* 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
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Co-authored-by: R. Nukem <Reoisasa@gmail.com>
- 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'.
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.
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.
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)
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.
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
* 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
* 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
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)
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
* added support for decoratives
* use decratives for 1000x map
* Tweaked decoratives and disabled draw_resource_selection
* renamed variable to avoid shadowing