--This is Orange's first map, a tweaked toxic jungle. Credit should go to the original toxic jungle creators, and to those who put up with my github education (and lack thereof). local b = require 'map_gen.shared.builders' local Event = require 'utils.event' local RecipeLocker = require 'utils.recipe_locker' local Perlin = require 'map_gen.shared.perlin_noise' local RS = require 'map_gen.shared.redmew_surface' local Retailer = require 'features.retailer' local ScenarioInfo = require 'features.gui.info' local config = global.config local enemy_seed = 420420 config.market.create_standard_market = false -- stop standard market from spawning global.config.hail_hydra.enabled = true for _, v in pairs(config.market.entity_drop_amount) do v.chance = 1 end ScenarioInfo.set_map_name('Toxic Science Jungle') ScenarioInfo.set_map_description('March your way through the jungle, and use coins you find to purchase certain science packs at the market.') ScenarioInfo.add_map_extra_info('-Military, Production, High-Tech science pack crafting disabled.\n-Spend coins at the market to buy packs.\n-Increased coin drops from aliens.\n-Flamethrower technology disabled.') local map_gen_settings = { autoplace_controls = { coal = { frequency = 'low', richness = 'good' }, ['copper-ore'] = { frequency = 'high', richness = 'good' }, ['iron-ore'] = { frequency = 'high', richness = 'good' }, stone = { richness = 'good' }, ['uranium-ore'] = { richness = 'good' }, ['crude-oil'] = { richness = 'very-good' } }, terrain_segmentation = 'very-high', water = 'very-big' } RS.set_map_gen_settings({map_gen_settings}) RS.set_map_settings({enemy_expansion = {enabled = true}}) RecipeLocker.lock_recipes( { 'military-science-pack', 'production-science-pack', 'utility-science-pack' } ) Event.add( defines.events.on_research_finished, function(event) local r = event.research if r.name == 'military-2' then game.forces.player.manual_mining_speed_modifier = 0 end end ) local function on_init() local player_force = game.forces.player player_force.technologies['flamethrower'].enabled = false -- disable flamethrower tech player_force.manual_mining_speed_modifier = 2 -- increase mining speed, disabled after military 2 research Retailer.set_item( 'items', { name = 'temporary-running-speed-bonus', name_label = 'Temporary running speed bonus', type = 'temporary-buff', description = 'Increases running speed by one level for a short period', sprite = 'technology/exoskeleton-equipment', stack_limit = 1, price = 10 } ) Retailer.set_item( 'items', { name = 'temporary-mining-speed-bonus', name_label = 'Temporary mining speed bonus', type = 'temporary-buff', description = 'Increases manual mining speed by one level for a short period', sprite = 'technology/mining-productivity-1', stack_limit = 1, price = 10 } ) Retailer.set_item('items', {price = 2, name = 'raw-fish'}) Retailer.set_item('items', {price = 25, name = 'military-science-pack'}) Retailer.set_item('items', {price = 50, name = 'production-science-pack'}) Retailer.set_item('items', {price = 125, name = 'utility-science-pack'}) Retailer.set_item('items', {price = 1, name = 'rail'}) Retailer.set_item('items', {price = 2, name = 'rail-signal'}) Retailer.set_item('items', {price = 2, name = 'rail-chain-signal'}) Retailer.set_item('items', {price = 15, name = 'train-stop'}) Retailer.set_item('items', {price = 75, name = 'locomotive'}) Retailer.set_item('items', {price = 30, name = 'cargo-wagon'}) Retailer.set_item('items', {price = 0.95, name = 'red-wire'}) Retailer.set_item('items', {price = 0.95, name = 'green-wire'}) Retailer.set_item('items', {price = 3, name = 'decider-combinator'}) Retailer.set_item('items', {price = 3, name = 'arithmetic-combinator'}) Retailer.set_item('items', {price = 3, name = 'constant-combinator'}) Retailer.set_item('items', {price = 7, name = 'programmable-speaker'}) Retailer.set_item('items', {price = 15, name = 'submachine-gun'}) Retailer.set_item('items', {price = 15, name = 'shotgun'}) Retailer.set_item('items', {price = 250, name = 'combat-shotgun'}) Retailer.set_item('items', {price = 25, name = 'railgun'}) Retailer.set_item('items', {price = 175, name = 'rocket-launcher'}) Retailer.set_item('items', {price = 250, name = 'tank-cannon'}) Retailer.set_item('items', {price = 750, name = 'tank-machine-gun'}) Retailer.set_item('items', {price = 2500, name = 'artillery-wagon-cannon'}) Retailer.set_item('items', {price = 1, name = 'firearm-magazine'}) Retailer.set_item('items', {price = 5, name = 'piercing-rounds-magazine'}) Retailer.set_item('items', {price = 20, name = 'uranium-rounds-magazine'}) Retailer.set_item('items', {price = 2, name = 'shotgun-shell'}) Retailer.set_item('items', {price = 10, name = 'piercing-shotgun-shell'}) Retailer.set_item('items', {price = 5, name = 'railgun-dart'}) Retailer.set_item('items', {price = 15, name = 'rocket'}) Retailer.set_item('items', {price = 25, name = 'explosive-rocket'}) Retailer.set_item('items', {price = 2500, name = 'atomic-bomb'}) Retailer.set_item('items', {price = 20, name = 'cannon-shell'}) Retailer.set_item('items', {price = 30, name = 'explosive-cannon-shell'}) Retailer.set_item('items', {price = 75, name = 'explosive-uranium-cannon-shell'}) Retailer.set_item('items', {price = 100, name = 'artillery-shell'}) Retailer.set_item('items', {price = 3, name = 'land-mine'}) Retailer.set_item('items', {price = 5, name = 'grenade'}) Retailer.set_item('items', {price = 35, name = 'cluster-grenade'}) Retailer.set_item('items', {price = 5, name = 'defender-capsule'}) Retailer.set_item('items', {price = 75, name = 'destroyer-capsule'}) Retailer.set_item('items', {price = 35, name = 'poison-capsule'}) Retailer.set_item('items', {price = 35, name = 'slowdown-capsule'}) Retailer.set_item('items', {price = 50, name = 'artillery-targeting-remote'}) Retailer.set_item('items', {price = 1000, name = 'artillery-turret'}) Retailer.set_item('items', {price = 350, name = 'modular-armor'}) Retailer.set_item('items', {price = 875, name = 'power-armor'}) Retailer.set_item('items', {price = 40, name = 'solar-panel-equipment'}) Retailer.set_item('items', {price = 875, name = 'fusion-reactor-equipment'}) Retailer.set_item('items', {price = 100, name = 'battery-equipment'}) Retailer.set_item('items', {price = 625, name = 'battery-mk2-equipment'}) Retailer.set_item('items', {price = 250, name = 'belt-immunity-equipment'}) Retailer.set_item('items', {price = 100, name = 'night-vision-equipment'}) Retailer.set_item('items', {price = 150, name = 'exoskeleton-equipment'}) Retailer.set_item('items', {price = 250, name = 'personal-roboport-equipment'}) Retailer.set_item('items', {price = 10, name = 'construction-robot'}) Retailer.set_market_group_label('items', 'Items Market') local surface = RS.get_surface() local item_market_1 = surface.create_entity({name = 'market', position = {0, 0}}) item_market_1.destructible = false Retailer.add_market('items', item_market_1) end Event.on_init(on_init) -- Map local trees = { 'tree-01', 'tree-02', 'tree-02-red', 'tree-03', 'tree-04', 'tree-05', 'tree-06', 'tree-06-brown', 'tree-07', 'tree-08', 'tree-08-brown', 'tree-08-red', 'tree-09', 'tree-09-brown', 'tree-09-red' } local trees_count = #trees local function tree_shape() local tree = trees[math.random(trees_count)] return {name = tree} --, always_place = true} end local worm_names = {'small-worm-turret', 'medium-worm-turret', 'big-worm-turret'} local spawner_names = {'biter-spawner', 'spitter-spawner'} local factor = 10 / (768 * 32) local max_chance = 1 / 6 local scale_factor = 32 local sf = 1 / scale_factor local m = 1 / 850 local function enemy(x, y, world) local d = math.sqrt(world.x * world.x + world.y * world.y) if d < 2 then return nil end if d < 100 then return tree_shape() end local threshold = 1 - d * m threshold = math.max(threshold, 0.25) -- -0.125) x, y = x * sf, y * sf if Perlin.noise(x, y, enemy_seed) > threshold then if math.random(8) == 1 then local lvl if d < 400 then lvl = 1 elseif d < 650 then lvl = 2 else lvl = 3 end local chance = math.min(max_chance, d * factor) if math.random() < chance then local worm_id if d > 1000 then local power = 1000 / d worm_id = math.ceil((math.random() ^ power) * lvl) else worm_id = math.random(lvl) end return {name = worm_names[worm_id]} end else local chance = math.min(max_chance, d * factor) if math.random() < chance then local spawner_id = math.random(2) return {name = spawner_names[spawner_id]} end end else return tree_shape() end end local map = b.full_shape map = b.change_map_gen_tile(map, 'water', 'water-green') map = b.change_map_gen_tile(map, 'deepwater', 'deepwater-green') map = b.apply_entity(map, enemy) return map