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RedMew/map_gen/Diggy/Config.lua

165 lines
6.3 KiB
Lua

-- dependencies
-- this
local Config = {
-- enable debug mode, shows extra messages
debug = true,
-- allow cheats. Example: by default the player will have X mining speed
cheats = true,
-- a list of features to register and enable
-- to disable a feature, change the flag
features = {
StartingZone = {
enabled = true,
register = require 'map_gen.Diggy.Feature.StartingZone'.register,
initialize = require 'map_gen.Diggy.Feature.StartingZone'.initialize,
-- initial starting position size, values higher than 30 might break
starting_size = 8,
-- the daytime value used for cave lighting
daytime = 0.5,
},
SetupPlayer = {
enabled = true,
register = require 'map_gen.Diggy.Feature.SetupPlayer'.register,
initialize = require 'map_gen.Diggy.Feature.SetupPlayer'.initialize,
starting_items = {
{name = 'steel-axe', count = 2},
{name = 'submachine-gun', count = 1},
{name = 'light-armor', count = 1},
{name = 'firearm-magazine', count = 25},
{name = 'stone-wall', count = 10},
},
cheats = {
manual_mining_speed_modifier = 1000,
},
},
DiggyHole = {
enabled = true,
register = require 'map_gen.Diggy.Feature.DiggyHole'.register,
initialize = require 'map_gen.Diggy.Feature.DiggyHole'.initialize,
-- percentage * mining productivity level gets added to mining speed
mining_speed_productivity_multiplier = 15,
},
DiggyCaveCollapse = {
enabled = true,
register = require 'map_gen.Diggy.Feature.DiggyCaveCollapse'.register,
initialize = require 'map_gen.Diggy.Feature.DiggyCaveCollapse'.initialize,
-- adds per tile what the current stress is
enable_stress_grid = false,
-- delay in seconds before the cave collapses
collapse_delay_min = 1.5,
collapse_delay_max = 3,
-- the threshold that will be applied to all neighbors on a collapse via a mask
collapse_threshold_total_strength = 15,
support_beam_entities = {
['stone-wall'] = 1,
['sand-rock-big'] = 1,
['out-of-map'] = 1,
['stone-brick'] = 0.05,
['stone-path'] = 0.05,
['concrete'] = 0.1,
['hazard-concrete-left'] = 0.1,
['hazard-concrete-right'] = 0.1,
['refined-concrete'] = 0.1,
['refined-hazard-concrete-left'] = 0.15,
['refined-hazard-concrete-right'] = 0.15,
},
cracking_sounds = {
'CRACK',
}
},
RefreshMap = {
enabled = true,
register = require 'map_gen.Diggy.Feature.RefreshMap'.register,
initialize = require 'map_gen.Diggy.Feature.RefreshMap'.initialize,
},
SimpleRoomGenerator = {
enabled = true,
register = require 'map_gen.Diggy.Feature.SimpleRoomGenerator'.register,
initialize = require 'map_gen.Diggy.Feature.SimpleRoomGenerator'.initialize,
-- value between 0 and 1, higher value means stronger variance between coordinates
noise_variance = 0.3,
-- adds per tile what the current noise is
enable_noise_grid = false,
},
ScatteredResources = {
enabled = true,
register = require 'map_gen.Diggy.Feature.ScatteredResources'.register,
initialize = require 'map_gen.Diggy.Feature.ScatteredResources'.initialize,
-- 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
distance_richness_modifier = 5,
-- defines the increased chance of spawning resources
-- calculated_probability = resource_probability + ((distance / distance_probability_modifier) / 100)
distance_probability_modifier = 2,
-- increases the amount of oil * oil_value_modifier
oil_value_modifier = 700,
-- percentage of chance that resources will spawn after mining
resource_probability = 0.2,
-- max chance of spawning resources based on resource_probability + calculated distance_probability_modifier
max_resource_probability = 0.7,
-- chances per resource of spawning, sum must be 1.00
resource_chances = {
['coal'] = 0.20,
['copper-ore'] = 0.29,
['iron-ore'] = 0.26,
['stone'] = 0.15,
['uranium-ore'] = 0.02,
['crude-oil'] = 0.01,
['tree'] = 0.07,
},
-- minimum distance from the spawn point required before it spawns
minimum_resource_distance = {
['coal'] = 10,
['copper-ore'] = 12,
['iron-ore'] = 12,
['stone'] = 8,
['uranium-ore'] = 60,
['crude-oil'] = 35,
['tree'] = 0,
},
-- defines the chance of which resource_richness_value to spawn, sum must be 1.00
resource_richness_probability = {
['scarce'] = 0.33,
['low'] = 0.25,
['sufficient'] = 0.19,
['good'] = 0.14,
['plenty'] = 0.07,
['jackpot'] = 0.02,
},
-- 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},
},
},
},
}
return Config