blob: 18612f3197e063ed40ab6501cc208701e4c5f635 [file] [log] [blame]
{
// The following options are defaults taken verbatim from Factorio 1.1.35
// headless' map-gen-settings.example.json, with the following changes:
// - field names unquoted where possible
// - pseudo-comments converted to jsonnet comments
// - comments reflowed to fit 80 columns
// The inverse of 'water scale' in the map generator GUI.
terrain_segmentation: 1,
// The equivalent to 'water coverage' in the map generator GUI. Higher
// coverage means more water in larger oceans.
// Water level = 10 * log2(this value)
water: 1,
// Width and height of map, in tiles; 0 means infinite
width: 0,
height: 0,
// Multiplier for 'biter free zone radius'
starting_area: 1,
peaceful_mode: false,
autoplace_controls: {
"coal": {"frequency": 1, "size": 1, "richness": 1},
"stone": {"frequency": 1, "size": 1, "richness": 1},
"copper-ore": {"frequency": 1, "size": 1,"richness": 1},
"iron-ore": {"frequency": 1, "size": 1, "richness": 1},
"uranium-ore": {"frequency": 1, "size": 1, "richness": 1},
"crude-oil": {"frequency": 1, "size": 1, "richness": 1},
"trees": {"frequency": 1, "size": 1, "richness": 1},
"enemy-base": {"frequency": 1, "size": 1, "richness": 1}
},
cliff_settings:
{
// Name of the cliff prototype
name: "cliff",
// Elevation of first row of cliffs
cliff_elevation_0: 10,
// Elevation difference between successive rows of cliffs.
// This is inversely proportional to 'frequency' in the map generation
// GUI. Specifically, when set from the GUI the value is 40 / frequency.
cliff_elevation_interval: 40,
// Called 'cliff continuity' in the map generator GUI. 0 will result in
// no cliffs, 10 will make all cliff rows completely solid
richness: 1
},
// Overrides for property value generators (map type)
// Leave 'elevation' blank to get 'normal' terrain.
// Use 'elevation': '0_16-elevation' to reproduce terrain from 0.16.
// Use 'elevation': '0_17-island' to get an island.
// Moisture and terrain type are also controlled via this.
property_expression_names:
{
// 'control-setting:moisture:frequency:multiplier' is the inverse of the
// 'moisture scale' in the map generator GUI.
"control-setting:moisture:frequency:multiplier": "1",
// 'control-setting:moisture:bias' is the 'moisture bias' in the map
// generator GUI.
"control-setting:moisture:bias": "0",
// 'control-setting:aux:frequency:multiplier' is the inverse of the
// 'terrain type scale' in the map generator GUI.
"control-setting:aux:frequency:multiplier": "1",
// 'control-setting:aux:bias' is the 'terrain type bias' in the map
// generator GUI
"control-setting:aux:bias": "0"
},
starting_points:
[
{ x: 0, y: 0}
],
// Use null for a random seed, number for a specific seed.
seed: null
}