-- dependencies local abs = math.abs -- this local Config = { -- a list of features to register and enable -- to disable a feature, change the flag features = { -- creates a starting zone StartingZone = { enabled = true, -- initial starting position size, higher values are not recommended starting_size = 8, -- where the market should spawn market_spawn_position = {x = 0, y = 3}, }, -- controls the Daylight (Default diggy: enabled = true) NightTime = { enabled = true, -- true = No Daylight, false = Day/night circle (Solar panels work) }, -- controls setting up the players SetupPlayer = { enabled = true, starting_items = { {name = 'iron-axe', count = 1}, {name = 'stone-wall', count = 10}, }, -- applied when cheat_mode is set to true. It's recommended to tweak this to your needs -- when playing with cheats on (recommended for single player or LAN with limited players) cheats = { -- Sets the manual mining speed for the player force. A value of 1 = 100% faster. Setting it -- to 0.5 would make it 50% faster than the base speed. manual_mining_speed_modifier = 1000, -- increase the amount of inventory slots for the player force character_inventory_slots_bonus = 0, -- increases the run speed of all characters for the player force character_running_speed_modifier = 2, -- a flat health bonus to the player force character_health_bonus = 1000000, -- unlock all research by default, only useful when testing unlock_all_research = true, -- adds additional items to the player force when starting in addition to defined in start_items above starting_items = { {name = 'power-armor-mk2', count = 1}, {name = 'submachine-gun', count = 1}, {name = 'uranium-rounds-magazine', count = 1000}, {name = 'roboport', count = 2}, {name = 'construction-robot', count = 50}, {name = 'electric-energy-interface', count = 1}, {name = 'medium-electric-pole', count = 50}, {name = 'logistic-chest-storage', count = 50}, }, }, }, -- core feature DiggyHole = { enabled = true, -- displays a warning when a player continues digging with a full inventory -- primarily used for multiplayer, can be disabled without consequences enable_digging_warning = true, -- enables commands like /clear-void enable_debug_commands = false, -- initial damage per tick it damages a rock to mine, can be enhanced by robot_damage_per_mining_prod_level robot_initial_mining_damage = 4, -- damage added per level of mining productivity level research robot_damage_per_mining_prod_level = 1, }, -- adds the ability to collapse caves DiggyCaveCollapse = { enabled = true, -- adds per tile what the current stress is enable_stress_grid = false, -- shows the mask on spawn enable_mask_debug = false, -- enables commands like /test-tile-support-range enable_debug_commands = false, --the size of the mask used mask_size = 9, --how much the mask will effect tiles in the different rings of the mask mask_relative_ring_weights = {2, 3, 4}, -- delay in seconds before the cave collapses collapse_delay = 2.5, -- the threshold that will be applied to all neighbors on a collapse via a mask collapse_threshold_total_strength = 16, support_beam_entities = { ['market'] = 9, ['stone-wall'] = 3, ['sand-rock-big'] = 2, ['rock-huge'] = 2.5, ['out-of-map'] = 1, ['stone-path'] = 0.03, ['concrete'] = 0.04, ['hazard-concrete'] = 0.04, ['refined-concrete'] = 0.06, }, cracking_sounds = { 'CRACK', 'KRRRR', 'R U N', } }, -- Adds the ability to drop coins and track how many are sent into space ArtefactHunting = { enabled = true, -- value between 0 and 1, higher value means stronger variance between coordinates noise_variance = 0.75, -- minimum noise value to spawn a treasure chest, works best with a very high noise variance, -- otherwise you risk spawning a lot of chests together treasure_chest_noise_threshold = 0.69, -- minimum distance from spawn where a chest can spawn minimal_treasure_chest_distance = 25, -- chances to receive a coin when mining mining_coin_chance = 0.10, mining_coin_amount = {min = 1, max = 4}, -- lets you set the coin modifiers for aliens -- the modifier value increases the upper random limit that biters can drop alien_coin_modifiers = { ['small-biter'] = 2, ['small-spitter'] = 2, ['small-worm-turret'] = 2, ['medium-biter'] = 3, ['medium-spitter'] = 3, ['medium-worm-turret'] = 3, ['big-biter'] = 5, ['big-spitter'] = 5, ['big-worm-turret'] = 5, ['behemoth-biter'] = 7, ['behemoth-spitter'] = 7, }, -- chance of aliens dropping coins between 0 and 1, where 1 is 100% alien_coin_drop_chance = 0.30, -- shows the chest locations, only use when debugging display_chest_locations = false, treasure_chest_raffle = { ['coin'] = {chance = 1.00, min = 20, max = 255}, ['steel-axe'] = {chance = 0.55, min = 1, max = 2}, ['stone'] = {chance = 0.50, min = 25, max = 75}, ['copper-ore'] = {chance = 0.25, min = 30, max = 60}, ['copper-plate'] = {chance = 0.10, min = 12, max = 25}, ['iron-ore'] = {chance = 0.20, min = 10, max = 55}, ['iron-plate'] = {chance = 0.10, min = 5, max = 25}, ['steel-plate'] = {chance = 0.05, min = 3, max = 14}, ['steel-furnace'] = {chance = 0.02, min = 1, max = 1}, ['steam-engine'] = {chance = 0.02, min = 1, max = 1}, ['coal'] = {chance = 0.40, min = 30, max = 55}, ['concrete'] = {chance = 0.14, min = 10, max = 50}, ['stone-brick'] = {chance = 0.14, min = 25, max = 75}, ['stone-wall'] = {chance = 0.50, min = 1, max = 3}, } }, -- replaces the chunks with void RefreshMap = { enabled = true, }, -- automatically opens areas SimpleRoomGenerator = { enabled = true, -- value between 0 and 1, higher value means stronger variance between coordinates noise_variance = 0.066, -- shows where rooms are located display_room_locations = false, -- minimum distance and noise range required for water to spawn room_noise_minimum_distance = 9, room_noise_ranges = { {name = 'water', min = 0.54, max = 1}, {name = 'dirt', min = 0.39, max = 0.53}, }, }, -- responsible for resource spawning ScatteredResources = { enabled = true, -- determines how distance is measured distance = function (x, y) return abs(x) + abs(y) end, --distance = function (x, y) return math.sqrt(x * x + y * y) end, -- defines the weights of which resource_richness_value to spawn resource_richness_weights = { ['scarce'] = 440, ['low'] = 350, ['sufficient'] = 164, ['good'] = 30, ['plenty'] = 10, ['jackpot'] = 6, }, -- defines the min and max range of ores to spawn resource_richness_values = { ['scarce'] = {1, 200}, ['low'] = {201, 400}, ['sufficient'] = {401, 750}, ['good'] = {751, 1200}, ['plenty'] = {1201, 2000}, ['jackpot'] = {2001, 5000}, }, -- increases the amount of resources by flat multiplication to initial amount -- highly suggested to use for fluids so their yield is reasonable resource_type_scalar = { ['crude-oil'] = 1500, ['uranium-ore'] = 1.25, }, -- ============== -- Debug settings -- ============== -- shows the ore locations, only use when debugging (compound_cluster_mode) display_ore_clusters = false, -- ======================= -- Scattered mode settings -- ======================= -- creates scattered ore (single tiles) at random locations scattered_mode = false, -- defines the increased chance of spawning resources -- calculated_probability = resource_probability + ((distance / scattered_distance_probability_modifier) / 100) -- this means the chance increases by 1% every DISTANCE tiles up to the max_probability scattered_distance_probability_modifier = 10, -- min percentage of chance that resources will spawn after mining scattered_min_probability = 0.01, -- max chance of spawning resources based on resource_probability + calculated scattered_distance_probability_modifier scattered_max_probability = 0.10, -- percentage of resource added to the sum. 100 tiles means -- 10% more resources with a distance_richness_modifier of 10 -- 20% more resources with a distance_richness_modifier of 5 scattered_distance_richness_modifier = 7, -- multiplies probability only if cluster mode is enabled scattered_cluster_probability_multiplier = 0.5, -- multiplies yield only if cluster mode is enabled scattered_cluster_yield_multiplier = 1.7, -- weights per resource of spawning scattered_resource_weights = { ['coal'] = 160, ['copper-ore'] = 215, ['iron-ore'] = 389, ['stone'] = 212, ['uranium-ore'] = 21, ['crude-oil'] = 3, }, -- minimum distance from the spawn point required before it spawns scattered_minimum_resource_distance = { ['coal'] = 16, ['copper-ore'] = 18, ['iron-ore'] = 18, ['stone'] = 15, ['uranium-ore'] = 86, ['crude-oil'] = 57, }, -- ============================== -- Compound cluster mode settings -- ============================== -- creates compound clusters of ores defined by a layered ore-gen cluster_mode = true, -- location of file to find the cluster definition file ore_pattern = require 'map_gen.Diggy.Orepattern.Tendrils', --ore_pattern = require 'map_gen.Diggy.Orepattern.Clusters', }, -- controls the alien spawning mechanic AlienSpawner = { enabled = true, -- minimum distance from spawn before aliens can spawn alien_minimum_distance = 40, -- chance of spawning aliens when mining alien_probability = 0.05, -- spawns the following units when they die. To disable change it to: --hail_hydra = nil, -- any non-rounded number will turn into a chance to spawn an additional alien -- example: 2.5 would spawn 2 for sure and 50% chance to spawn one additionally hail_hydra = { -- spitters ['small-spitter'] = {['small-worm-turret'] = 0.4}, ['medium-spitter'] = {['medium-worm-turret'] = 0.4}, ['big-spitter'] = {['big-worm-turret'] = 0.4}, ['behemoth-spitter'] = {['big-worm-turret'] = 0.6}, -- biters ['medium-biter'] = {['small-biter'] = 1.7}, ['big-biter'] = {['medium-biter'] = 1.7}, ['behemoth-biter'] = {['big-biter'] = 1.7}, -- worms ['small-worm-turret'] = {['small-biter'] = 2.5}, ['medium-worm-turret'] = {['small-biter'] = 2.5, ['medium-biter'] = 0.5}, ['big-worm-turret'] = {['small-biter'] = 3.5, ['medium-biter'] = 1, ['big-biter'] = 0.5}, }, }, --Tracks players causing collapses Antigrief = { enabled = true, autojail = true, allowed_collapses_first_hour = 4 }, Experience = { enabled = true, -- controls the formula for calculating level up costs in stone sent to surface difficulty_scale = 16, -- Diggy default 16. Higher increases experience requirement climb first_lvl_xp = 400, -- Diggy default 400. This sets the price for the first level. xp_fine_tune = 200, -- Diggy default 200. This value is used to fine tune the overall requirement climb without affecting the speed cost_precision = 3, -- Diggy default 3. This sets the precision of the required experience to level up. E.g. 1234 becomes 1200 with precision 2 and 1230 with precision 3. -- percentage * mining productivity level gets added to mining speed mining_speed_productivity_multiplier = 5, XP = { ['sand-rock-big'] = 5, ['rock-huge'] = 10, ['rocket_launch'] = 0.01, -- XP reward in percentage of total experience when a rocket launches (Diggy default: 0.01 which equals 1%) ['science-pack-1'] = 4, ['science-pack-2'] = 8, ['science-pack-3'] = 15, ['military-science-pack'] = 12, ['production-science-pack'] = 25, ['high-tech-science-pack'] = 50, ['space-science-pack'] = 10, ['enemy_killed'] = 10, -- Base XP for killing biters and spitters. ['death-penalty'] = 0.002, -- XP deduct in percentage of total experience when a player dies (Diggy default: 0.002 which equals 0.2%) ['cave-in-penalty'] = 100 -- XP lost every cave in. }, buffs = { -- define new buffs here, they are handed out for each level mining_speed = {value = 5}, inventory_slot = {value = 1}, -- double_level is the level interval for receiving a double bonus (Diggy default: 5 which equals every 5th level) health_bonus = {value = 2.5, double_level = 5}, }, -- add or remove a table entry to add or remove a unlockable item from the market. unlockables = { {level = 1, price = 5, name = 'iron-axe'}, {level = 2, price = 4, name = 'raw-wood'}, {level = 4, price = 20, name = 'pistol'}, {level = 4, price = 5, name = 'firearm-magazine'}, {level = 5, price = 2, name = 'stone-brick'}, {level = 6, price = 6, name = 'small-lamp'}, {level = 6, price = 5, name = 'raw-fish'}, {level = 8, price = 10, name = 'stone-wall'}, {level = 10, price = 85, name = 'shotgun'}, {level = 10, price = 4, name = 'shotgun-shell'}, {level = 13, price = 25, name = 'steel-axe'}, {level = 13, price = 50, name = 'light-armor'}, {level = 15, price = 85, name = 'submachine-gun'}, {level = 18, price = 10, name = 'piercing-rounds-magazine'}, {level = 18, price = 8, name = 'piercing-shotgun-shell'}, {level = 20, price = 50, name = 'landfill'}, {level = 25, price = 100, name = 'heavy-armor'}, {level = 30, price = 250, name = 'modular-armor'}, {level = 32, price = 150, name = 'personal-roboport-equipment'}, {level = 32, price = 20, name = 'construction-robot'}, {level = 37, price = 750, name = 'power-armor'}, {level = 38, price = 100, name = 'battery-equipment'}, {level = 39, price = 750, name = 'fusion-reactor-equipment'}, {level = 40, price = 150, name = 'energy-shield-equipment'}, {level = 47, price = 550, name = 'combat-shotgun'}, {level = 51, price = 25, name = 'uranium-rounds-magazine'}, {level = 63, price = 250, name = 'rocket-launcher'}, {level = 63, price = 40, name = 'rocket'}, {level = 71, price = 80, name = 'explosive-rocket'}, {level = 78, price = 1000, name = 'satellite'}, {level = 100, price = 1, name = 'iron-stick'}, }, -- modifies the experience per alien type, higher is more xp alien_experience_modifiers = { ['small-biter'] = 2, ['small-spitter'] = 2, ['small-worm-turret'] = 2, ['medium-biter'] = 3, ['medium-spitter'] = 3, ['medium-worm-turret'] = 3, ['big-biter'] = 5, ['big-spitter'] = 5, ['big-worm-turret'] = 5, ['behemoth-biter'] = 7, ['behemoth-spitter'] = 7, }, }, }, } return Config