| { |
| // 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 |
| } |