From 8ddb0c4f8ee2cc959429cfe30039afebd39c7f61 Mon Sep 17 00:00:00 2001 From: Jayefuu Date: Mon, 9 Sep 2019 22:55:01 +0100 Subject: [PATCH] Updated maltease_crossings as per #906 Updated as per comments by @theorangeangle in #906 : https://github.com/Refactorio/RedMew/issues/906#issuecomment-525123084 - Updated map description, name etc. - Removed remove_tree function broken by Redmew surface - Added automatic disabling of landfill on game init. Previously used a manual command. - Moved spawn so market didn't appear on coal patch. - Added map preview to data folder Sorry for the several commits. I'll get smartgit set up again soon. --- map_gen/maps/maltease_crossings.lua | 71 +++++++++++++++++++---------- 1 file changed, 47 insertions(+), 24 deletions(-) diff --git a/map_gen/maps/maltease_crossings.lua b/map_gen/maps/maltease_crossings.lua index fb57088a6..eb4ce54ef 100644 --- a/map_gen/maps/maltease_crossings.lua +++ b/map_gen/maps/maltease_crossings.lua @@ -5,9 +5,41 @@ local b = require 'map_gen.shared.builders' local math = require 'utils.math' local RS = require 'map_gen.shared.redmew_surface' local MGSP = require 'resources.map_gen_settings' +local Event = require 'utils.event' local degrees = math.rad +local ScenarioInfo = require 'features.gui.info' + +ScenarioInfo.set_map_name('Maltease Crossing') +ScenarioInfo.set_map_description( + [[ +A throughput limited map in the shape of a Maltese Cross, where you must manage +the flow of resources from quadrant to quadrant via a central hub to facilitate +manufacture. Beware the worm infested islands, bot transfer is not as appealing +as it looks! +]] +) +ScenarioInfo.add_map_extra_info( + [[ +This map is split in four quadrants. Each quadrant has a main resource. + +The central hub has a limited amount of belt transfer lanes making upgrading of +belts for clever belt weaving essential. + +Worm covered spokes prevent early expansion via bots though can be cleared with +effort and technology. +]] +) + +ScenarioInfo.set_new_info( + [[ +2019-09-09 +- Added automatic disabling of landfill tech instead of manual disable by player +- Updated map description +]] +) + RS.set_map_gen_settings( { MGSP.ore_oil_none, @@ -24,16 +56,6 @@ local function value(base, mult, pow) end end -local function no_trees(world, tile) - if not tile then - return - end - for _, e in ipairs(world.surface.find_entities_filtered({type = 'tree', area = {{world.x, world.y}, {world.x + 1, world.y + 1}}})) do - e.destroy() - end - return tile -end - local starting_area = 59 local gradient = 0.05 @@ -121,16 +143,10 @@ worm_island = b.translate(worm_island_end, 0, -300) } worm_island = b.change_tile(worm_island, true, 'grass-1') - -- ---[[ -local worm_names = { - 'small-worm-turret', - 'medium-worm-turret', - 'big-worm-turret' -} -]] local max_worm_chance = 64 / 128 +local max_worm_chance = 64 / 128 local worm_chance_factor = 1 --/ (192 * 512) + local function worms(_, _, world) local wx, wy = world.x, world.y local d = math.sqrt(wx * wx + wy * wy) @@ -145,7 +161,6 @@ local function worms(_, _, world) end worm_island = b.apply_entity(worm_island, worms) -worm_island = b.apply_effect(worm_island, no_trees) local worm_islands = b.any { @@ -163,11 +178,19 @@ local start_area = } -- finalising some bits -start_area = b.apply_entity(start_area, starting_resources) -- adds a different density ore patch to start +start_area = b.apply_entity(start_area, starting_resources) -- adds a different density ore patch to start maltese_cross = b.change_tile(maltese_cross, true, 'grass-1') -maltese_cross = b.apply_entity(maltese_cross, resources) -- adds our custom ore gen -local sea = b.change_tile(b.full_shape, true, 'water') -- turn the void to water -sea = b.fish(sea, 0.00125) -- feesh! -local map = b.any {worm_islands, start_area, maltese_cross, sea} -- combine everything +maltese_cross = b.apply_entity(maltese_cross, resources) -- adds our custom ore gen +local sea = b.change_tile(b.full_shape, true, 'water') -- turn the void to water +sea = b.fish(sea, 0.00125) -- feesh! +local map = b.any {worm_islands, start_area, maltese_cross, sea} -- combine everything +map = b.translate(map,0,-28) -- translate the map so the 0,0 co-ord is not at the centre of the ore patch, moving the market off the coal + +-- Disable landfill technology +local function on_init() + local player_force = game.forces.player + player_force.technologies['landfill'].enabled = false -- disable landfill +end +Event.on_init(on_init) return map