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rso-config.lua
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function loadResourceConfig()
config = {}
config["iron-ore"] = {
type="resource-ore",
-- general spawn params
allotment=100, -- how common resource is
spawns_per_region={min=1, max=1}, --number of chunks
richness=18000, -- resource_ore has only one richness value - resource-liquid has min/max
size={min=20, max=30}, -- rough radius of area, too high value can produce square shaped areas
min_amount=350,
-- resource provided at starting location
-- probability: 1 = 100% chance to be in starting area
-- 0 = resource is not in starting area
starting={richness=8000, size=25, probability=1},
multi_resource_chance=0.20, -- absolute value
multi_resource={
["iron-ore"] = 2, -- ["resource_name"] = allotment
['copper-ore'] = 4,
["coal"] = 4,
["stone"] = 4,
}
}
config["copper-ore"] = {
type="resource-ore",
allotment=100,
spawns_per_region={min=1, max=1},
richness=16000,
size={min=20, max=30},
min_amount=350,
starting={richness=6000, size=25, probability=1},
multi_resource_chance=0.20,
multi_resource={
["iron-ore"] = 4,
['copper-ore'] = 2,
["coal"] = 4,
["stone"] = 4,
}
}
config["coal"] = {
type="resource-ore",
allotment=80,
spawns_per_region={min=1, max=1},
size={min=15, max=25},
richness=13000,
min_amount=350,
starting={richness=6000, size=20, probability=1},
multi_resource_chance=0.30,
multi_resource={
["crude-oil"] = 1,
["iron-ore"] = 3,
['copper-ore'] = 3,
}
}
config["stone"] = {
type="resource-ore",
allotment=60,
spawns_per_region={min=1, max=1},
richness=11000,
size={min=15, max=20},
min_amount=250,
starting={richness=5000, size=16, probability=1},
multi_resource_chance=0.30,
multi_resource={
["coal"] = 4,
["iron-ore"] = 3,
['copper-ore'] = 3,
}
}
config["crude-oil"] = {
type="resource-liquid",
minimum_amount=10000,
allotment=70,
spawns_per_region={min=1, max=2},
richness={min=10000, max=30000}, -- richness per resource spawn
size={min=2, max=5},
starting={richness=20000, size=2, probability=1},
multi_resource_chance=0.20,
multi_resource={
["coal"] = 4,
}
}
config["enemy-base"] = {
type="entity",
force="enemy",
clear_range = {6, 6},
spawns_per_region={min=2,max=4},
size={min=2,max=4},
size_per_region_factor=0.4,
richness=1,
absolute_probability=absolute_enemy_chance, -- chance to spawn in region
probability_distance_factor=1.15, -- relative increase per region
max_probability_distance_factor=3.0, -- absolute value
along_resource_probability=0.20, -- chance to spawn in resource chunk anyway, absolute value. Can happen once per resource.
sub_spawn_probability=0.3, -- chance for this entity to spawn anything from sub_spawns table, absolute value
sub_spawn_size={min=1, max=2}, -- in same chunk
sub_spawn_distance_factor=1.04,
sub_spawn_max_distance_factor=3,
sub_spawns={
["small-worm-turret"]={
min_distance=2,
allotment=200,
allotment_distance_factor=0.9,
clear_range = {2, 2},
},
["medium-worm-turret"]={
min_distance=4,
allotment=100,
allotment_distance_factor=1.05,
clear_range = {2, 2},
},
["big-worm-turret"]={
min_distance=6,
allotment=100,
allotment_distance_factor=1.15,
clear_range = {2, 2},
}
}
}
return config
end
debug_enabled = false
debug_items_enabled = false
region_size = 7 -- alternative mean to control how further away resources would be, default - 256 tiles or 8 chunks
-- each region is region_size*region_size chunks
-- each chunk is 32*32 tiles
use_donut_shapes = false -- setting this to false will remove donuts from possible resource layouts
starting_area_size = 1 -- starting area in regions, safe from random nonsense
absolute_resource_chance = 0.60 -- chance to spawn an resource in a region
starting_richness_mult = 1 -- multiply starting area richness for resources
global_richness_mult = 1 -- multiply richness for all resources except starting area
global_size_mult = 1 -- multiply size for all ores, doesn't affect starting area
absolute_enemy_chance = 0.25 -- chance to spawn enemies per sector (can be more then one base if spawned)
enemy_base_size_multiplier = 1 -- all base sizes will be multiplied by this - larger number means bigger bases
multi_resource_active = true -- global switch for multi resource chances
multi_resource_richness_factor = 0.60 -- any additional resource is multiplied by this value times resources-1
multi_resource_size_factor = 0.90
multi_resource_chance_diminish = 0.6 -- diminishing effect factor on multi_resource_chance
min_amount=250 -- default value for minimum amount of resource in single pile
richness_distance_factor=0.7 -- exponent for richness distance factor calculation
size_distance_factor=0.1 -- exponent for size distance factor calculation
deterministic = true -- set to false to use system for all decisions math.random
-- mode is no longer used by generation process - it autodetects endless resources
-- endless_resource_mode = false -- if true, the size of each resource is modified by the following modifier. Use with the endless resources mod.
endless_resource_mode_sizeModifier = 0.80
disableEnemyExpansion = false -- allows for disabling of in-game biter base building
use_RSO_biter_spawning = true -- enables spawning of biters controlled by RSO mod - less enemies around with more space between bases
use_vanilla_biter_spawning = false -- enables using of vanilla spawning
biter_ratio_segment=1 --the ratio components determining how many biters to spitters will be spawned
spitter_ratio_segment=1 --eg. 1 and 1 -> equal number of biters and spitters, 10 and 1 -> 10 times as many biters to spitters
useEnemiesInPeaceMod = false -- additional override for peace mod detection - when set to true it will spawn enemies normally, needs to have enemies enabled in peace mod
useStraightWorldMod = false -- enables Straight World mod - actual mod code copied into RSO to make it compatible
ignoreMapGenSettings = false -- stops the default behaviour of reading map gen settings
fluidResourcesFactor = 20 -- temporary factor for calculation of resource %-ages for fluids
useResourceCollisionDetection = true -- enables avoidace calculations to reduce ores overlaping of each other
resourceCollisionDetectionRatio = 0.8 -- at least this much of ore field needs to be placable to spawn it
resourceCollisionFieldSkip = true -- determines if ore field should be skipped completely if placement based on ratio failed
return config