local perlin = require 'map_gen.shared.perlin_noise' local Event = require 'utils.event' local random_ores = {'iron-ore', 'coal', 'copper-ore', 'stone', 'uranium-ore'} local random_dense = {1.6, 0.8, 1, 0.6, 0.5} --ore density reference local function run_ores_module_setup() local seed = game.surfaces[1].map_gen_settings.seed if not global.ores_seed_A then global.ores_seed_A = seed end if not global.ores_seed_B then global.ores_seed_B = seed * 2 end end Event.on_init(run_ores_module_setup) return function(x, y, world) local d = math.sqrt(world.x * world.x + world.y * world.y) if d < 96 then return end local distance_bonus = 100 + 0.4 * d ^ 1.2 local wiggle = 100 + perlin.noise((x * 0.005), (y * 0.005), global.ores_seed_A + 41) * 60 local Ores_A = perlin.noise((x * 0.01), (y * 0.01), global.ores_seed_B + 57) * wiggle if Ores_A > 35 then --we place ores local Ores_B = perlin.noise((x * 0.02), (y * 0.02), global.ores_seed_B + 13) * wiggle local a = 5 -- if Ores_A < 76 then a = math.floor(Ores_A * 0.75 + Ores_B * 0.5) % 4 + 1 end --if its not super high we place normal ores -- local res_amount = distance_bonus res_amount = math.floor(res_amount * random_dense[a]) -- return {name = random_ores[a], amount = res_amount} elseif Ores_A < -60 then if math.random(1, 200) == 1 then return {name = 'crude-oil', amount = 5000 + math.floor(distance_bonus) * 500} end end end