--[[ Inspired/copied from Beach/Double beach by GrilledHam Creates a diagonal, wavy ribbon world with only tiles. Vanilla ore and biter generation are unaffected. Post-mortum analysis after 2018-11-15 run: Exchange string used was: >>>eNptUT1IAzEY/T7T01pFCnYRVBy6VkQdFKQXQXAQR6FuXnupHLR3ctcO6qCDgoMiiIsudhXBzUFcBEEUFKpObhUXB0VF0EWoSZv0SvFB3r18L/l+cgBhGAIAQtoDKcfIBIgWSjkLC8yNOS7ju9aUmzdZzLGE1Wwyj7k5QkjAtCrfELNZdjGWNDymEaLNu4bn8XDQch1bZgh4hm3ymOblHFsEtJzLmDjVlncN28pn5UHA5tHP4upaL4hVXoGBclksroq8RbE4EJAHFLRUxkqnAVYnAPrGEXE5cjz5tLSrY9Xvp1J8yEjiTEZK61IkjqTYuJCCHiixosQ2xaEKvnRfVGvleGZZJEh9UTXXhIm49XZS+LksxvH38PN+Ojmno9UzMx3Ov8e52SKmaqrR/p7AqZoAVM6SLq1HHW9vBF511MSNiCA6wul8igCGO7gqbHLq6wbVWlyliVBMV/CtJnlW4kFvnCNKcUwk7xV0JahSsNYZSjlLq0aX7/Krg1Bf3vSHu1YVL+pKN/QQVT0M039GaIhE6x4+JOqYNXohtSb4CxZb1I7/WwI+PvSdROfdH4nTkzI=<<< With seed: 2963296099 The players expanded the base easily and had too much access to resources. The biter frequency should be increased and the ore richness and/or size decreased. There was a lot of space in the North-South direction for building, so play_area_width should be turned down significantly. ]]-- local b = require 'map_gen.shared.builders' local perlin = require 'map_gen.shared.perlin_noise' local Global = require 'utils.global' local math = require 'utils.math' -- A "very small" starting area is advised at the default 100 width. local play_area_width = 100 -- The approximate width of the play area local oob_tile = 'out-of-map' -- The tiles that make up the out of bounds/world border. Recommended are out-of-map or water. local oob_width = 233 local oob_width_inv = math.tau / oob_width -- Perlin options local noise_variance = 0.020 --The lower this number the smoother the curve is gonna be local oob_noise_level = 15.25 --Factor for the magnitude of the curve -- Leave nil and they will be set based on the map seed. local perlin_seed_1 = nil local perlin_seed_2 = nil Global.register_init( {}, function(tbl) local seed = game.surfaces[1].map_gen_settings.seed tbl.perlin_seed_1 = perlin_seed_1 or seed tbl.perlin_seed_2 = perlin_seed_2 or seed * 2 end, function(tbl) perlin_seed_1 = tbl.perlin_seed_1 perlin_seed_2 = tbl.perlin_seed_2 end ) local function oob_shape(x, y) local p = perlin.noise(x * noise_variance, y * noise_variance, perlin_seed_2) * oob_noise_level p = p + math.sin(x * oob_width_inv + 179) * 15 return p > y end -- Turn the tiles included in the out of bounds to the oob tile. oob_shape = b.change_tile(oob_shape, true, oob_tile) -- Offset the oob from the middle of the map/playing area oob_shape = b.translate(oob_shape, 0, -(play_area_width/2)) --[[ Make up the map from 3 components: the oob shape we created (which covers the NW), a copy of the oob shape which is flipped (to cover the SE) and then translated so that the crests and valleys of the noise creates a nice wave. Lastly, any part of the map that isn't in oob_shape or the oob_copy is filled by full_shape which just passes the vanilla mapgen through. ]]-- local map = b.any {oob_shape, b.translate(b.flip_y(oob_shape), (oob_width/2), 0), b.full_shape} map = b.rotate(map, math.rad(45)) return map