map_gen_decoratives = false -- Generate our own decoratives map_gen_rows_per_tick = 8 -- Inclusive integer between 1 and 32. Used for map_gen_threaded, higher numbers will generate map quicker but cause more lag. -- Recommend to use generate, but generate_not_threaded may be useful for testing / debugging. --require "map_gen.shared.generate_not_threaded" require "map_gen.shared.generate" local inner_circle = invert(circle_builder(48)) local outer_circle = circle_builder(64) local square = invert(rectangle_builder(1000,1000)) square = rotate(square, degrees(45)) square = translate(square, math.sqrt(2) * 500,0) local circle = compound_and({ inner_circle, outer_circle, square }) local line1 = rectangle_builder(77,16) line1 = rotate(line1, degrees(45)) line1 = translate(line1,66.5,12.6875) local line2 = rectangle_builder(45, 16) local line2 = rotate(line2, degrees(-45)) line2 = translate(line2, 55.5,-23.6875) --line2 =change_tile(line2, true, "water") local half = compound_or({ line2,line1,circle}) half = translate(half, -79.1875, 0) local map = compound_or({ half, flip_xy(half) }) map = scale(map, 11, 11) local function research_finished(event) local tech = event.research.name if tech == "rocket-silo" then game.forces["player"].recipes["rocket-silo"].enabled = false end end Event.register(defines.events.on_research_finished, research_finished) local function max_axis_distance(world_x, world_y, target_x, target_y) local x = math.abs(world_x - target_x) local y = math.abs(world_y - target_y) return math.max(x, y) end local function distance(world_x, world_y, target_x, target_y) return math.abs(world_x - target_x) + math.abs(world_y - target_y) end local init = false local safe_distance = 480 local function effect(x, y, world_x, world_y, tile, entity) local surface = MAP_GEN_SURFACE if not init then init = true game.forces["player"].chart(surface, { {-32, -32}, {31, 31} }) end if world_x == 0 and world_y == 0 then for _, e in ipairs(surface.find_entities({ {-5, -5}, {5, 5} })) do e.destroy() end local e = surface.create_entity({ name = "rocket-silo", position = {0, 0}, force = "player" }) e.destructible = false e.minable = false end --[[ if max_axis_distance(world_x, world_y, -2144, 0) < safe_distance then for _, e in ipairs(surface.find_entities_filtered({ force = "enemy", position = { world_x, world_y } } )) do e.destroy() end elseif max_axis_distance(world_x, world_y, 2144, 0) < safe_distance then for _, e in ipairs(surface.find_entities_filtered({ force = "enemy", position = { world_x, world_y } } )) do e.destroy() end end for _, e in ipairs(surface.find_entities_filtered({ type = "resource", area = {{world_x, world_y }, {world_x + 1, world_y + 1 } } })) do -- I want to use position but for some reason it doesn't seem to work for ores. local dist1 = distance(world_x, world_y, -2144, 0) local dist2 = distance(world_x, world_y, 2144, 0) local amount = math.min(dist1, dist2) local name = e.name if name == "iron-ore" then amount = 800 + 0.4 * amount elseif name == "copper-ore" then amount = 700 + 0.35 * amount elseif name == "coal" then amount = 600 + 0.3 * amount elseif name == "stone" then amount = 400 + 0.2 * amount elseif name == "uranium-ore" then amount = 300 + 0.15 * amount elseif name == "crude-oil" then amount = 50000 + 50 * amount end e.amount = amount end --]] return tile, entity end map = apply_effect(map, effect) require "spawn_control" add_spawn("left", -88, -88) add_spawn("right", 88, 88) return map