ensure random ores are placed instead.

* Update biter_ores.lua

Found typo. radius should be .1 not 1 for tile directly beneath biter.

* Updated Existing Modules

Got luacheck setup in my IDE so we don't have to wait for RedMew to run it. Fixed white-space and other linting errors.

* Split AF scenarios

* Add alien biomes module

* Draft april-fools scenarios

* Fix draft issues

---------

Co-authored-by: R. Nukem <Reoisasa@gmail.com>
2024-03-28 23:27:27 +00:00
grilledham
c9b64afafd
Fix duplicate outpost IDs. (#1385) 2023-11-26 14:30:24 +00:00
RedRafe
112739c3a2
Add new DangerOre presets (#1383)
- Omnimatter
- Omnimatter cages
- Very BZ
- Exotic Industries
- Exotic Industries spiral
- Pyanodon Short
- Industrial Revolution 3
- Industrial Revolution 3 chessboard
2023-11-09 17:00:08 +00:00
Cléo Rebert
7764d7bc7a
Change on_destroy message on danger_ores (#1322)
Before, the message was hardcoded. Now, the message is generated from the list
of entities actually whitelisted, and prints the list of icons.
2022-05-31 17:21:51 +01:00
grilledham
dd66e22fb2
Add danger_ore_circles_beltboxes_ore_only. (#1276) 2022-01-16 19:45:38 +00:00
James Gillham
7a0036c4a7 Add danger_ore_one_direction. 2021-08-01 14:57:12 +01:00
James Gillham
b5fca58c08 Increase player force minning speed +100%, remove free space around oil. 2021-05-23 13:29:43 +01:00
James Gillham
835e3064c4 Remove unused code. 2021-05-23 11:59:44 +01:00
James Gillham
fa6f70c235 Refactor danger_ore_circles.
- Create builder functions for ring_pattern and ring_weighted_pattern.
- Use main ore rorate to rotate start ores.
- Shuffle start ores.
- Use same land tiles for start ores.
- Shuffle shapes rather than mutating the config.
- Rename scenario template from danger-ore-cricle to danger-ore-circles.
- Set restart command to use 'danger-ore-circles'.
2021-05-22 16:50:22 +01:00
James Gillham
66883a87b3 Change game.players -> game.get_player 2021-05-15 11:21:46 +01:00
James Gillham
0fded5f9ee Danger ore chessboard. 2021-05-03 15:16:45 +01:00
James Gillham
c0de80df29 Gradient danger ores 2021-01-13 21:08:32 +00:00
James Gillham
171737e587 Remove removed items/entities. 2020-11-24 16:39:22 +00:00
James Gillham
df4225eca1 clean_cursor -> clear_cursor 2020-11-24 16:39:21 +00:00
Jayefuu
ff989b9c30
Updated to add Builders.remove_map_gen_simple_entity to remove rocks
Space race has a bug that sometimes a rock will spawn where the silo needs to be. But the code only removes trees. This will allow me to call a function to delete rocks.
2020-10-04 17:59:56 +01:00
James Gillham
0ad994dca2 Refactor all the danger ore maps 2020-09-02 12:26:19 +01:00
grilledham
ae31250f24 added segment_weighted_pattern builder 2020-08-31 13:49:52 +01:00
BlueRock (on discord)
e2384ba331
undo un-intentional indent 2020-08-09 22:12:38 -04:00
BlueRock (on discord)
e2b6f6096d
Update hail_hydra.lua
Fixes an infrequent bug in hail_hydra that has existed a long time.    Currently Factorio does not allow enemy entitities of type 'turret' to target entities of type 'car' (includes cars and tanks).  Doing so logs an error.  If this changes in the future then the condition cause.type ~= "car" below can be removed.
2020-08-09 20:58:59 -04:00
BlueRock (on discord)
86002b4e70
Remove test code 2020-08-07 21:23:30 -04:00
Bluerock
08197bccd2 first commit 2020-08-07 20:29:56 -04:00
Bluerock
0afdbcb472 Various Diggy enhancements and updates 2020-08-07 20:24:07 -04:00
James Gillham
707e457a33 Remove evolution_scale_formula.
0.18.28 doesn't allow functions in global so we are removing teh evolution_scale_formula function from being stored in global.
2020-05-30 16:16:07 +01:00
theorangeangle
f474b562af
Merge pull request #991 from SimonFlapse/concrete_jungle
Concrete Jungle - the map is complete, only remaining things to do are are 
- migrate description to wiki
- add cutscene 
- bring into regular map rotation (this is an interesting map that we should run more often)
2020-05-10 16:23:52 -05:00
theorangeangle
092f30cded
Merge Space Race into Code Base :D
Space Race is still very much a [WIP] and should be treated as such. Many features need to be added, but it is being merged in its current state to allow for easier internal integration. The map is in a playable state, and includes a configuration file. 

A list of future ideas and features to implement can be found at #996 and it should be notes that this is still a "high priority" project.
2020-03-01 23:34:23 -06:00
grilledham
84ccb2a0be
Merge pull request #1032 from BlueRock2/develop
Diggy-map patch
2020-02-15 16:21:40 +00:00
BlueRock (on discord)
0abf22ad91
Update hail_hydra.lua
Merging this hail hydra particle fix (PR 1035) with PR 1032 (diggy patch for 0.18) since all of the updates are related to the particle changes in Factorio 0.18
2020-02-14 13:48:48 -05:00
grilledham
8ef36c6099 crashsite world map 2020-02-08 13:47:51 +00:00
SimonFlapse
09d4d76359 Added custom mirrored ore generation + Refactoring 2019-10-26 22:09:32 +02:00
SimonFlapse
52f0fe2e5c Merge remote-tracking branch 'upstream/develop' into space_race 2019-10-26 16:26:19 +02:00
SimonFlapse
350ab55fcc Changes from second playthrough 2019-10-21 17:20:28 +02:00
Simon
9a2e5e554f
Hilbert Water Trap + Fixes for Hilbert Sand Trap (#998)
* Initial commit of hilbert water trap

* Refactoring in features/market.lua

* Fixed ribbon for both Hilberts

* Added remove decoratives function to the builder

* Refactoring the new builder functions

* Simplifying create_standard_market

* remove_map_gen_decoratives_by_filter renamed

* Fixed documentation links having _edit in them

* Formating documents
2019-10-20 16:23:34 +02:00
Simon
0a8dc3012e
Update map_gen/shared/generate.lua
Co-Authored-By: grilledham <jrdgillham@gmail.com>
2019-10-20 14:40:22 +02:00
SimonFlapse
f131b4d483 Merge remote-tracking branch 'upstream/develop' into space_race 2019-10-14 15:43:52 +02:00
Simon
bf8cd265d2
[Builder] Simple entity removal (#994)
* Simple entity removal in Builders

Performance could be improved

* Removed rocks parameter
The increased radius caused simple-entity to work

* Added another way to remove units that should be more efficient

* Changed find_entities to use area instead of radius

* removed remove_units function

* changed function name from names to name

* added table.shallow_copy

* reworked 'remove_*' builders

* used remove_* builders for existing maps

* update .luacheckrc

* Added links to documentation for each public function

* Added links for new functions
2019-10-14 00:09:47 +02:00
SimonFlapse
505bc0cc53 Unused variable removal 2019-10-11 11:20:10 +02:00
SimonFlapse
8f51a726e1 Removed global from generate, causes desyncs 2019-10-11 11:19:10 +02:00
SimonFlapse
2afc4ac5f0 Made it easier to add a new surface to the generate function
You add a new surface by calling the get_surfaces() method in generate.lua
And then inserting a new value in the key, value format: [surface_name] = shape

Example

`local Generate = require 'map_gen.shared.generate'
game.create_surface('snake')
Generate.get_surfaces()['snake'] = b.rectangle(45, 4)
2019-10-11 10:54:27 +02:00
SimonFlapse
1ecf72a86a Merge remote-tracking branch 'upstream/develop' into concrete_jungle 2019-10-08 10:48:30 +02:00
SimonFlapse
a9836b31f2 Moved containers to tier 1, new logic to prevent chest spilling
Regulars and above ignored by the anti grief
2019-10-06 22:59:09 +02:00
SimonFlapse
199c824ad7 Refactoring + Locales + Welcome message fix 2019-10-06 14:53:51 +02:00
SimonFlapse
dcf66d3bac anti-grief spilling 2019-10-06 02:17:05 +02:00
SimonFlapse
3b34afca3d Popup for spilling items 2019-10-06 02:05:01 +02:00
SimonFlapse
1f34779c8e Fixed inventory entities losing items
Starting area enclosed by a circle with 4 bridges

Removed refined-hazard-concrete from market

Added 3x3 hazard-concrete to spawn for assembling machine mk2 to start producing concrete
2019-10-06 01:20:01 +02:00
SimonFlapse
9608836a77 Fixed tile blueprinting 2019-10-05 19:36:49 +02:00
SimonFlapse
712d6bd006 Fixed upvalues 2019-10-05 17:00:36 +02:00
grilledham
e96cbfa680 Added Builders.change_map_gen_tiles(shape, new_tile_map). 2019-09-11 20:51:04 +01:00
Lynn
f8812f6189 Use ScoreTracker for global score display 2019-05-30 21:57:43 +02:00
grilledham
fe8e3dffe8 Builder decoratives + 1000x map tweaks (#931)
* added support for decoratives

* use decratives for 1000x map

* Tweaked decoratives and disabled draw_resource_selection

* renamed variable to avoid shadowing
2019-05-30 14:06:52 +02:00
grilledham
4b6c24ce6a keep the player's character 2019-05-20 15:10:36 +01:00