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RedMew/resources/map_gen_settings.lua

331 lines
9.9 KiB
Lua

--[[ The easiest way to create a preset to add to this file is to use factorio itself. Create a new world
(vanilla, not scenario) and configure the settings you want. When you launch the game, you can run the following:
/c
local str = serpent.block(game.surfaces.nauvis.map_gen_settings)
game.write_file('map_gen_settings.lua', str)
This will output a file with a table that you can add to this resources file or into your specific map.
In either case, make sure to set seed to nil unless you want your map to be *exactly* the same each time.
The expectation is that all changes that deviate from default generation are noted.
Water size and frequency is not denoted as such. Instead water size = water and water frequency = terrain_segmentation
]]
return {
-- the default table is included as a reference but also to give the option of overwriting all user settings
default = {
autoplace_controls = {
coal = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
['copper-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
['crude-oil'] = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
desert = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
dirt = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
['enemy-base'] = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
grass = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
['iron-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
sand = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
stone = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
trees = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
},
['uranium-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'normal'
}
},
cliff_settings = {
cliff_elevation_0 = 10,
cliff_elevation_interval = 10,
name = 'cliff'
},
height = 2000000,
peaceful_mode = false,
starting_area = 'normal',
terrain_segmentation = 'normal',
water = 'normal',
width = 2000000
},
-- no enemies
enemy_none = {
autoplace_controls = {
['enemy-base'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
}
}
},
-- high frequency and big size enemies
enemy_high = {
autoplace_controls = {
['enemy-base'] = {
frequency = 'high',
richness = 'normal',
size = 'high'
}
}
},
-- very high frequency and very big size enemies
enemy_very_high = {
autoplace_controls = {
['enemy-base'] = {
frequency = 'very-high',
richness = 'normal',
size = 'very-high'
}
}
},
-- no ores
ore_none = {
autoplace_controls = {
coal = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
['copper-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
['iron-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
stone = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
['uranium-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
}
}
},
-- no oil
oil_none = {
autoplace_controls = {
['crude-oil'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
}
}
},
-- no ores, no oil
ore_oil_none = {
autoplace_controls = {
coal = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
['copper-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
['crude-oil'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
['iron-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
stone = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
['uranium-ore'] = {
frequency = 'normal',
richness = 'normal',
size = 'none'
}
}
},
-- no water
water_none = {
terrain_segmentation = 'very-low',
water = 'none'
},
-- very low water
water_very_low = {
terrain_segmentation = 'very-low',
water = 'very-low'
},
-- no cliffs
cliff_none = {
cliff_settings = {
cliff_elevation_0 = 1024,
cliff_elevation_interval = 10,
name = 'cliff'
}
},
-- normal cliffs
cliff_normal = {
name = 'cliff',
cliff_elevation_0 = 10,
cliff_elevation_interval = 10
},
-- cliffs to very high frequency, very big size
cliff_very_high = {
cliff_settings = {
cliff_elevation_0 = 2.5000572204589844,
cliff_elevation_interval = 2.5000572204589844,
name = 'cliff'
}
},
-- cliffs to very high frequency, very big size
tree_none = {
autoplace_controls = {
trees = {
frequency = 'normal',
richness = 'normal',
size = 'none'
}
}
},
-- cliffs to very high frequency, very big size
tree_very_high = {
autoplace_controls = {
trees = {
frequency = 'very-high',
richness = 'very-high',
size = 'very-high'
}
}
},
-- starting area to very low
starting_area_very_low = {
starting_area = 'very-low'
},
-- peaceful mode on
peaceful_mode_on = {
peaceful_mode = false
},
-- random seed, in case you need/want the seed to be unique from nauvis
unique_seed = {
seed = nil
},
-- grass only
grass_only = {
autoplace_controls = {
grass = {frequency = 'normal', size = 'normal', richness = 'normal'},
desert = {frequency = 'normal', size = 'none', richness = 'normal'},
dirt = {frequency = 'normal', size = 'none', richness = 'normal'},
sand = {frequency = 'normal', size = 'none', richness = 'normal'}
}
},
-- desert only
desert_only = {
autoplace_controls = {
grass = {frequency = 'normal', size = 'none', richness = 'normal'},
desert = {frequency = 'normal', size = 'normal', richness = 'normal'},
dirt = {frequency = 'normal', size = 'none', richness = 'normal'},
sand = {frequency = 'normal', size = 'none', richness = 'normal'}
}
},
-- dirt only
dirt_only = {
autoplace_controls = {
grass = {frequency = 'normal', size = 'none', richness = 'normal'},
desert = {frequency = 'normal', size = 'none', richness = 'normal'},
dirt = {frequency = 'normal', size = 'normal', richness = 'normal'},
sand = {frequency = 'normal', size = 'none', richness = 'normal'}
}
},
-- sand only
sand_only = {
autoplace_controls = {
grass = {frequency = 'normal', size = 'none', richness = 'normal'},
desert = {frequency = 'normal', size = 'none', richness = 'normal'},
dirt = {frequency = 'normal', size = 'none', richness = 'normal'},
sand = {frequency = 'normal', size = 'normal', richness = 'normal'}
}
},
-- will generate a world with only water (useful for maps that want full terrain control and no entities on the surface)
waterworld = {
autoplace_controls = {
desert = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
dirt = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
grass = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
sand = {
frequency = 'normal',
richness = 'normal',
size = 'none'
}
},
starting_points = {
{
x = 0,
y = 0
}
}
},
-- creates a 1x1 world border, this will prevent chunks from being generated
void = {
height = 1,
width = 1
}
}