--[[ This map uses custom ore gen. When generating the map, under the resource settings tab use Size = 'None' for all resources. This map removes and adds it's own water, in terrain settings use water frequency = very low and water size = only in starting area. This map has isolated areas, it's recommend turning biters to peaceful to reduce stress on the pathfinder. ]] local b = require "map_gen.shared.builders" -- change these to change the pattern. local seed1 = 1234 local seed2 = 5678 local value = b.manhattan_value local pic = require "map_gen.data.presets.fish" local pic = b.decompress(pic) local fish = b.picture(pic) fish = b.change_tile(fish, "water", false) local ores = { {resource_type = "iron-ore", value = value(250, 1)}, {resource_type = "copper-ore", value = value(200, 0.8)}, {resource_type = "stone", value = value(200, 0.4)}, {resource_type = "coal", value = value(400, 0.4)}, {resource_type = "uranium-ore", value = value(50, 0.2)}, {resource_type = "crude-oil", value = value(50000, 250)}, } local cap = b.translate(b.rectangle(48, 48), 100, 0) local iron = b.resource(cap, ores[1].resource_type, ores[1].value) local copper = b.resource(cap, ores[2].resource_type, ores[2].value) local stone = b.resource(cap, ores[3].resource_type, ores[3].value) local coal = b.resource(cap, ores[4].resource_type, ores[4].value) local uranium = b.resource(cap, ores[5].resource_type, ores[5].value) local oil = b.resource(b.throttle_world_xy(cap, 1, 8, 1, 8), ores[6].resource_type, ores[6].value) local iron_fish = b.apply_entity(fish, iron) local copper_fish = b.apply_entity(fish, copper) local stone_fish = b.apply_entity(fish, stone) local coal_fish = b.apply_entity(fish, coal) local uranium_fish = b.apply_entity(fish, uranium) local oil_fish = b.apply_entity(fish, oil) local fishes = { {iron_fish, 24}, {copper_fish, 12}, {stone_fish, 6}, {coal_fish, 6}, {uranium_fish, 1}, {oil_fish, 4}, } local Random = require "map_gen.shared.random" local random = Random.new(seed1, seed2) local total_weights = {} local t = 0 for _, v in pairs(fishes) do t = t + v[2] table.insert(total_weights, t) end local p_cols = 50 local p_rows = 50 local pattern = {} for c = 1, p_cols do local row = {} table.insert(pattern, row) for r = 1, p_rows do if (r <= 1) and (c <= 2 or c > p_cols - 1) then table.insert(row, b.empty_shape) else local i = random:next_int(1, t) local index = table.binary_search(total_weights, i) if (index < 0) then index = bit32.bnot(index) end local shape = fishes[index][1] local x = random:next_int(-48, 48) local y = random:next_int(-48, 48) local r = random:next() * tau shape = b.rotate(shape, r) shape = b.translate(shape, x, y) table.insert(row, shape) end end end local map = b.grid_pattern_full_overlap(pattern, p_cols, p_rows, 215, 215) local start = require "map_gen.data.presets.soy_sauce" start = b.decompress(start) start = b.picture(start) start = b.change_tile(start, "water", false) local pic = require "map_gen.data.presets.fish_black_and_white" local pic = b.decompress(pic) local fish_bw = b.picture(pic) fish_bw = b.scale(fish_bw, 0.25, 0.25) local start_copper = b.rotate(fish_bw, degrees(180)) local start_stone = b.rotate(fish_bw, degrees(90)) local start_coal = b.rotate(fish_bw, degrees(-90)) local start_iron = b.translate(fish_bw, -32, 0) start_copper = b.translate(start_copper, 32, 0) start_stone = b.translate(start_stone, 0, 32) start_coal = b.translate(start_coal, 0, -32) start_iron = b.resource(start_iron, ores[1].resource_type, value(1000, 0.5)) start_copper = b.resource(start_copper, ores[2].resource_type, value(800, 0.5)) start_stone = b.resource(start_stone, ores[3].resource_type, value(600, 0.5)) start_coal = b.resource(start_coal, ores[4].resource_type, value(600, 0.5)) local start_oil = b.translate(b.rectangle(1, 1), -44, 74) start_oil = b.resource(start_oil, ores[6].resource_type, value(100000, 0)) local worms = b.rectangle(150, 72) worms = b.translate(worms, 0, -210) worms = b.entity(worms, "big-worm-turret") local start = b.apply_entity(start, b.any{start_iron, start_copper, start_stone, start_coal, start_oil, worms}) map = b.if_else(start, map) map = b.change_map_gen_collision_tile(map, "water-tile", "grass-1") local sea = b.tile("water") local sea = b.fish(sea, 0.025) map = b.if_else(map, sea) --map = b.scale(map, 2, 2) return map