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85 lines
2.5 KiB
Lua
85 lines
2.5 KiB
Lua
--[[
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The theme of the map is no underground belts or pipes.
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For balance, logistics systems research is disabled.
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]]
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local b = require 'map_gen.shared.builders'
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local RecipeLocker = require 'utils.recipe_locker'
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local table = require 'utils.table'
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local Event = require 'utils.event'
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local RS = require 'map_gen.shared.redmew_surface'
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local ScenarioInfo = require 'features.gui.info'
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local MGSP = require 'resources.map_gen_settings'
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local market_items = require 'resources.market_items'
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local insert = table.insert
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local config = global.config
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ScenarioInfo.set_map_name('Solid Rock')
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ScenarioInfo.set_map_description("The entire planet is so solid that we can't seem to dig into it.")
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ScenarioInfo.add_map_extra_info([[
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- This planet's ground is completely impenetrable.
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- This planet has a magnetic field that will make logistics systems impossible.
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- We brought wood and rail on our journey and it is available in the market.
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- The beasts on this planet are savage and unrelenting.
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]])
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RS.set_map_gen_settings({MGSP.enemy_very_high, MGSP.tree_none, MGSP.cliff_high})
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config.hail_hydra.enabled = true
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-- Setup market inventory
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config.market.enabled = true
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local items_to_modify = {
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{name = 'rail', price = 0.25},
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{name = 'rail-signal', price = 1},
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{name = 'rail-chain-signal', price = 1},
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{name = 'train-stop', price = 7.5},
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{name = 'locomotive', price = 35},
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{name = 'cargo-wagon', price = 15},
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{name = 'raw-wood', price = 0.25}
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}
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-- Modify market items
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for i = 1, #items_to_modify do
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insert(market_items, items_to_modify[i])
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end
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RecipeLocker.lock_recipes(
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{
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'underground-belt',
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'fast-underground-belt',
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'express-underground-belt',
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'pipe-to-ground',
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'logistic-chest-requester',
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'logistic-chest-buffer',
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'logistic-chest-active-provider'
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}
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)
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Event.on_init(
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function()
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game.forces.player.technologies['logistic-system'].enabled = false
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end
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)
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-- Map
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local function no_rocks(_, _, world, tile)
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local x, y = world.x, world.y
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local ents = world.surface.find_entities_filtered {area = {{x, y}, {x + 1, y + 1}}, type = 'simple-entity'}
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for i = 1, #ents do
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ents[i].destroy()
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end
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return tile
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end
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local start = b.full_shape
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start = b.change_map_gen_collision_tile(start, 'ground-tile', 'refined-concrete')
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start = b.change_map_gen_collision_hidden_tile(start, 'ground-tile', 'lab-dark-2')
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local map = b.if_else(start, b.full_shape)
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map = b.apply_effect(map, no_rocks)
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return map
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