mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
74fa8009fa
* Fixed manual mining overflow hints * Smaller memory footprint for collapse message
373 lines
15 KiB
Lua
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
|