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RedMew/map_gen/Diggy/Config.lua
Lynn 74fa8009fa Mining related improvements (#391)
* Fixed manual mining overflow hints

* Smaller memory footprint for collapse message
2018-11-18 16:48:28 +01:00

373 lines
15 KiB
Lua

-- dependencies
-- this
local Config = {
-- enable debug mode, shows extra messages
debug = false,
-- allow cheats. Example: by default the player will have X mining speed
cheats = false,
-- a list of features to register and enable
-- to disable a feature, change the flag
features = {
-- creates a starting zone
StartingZone = {
enabled = true,
-- initial starting position size, higher values are not recommended
starting_size = 8,
},
-- controls the Daylight (Default diggy: enabled = true)
NightTime = {
enabled = true, -- true = No Daylight, false = Day/night circle (Solar panels work)
},
-- controls setting up the players
SetupPlayer = {
enabled = true,
starting_items = {
{name = 'iron-axe', count = 1},
{name = 'stone-wall', count = 10},
},
cheats = {
manual_mining_speed_modifier = 1000,
character_inventory_slots_bonus = 1000,
character_running_speed_modifier = 2,
starting_items = {
{name = 'modular-armor', count = 1},
{name = 'submachine-gun', count = 1},
{name = 'uranium-rounds-magazine', count = 200},
},
},
},
-- core feature
DiggyHole = {
enabled = true,
-- displays a warning when a player continues digging with a full inventory
-- primarily used for multiplayer, can be disabled without consequences
enable_digging_warning = true,
-- enables commands like /clear-void
enable_debug_commands = false,
},
-- adds the ability to collapse caves
DiggyCaveCollapse = {
enabled = true,
-- adds per tile what the current stress is
enable_stress_grid = false,
-- shows the mask on spawn
enable_mask_debug = false,
-- enables commands like /test-tile-support-range
enable_debug_commands = false,
--the size of the mask used
mask_size = 9,
--how much the mask will effect tiles in the different rings of the mask
mask_relative_ring_weights = {2, 3, 4},
-- delay in seconds before the cave collapses
collapse_delay = 2.5,
-- the threshold that will be applied to all neighbors on a collapse via a mask
collapse_threshold_total_strength = 16,
support_beam_entities = {
['market'] = 9,
['stone-wall'] = 3,
['sand-rock-big'] = 2,
['rock-huge'] = 2.5,
['out-of-map'] = 1,
['stone-path'] = 0.03,
['concrete'] = 0.04,
['hazard-concrete'] = 0.04,
['refined-concrete'] = 0.06,
},
cracking_sounds = {
'CRACK',
'KRRRR',
'R U N',
}
},
-- Adds the ability to drop coins and track how many are sent into space
ArtefactHunting = {
enabled = true,
-- value between 0 and 1, higher value means stronger variance between coordinates
noise_variance = 0.75,
-- minimum noise value to spawn a treasure chest, works best with a very high noise variance,
-- otherwise you risk spawning a lot of chests together
treasure_chest_noise_threshold = 0.69,
-- minimum distance from spawn where a chest can spawn
minimal_treasure_chest_distance = 25,
-- chances to receive a coin when mining
mining_artefact_chance = 0.10,
mining_artefact_amount = {min = 1, max = 4},
-- lets you set the coin modifiers for aliens
-- the modifier value increases the upper random limit that biters can drop
alien_coin_modifiers = {
['small-biter'] = 1,
['small-spitter'] = 1,
['medium-biter'] = 2,
['medium-spitter'] = 2,
['big-biter'] = 4,
['big-spitter'] = 4,
['behemoth-biter'] = 6,
['behemoth-spitter'] = 6,
},
-- shows the chest locations, only use when debugging
display_chest_locations = false,
treasure_chest_raffle = {
['coin'] = {chance = 1.00, min = 20, max = 255},
['steel-axe'] = {chance = 0.55, min = 1, max = 2},
['stone'] = {chance = 0.50, min = 25, max = 75},
['copper-ore'] = {chance = 0.25, min = 30, max = 60},
['copper-plate'] = {chance = 0.10, min = 12, max = 25},
['iron-ore'] = {chance = 0.20, min = 10, max = 55},
['iron-plate'] = {chance = 0.10, min = 5, max = 25},
['steel-plate'] = {chance = 0.05, min = 3, max = 14},
['steel-furnace'] = {chance = 0.02, min = 1, max = 1},
['steam-engine'] = {chance = 0.02, min = 1, max = 1},
['coal'] = {chance = 0.40, min = 30, max = 55},
['concrete'] = {chance = 0.14, min = 10, max = 50},
['stone-brick'] = {chance = 0.14, min = 25, max = 75},
['stone-wall'] = {chance = 0.50, min = 1, max = 3},
}
},
-- replaces the chunks with void
RefreshMap = {
enabled = true,
},
-- automatically opens areas
SimpleRoomGenerator = {
enabled = true,
-- value between 0 and 1, higher value means stronger variance between coordinates
noise_variance = 0.066,
-- shows where rooms are located
display_room_locations = false,
-- minimum distance and noise range required for water to spawn
room_noise_minimum_distance = 9,
room_noise_ranges = {
{name = 'water', min = 0.54, max = 1},
{name = 'dirt', min = 0.39, max = 0.53},
},
},
-- responsible for resource spawning
ScatteredResources = {
enabled = true,
-- determines how distance is measured
distance = function (x, y) return math.abs(x) + math.abs(y) end,
--distance = function (x, y) return math.sqrt(x * x + y * y) end,
-- defines the weights of which resource_richness_value to spawn
resource_richness_weights = {
['scarce'] = 440,
['low'] = 350,
['sufficient'] = 164,
['good'] = 30,
['plenty'] = 10,
['jackpot'] = 6,
},
-- defines the min and max range of ores to spawn
resource_richness_values = {
['scarce'] = {1, 200},
['low'] = {201, 400},
['sufficient'] = {401, 750},
['good'] = {751, 1200},
['plenty'] = {1201, 2000},
['jackpot'] = {2001, 5000},
},
-- increases the amount of resources by flat multiplication to initial amount
-- highly suggested to use for fluids so their yield is reasonable
resource_type_scalar = {
['crude-oil'] = 1500,
['uranium-ore'] = 1.25,
},
-- ==============
-- Debug settings
-- ==============
-- shows the ore locations, only use when debugging (compound_cluster_mode)
display_ore_clusters = false,
-- =======================
-- Scattered mode settings
-- =======================
-- creates scattered ore (single tiles) at random locations
scattered_mode = false,
-- defines the increased chance of spawning resources
-- calculated_probability = resource_probability + ((distance / scattered_distance_probability_modifier) / 100)
-- this means the chance increases by 1% every DISTANCE tiles up to the max_probability
scattered_distance_probability_modifier = 10,
-- min percentage of chance that resources will spawn after mining
scattered_min_probability = 0.01,
-- max chance of spawning resources based on resource_probability + calculated scattered_distance_probability_modifier
scattered_max_probability = 0.10,
-- percentage of resource added to the sum. 100 tiles means
-- 10% more resources with a distance_richness_modifier of 10
-- 20% more resources with a distance_richness_modifier of 5
scattered_distance_richness_modifier = 7,
-- multiplies probability only if cluster mode is enabled
scattered_cluster_probability_multiplier = 0.5,
-- multiplies yield only if cluster mode is enabled
scattered_cluster_yield_multiplier = 1.7,
-- weights per resource of spawning
scattered_resource_weights = {
['coal'] = 160,
['copper-ore'] = 215,
['iron-ore'] = 389,
['stone'] = 212,
['uranium-ore'] = 21,
['crude-oil'] = 3,
},
-- minimum distance from the spawn point required before it spawns
scattered_minimum_resource_distance = {
['coal'] = 16,
['copper-ore'] = 18,
['iron-ore'] = 18,
['stone'] = 15,
['uranium-ore'] = 86,
['crude-oil'] = 57,
},
-- ==============================
-- Compound cluster mode settings
-- ==============================
-- creates compound clusters of ores defined by a layered ore-gen
cluster_mode = true,
-- location of file to find the cluster definition file
cluster_file_location = 'map_gen.Diggy.Orepattern.Tendrils',
--cluster_file_location = 'map_gen.Diggy.Orepattern.Clusters',
},
-- controls the alien spawning mechanic
AlienSpawner = {
enabled = true,
-- minimum distance from spawn before aliens can spawn
alien_minimum_distance = 40,
-- chance of spawning aliens when mining
alien_probability = 0.07,
},
-- controls the market and buffs
MarketExchange = {
enabled = true,
-- percentage * mining productivity level gets added to mining speed
mining_speed_productivity_multiplier = 5,
-- market config
market_spawn_position = {x = 0, y = 3},
stone_to_surface_amount = 50,
currency_item = 'stone',
-- locations where chests will be automatically cleared from currency_item
void_chest_tiles = {
{x = -1, y = 5}, {x = 0, y = 5}, {x = 1, y = 5},
},
-- every x ticks it will clear y currency_item
void_chest_frequency = 307,
-- add or remove a table entry to add or remove a unlockable item from the mall.
-- format: {unlock_at_level, price, prototype_name},
unlockables = require('map_gen.Diggy.FormatMarketItems').initialize_unlockables(
{
{level = 1, price = 50, name = 'iron-axe'},
{level = 2, price = 50, name = 'raw-wood'},
{level = 2, price = 20, name = 'raw-fish'},
{level = 3, price = 50, name = 'stone-brick'},
{level = 5, price = 125, name = 'stone-wall'},
{level = 7, price = 25, name = 'small-lamp'},
{level = 9, price = 50, name = 'firearm-magazine'},
{level = 9, price = 250, name = 'pistol'},
{level = 11, price = 850, name = 'shotgun'},
{level = 11, price = 50, name = 'shotgun-shell'},
{level = 14, price = 500, name = 'light-armor'},
{level = 16, price = 850, name = 'submachine-gun'},
{level = 16, price = 50, name = 'steel-axe'},
{level = 19, price = 100, name = 'piercing-rounds-magazine'},
{level = 19, price = 100, name = 'piercing-shotgun-shell'},
{level = 21, price = 750, name = 'heavy-armor'},
{level = 25, price = 1500, name = 'modular-armor'},
{level = 25, price = 1000, name = 'landfill'},
{level = 28, price = {{"stone", 900}, {"coin", 25}}, name = 'personal-roboport-equipment'},
{level = 28, price = {{"stone", 250}, {"coin", 10}}, name = 'construction-robot'},
{level = 32, price = {{"stone", 2500}, {"coin", 100}}, name = 'power-armor'},
{level = 34, price = {{"stone", 150}, {"coin", 10}}, name = 'battery-equipment'},
{level = 33, price = {{"stone", 2000}, {"coin", 75}}, name = 'fusion-reactor-equipment'},
{level = 36, price = {{"stone", 750}, {"coin", 20}}, name = 'energy-shield-equipment'},
{level = 42, price = 1000, name = 'combat-shotgun'},
{level = 46, price = 250, name = 'uranium-rounds-magazine'},
{level = 58, price = {{"stone", 1500}, {"coin", 25}}, name = 'rocket-launcher'},
{level = 58, price = {{"stone", 500}, {"coin", 5}}, name = 'rocket'},
{level = 66, price = {{"stone", 1000}, {"coin", 10}}, name = 'explosive-rocket'},
{level = 73, price = {{"stone", 1000}, {"coin", 200}}, name = 'satellite'},
{level = 100, price = {{"stone", 5000}, {"coin", 9999}}, name = 'atomic-bomb'},
}
),
buffs = { --Define new buffs here, they are handed out for each level
{prototype = {name = 'mining_speed', value = 5}},
{prototype = {name = 'inventory_slot', value = 1}},
{prototype = {name = 'stone_automation', value = 3}},
},
-- controls the formula for calculating level up costs in stone sent to surface
difficulty_scale = 25, -- Diggy default 25. Higher increases difficulty, lower decreases (Only affects the stone requirement/cost to level up) (Only integers has been tested succesful)
start_stone = 50, -- Diggy default 50. This sets the price for the first level.
cost_precision = 2, -- Diggy default 2. This sets the precision of the stone requirements to level up. E.g. 1234 becomes 1200 with precision 2 and 1230 with precision 3.
},
--Tracks players causing collapses
Antigrief = {
enabled = true,
autojail = true,
allowed_collapses_first_hour = 4
}
},
}
return Config