wreck_items_module = {} -- adds some wrecked items around the map, good for MP, reduces total resources pulled from factory, and adds incentive to push out wreck_item_pool = {} wreck_item_pool = {{name="iron-gear-wheel", count=32},{name="iron-plate", count=64},{name="rocket-control-unit", count=1},{name="rocket-fuel", count=7} ,{name="coal", count=8},{name="rocket-launcher", count=1},{name="rocket", count=32},{name="copper-cable", count=128},{name="land-mine", count=64},{name="railgun", count=1},{name="railgun-dart", count=128},{name="fast-inserter", count=8},{name="stack-filter-inserter", count=2},{name="belt-immunity-equipment", count=1},{name="fusion-reactor-equipment", count=1},{name="electric-engine-unit", count=8},{name="exoskeleton-equipment", count=1},{name="rocket-fuel", count=10},{name="used-up-uranium-fuel-cell", count=3},{name="uranium-fuel-cell", count=2},{name="power-armor", count=1},{name="modular-armor", count=1},{name="water-barrel", count=4},{name="sulfuric-acid-barrel", count=6},{name="crude-oil-barrel", count=8},{name="energy-shield-equipment", count=1},{name="explosive-rocket", count=32}} local function place_entities(surface, entity_list) local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west} for _, entity in pairs(entity_list) do local r = math.random(1,entity.chance) if r == 1 then if not entity.force then entity.force = "player" end local r = math.random(1,4) if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} if entity.health then if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end if entity.health == "medium" then e.health = ((e.health / 1000) * math.random(333,666)) end if entity.health == "high" then e.health = ((e.health / 1000) * math.random(666,999)) end if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end end return true, e end end end return false end function wreck_items_module.on_chunk_generated(event) local surface = event.surface for x = 0, 31, 1 do for y = 0, 31, 1 do local pos_x = event.area.left_top.x + x local pos_y = event.area.left_top.y + y local pos = {x = pos_x,y = pos_y} local entity_list = {} table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 35000, health="random"}) table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 45000, health="random"}) table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 55000, health="random"}) local b, placed_entity = place_entities(surface, entity_list) if b == true then if placed_entity.name == "big-ship-wreck-1" or placed_entity.name == "big-ship-wreck-2" or placed_entity.name == "big-ship-wreck-3" then placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)]) placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)]) placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)]) end end end end end return wreck_items_module