--Author: MewMew -- !! ATTENTION !! -- Use water only in starting area as map setting!!! require "locale.gen_shared.perlin_noise" local Thread = require "locale.utils.Thread" wreck_item_pool = {} wreck_item_pool = {{name="iron-gear-wheel", count=32},{name="iron-plate", count=64},{name="rocket-control-unit", count=1} ,{name="coal", count=4},{name="rocket-launcher", count=1},{name="rocket", count=32},{name="copper-cable", count=128},{name="land-mine", count=64},{name="railgun", count=1},{name="railgun-dart", count=128},{name="fast-inserter", count=8},{name="stack-filter-inserter", count=2},{name="belt-immunity-equipment", count=1},{name="fusion-reactor-equipment", count=1},{name="electric-engine-unit", count=8},{name="exoskeleton-equipment", count=1},{name="rocket-fuel", count=10},{name="used-up-uranium-fuel-cell", count=3},{name="uranium-fuel-cell", count=2}} local function place_entities(surface, entity_list) local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west} for _, entity in pairs(entity_list) do local r = math.random(1,entity.chance) if r == 1 then if not entity.force then entity.force = "player" end local r = math.random(1,4) if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} if entity.health then if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end if entity.health == "medium" then e.health = ((e.health / 1000) * math.random(333,666)) end if entity.health == "high" then e.health = ((e.health / 1000) * math.random(666,999)) end if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end end return true, e end end end return false end local c = 0.5 local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1 function run_combined_module(event) if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end local surface = game.surfaces[1] local entities = surface.find_entities(event.area) for _, entity in pairs(entities) do if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then entity.destroy() end end Thread.queue_action("run_planet_init", {} ) --run_planet_init() for x = 0, 31, 1 do Thread.queue_action("run_planet", {area = event.area, surface = event.surface, x = x}) --run_planet( {area = event.area, surface = event.surface, x = x}) end --run_planet_place_tiles( {surface = event.surface} ) Thread.queue_action("run_planet_place_tiles", {surface = event.surface}) end global.planet_tiles_hold = {} global.planet_decoratives_hold = {} function run_planet_init(params) global.planet_tiles_hold = {} global.planet_decoratives_hold = {} end function run_planet_place_tiles(params) local surface = params.surface surface.set_tiles(global.planet_tiles_hold) for _,deco in pairs(global.planet_decoratives_hold) do surface.create_decoratives{check_collision=false, decoratives={deco}} end end function run_planet( params ) local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"} local area = params.area local surface = params.surface local x = params.x local pos_x = area.left_top.x + x for y = 0, 31, 1 do local pos_y = area.left_top.y + y local seed = surface.map_gen_settings.seed local tile = surface.get_tile(pos_x,pos_y) local tile_to_insert = "concrete" local a = pos_x local b = pos_y local resource_entity_placed = false local entity_list = {} table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 65000, health="random"}) table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 65000, health="random"}) table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"}) table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="medium"}) table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 15000, health="medium"}) table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 150000, health="low"}) table.insert(entity_list, {name="laser-turret", pos={pos_x,pos_y},chance = 100000, force="enemy", health="low"}) table.insert(entity_list, {name="nuclear-reactor", pos={pos_x,pos_y},chance = 1000000, force="enemy", health="medium"}) local b, placed_entity = place_entities(surface, entity_list) if b == true then if placed_entity.name == "big-ship-wreck-1" or placed_entity.name == "big-ship-wreck-2" or placed_entity.name == "big-ship-wreck-3" then placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)]) placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)]) placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)]) end end local seed_increment_number = 10000 local noise_terrain_1 = perlin:noise(((pos_x+seed)/400),((pos_y+seed)/400),0) noise_terrain_1 = noise_terrain_1 * 100 seed = seed + seed_increment_number local noise_terrain_2 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) noise_terrain_2 = noise_terrain_2 * 100 seed = seed + seed_increment_number local noise_terrain_3 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) noise_terrain_3 = noise_terrain_3 * 50 seed = seed + seed_increment_number local noise_terrain_4 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) noise_terrain_4 = noise_terrain_4 * 10 seed = seed + seed_increment_number local noise_terrain_5 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0) noise_terrain_5 = noise_terrain_5 * 4 seed = seed + seed_increment_number local noise_sand = perlin:noise(((pos_x+seed)/18),((pos_y+seed)/18),0) noise_sand = noise_sand * 10 --DECORATIVES seed = seed + seed_increment_number local noise_decoratives_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) noise_decoratives_1 = noise_decoratives_1 seed = seed + seed_increment_number local noise_decoratives_2 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0) noise_decoratives_2 = noise_decoratives_2 seed = seed + seed_increment_number local noise_decoratives_3 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0) noise_decoratives_3 = noise_decoratives_3 seed = seed + seed_increment_number local noise_water_1 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/300),0) noise_water_1 = noise_water_1 * 100 seed = seed + seed_increment_number local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/150),0) noise_water_2 = noise_water_2 * 50 --RESOURCES seed = seed + seed_increment_number local noise_resources = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) seed = seed + seed_increment_number local noise_resources_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0) seed = seed + seed_increment_number local noise_resources_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20 noise_resources = noise_resources_2 * 100 seed = seed + seed_increment_number local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0) local resource_amount = 1 + ((400 + (400*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator) seed = seed + seed_increment_number local noise_resources_iron_and_copper = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100 seed = seed + seed_increment_number local noise_resources_coal_and_uranium = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0) noise_resources_coal_and_uranium = noise_resources_coal_and_uranium * 100 seed = seed + seed_increment_number local noise_resources_stone_and_oil = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0) noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100 seed = seed + seed_increment_number local noise_red_desert_rocks_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) noise_red_desert_rocks_1 = noise_red_desert_rocks_1 * 100 seed = seed + seed_increment_number local noise_red_desert_rocks_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0) noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50 seed = seed + seed_increment_number local noise_red_desert_rocks_3 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0) noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100 seed = seed + seed_increment_number local noise_forest = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0) noise_forest = noise_forest * 100 seed = seed + seed_increment_number local noise_forest_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0) noise_forest_2 = noise_forest_2 * 20 local terrain_smoothing = math.random(0,1) local place_tree_number if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then tile_to_insert = "red-desert-1" if noise_water_1 + noise_water_2 + noise_sand > -10 and noise_water_1 + noise_water_2 + noise_sand < 25 and noise_terrain_1 < -52 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then tile_to_insert = "sand-1" place_tree_number = math.random(3,#tree_to_place) else place_tree_number = math.random(1,(#tree_to_place - 3)) end if noise_water_1 + noise_water_2 > 0 and noise_water_1 + noise_water_2 < 15 and noise_terrain_1 < -60 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then tile_to_insert = "water" local a = pos_x + 1 table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}}) local a = pos_y + 1 table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}}) local a = pos_x - 1 table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {a,pos_y}}) local a = pos_y - 1 table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,a}}) if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then if math.random(1,15) == 1 then table.insert(global.planet_decoratives_hold, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1}) end end end if tile_to_insert ~= "water" then if noise_water_1 + noise_water_2 > 16 and noise_water_1 + noise_water_2 < 25 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then if math.random(1,35) == 1 then table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1}) end end if noise_water_1 + noise_water_2 > -10 and noise_water_1 + noise_water_2 < -1 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then if math.random(1,35) == 1 then table.insert(global.planet_decoratives_hold, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1}) end end if noise_decoratives_1 > 0.5 and noise_decoratives_1 <= 0.8 then if math.random(1,12) == 1 then table.insert(global.planet_decoratives_hold, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end end if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then if math.random(1,4) == 1 then table.insert(global.planet_decoratives_hold, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end end end --HAPPY TREES if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then if noise_forest > 0 and noise_forest <= 10 then if math.random(1,50) == 1 then if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} end end end if noise_forest > 10 and noise_forest <= 20 then if math.random(1,25) == 1 then if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} end end end if noise_forest > 20 then if math.random(1,10) == 1 then if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} end end end end if tile_to_insert ~= "water" then if noise_terrain_1 < 8 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 and noise_terrain_1 > -5 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if math.random(1,180) == 1 then table.insert(global.planet_decoratives_hold, {name="rock-medium", position={pos_x,pos_y}, amount=1}) end if math.random(1,80) == 1 then table.insert(global.planet_decoratives_hold, {name="sand-rock-small", position={pos_x,pos_y}, amount=1}) end else if math.random(1,1500) == 1 then table.insert(global.planet_decoratives_hold, {name="rock-medium", position={pos_x,pos_y}, amount=1}) end if math.random(1,180) == 1 then table.insert(global.planet_decoratives_hold, {name="sand-rock-small", position={pos_x,pos_y}, amount=1}) end end end else tile_to_insert = "red-desert-0" end if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources < -72 and noise_terrain_1 > 65 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount} resource_entity_placed = true end end if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount} resource_entity_placed = true end end if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources > 70 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount} resource_entity_placed = true end end if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources < -72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount} resource_entity_placed = true end end if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount} resource_entity_placed = true end end if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources < -70 and noise_terrain_1 < -50 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if math.random(1,42) == 1 then if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=(resource_amount*500)} resource_entity_placed = true end end end if resource_entity_placed == false and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 > 20 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 < 60 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if math.random(1,3) == 1 then if math.random(1,3) == 1 then if surface.can_place_entity {name="sand-rock-big", position={pos_x,pos_y}} then surface.create_entity {name="sand-rock-big", position={pos_x,pos_y}} end else if surface.can_place_entity {name="sand-rock-big", position={pos_x,pos_y}} then surface.create_entity {name="sand-rock-big", position={pos_x,pos_y}} end end end end if noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 + noise_terrain_4 >= 10 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 < 20 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then if math.random(1,5) == 1 then table.insert(global.planet_decoratives_hold, {name="rock-medium", position={pos_x,pos_y}, amount=1}) end else if tile_to_insert ~= "water" and tile_to_insert ~= "sand-1" then if math.random(1,15) == 1 then table.insert(global.planet_decoratives_hold, {name="sand-rock-small", position={pos_x,pos_y}, amount=1}) else if math.random(1,8) == 1 then table.insert(global.planet_decoratives_hold, {name="sand-rock-small", position={pos_x,pos_y}, amount=1}) end end end end if tile_to_insert ~= "water" then if noise_decoratives_2 > 0.6 then if math.random(1,9) == 1 then table.insert(global.planet_decoratives_hold, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end else if noise_decoratives_2 > 0.4 then if math.random(1,17) == 1 then table.insert(global.planet_decoratives_hold, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end end end if noise_decoratives_3 < -0.6 then if math.random(1,2) == 1 then table.insert(global.planet_decoratives_hold, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end else if noise_decoratives_3 < -0.4 then if math.random(1,5) == 1 then table.insert(global.planet_decoratives_hold, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end end end end table.insert(global.planet_tiles_hold, {name = tile_to_insert, position = {pos_x,pos_y}}) end end