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