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Serge Bazanski08080342021-06-21 14:05:56 +00001{
2 // The following options are defaults taken verbatim from Factorio 1.1.35
3 // headless' map-gen-settings.example.json, with the following changes:
4 // - field names unquoted where possible
5 // - pseudo-comments converted to jsonnet comments
6 // - comments reflowed to fit 80 columns
7
8 // The inverse of 'water scale' in the map generator GUI.
9 terrain_segmentation: 1,
10
11 // The equivalent to 'water coverage' in the map generator GUI. Higher
12 // coverage means more water in larger oceans.
13 // Water level = 10 * log2(this value)
14 water: 1,
15
16 // Width and height of map, in tiles; 0 means infinite
17 width: 0,
18 height: 0,
19
20 // Multiplier for 'biter free zone radius'
21 starting_area: 1,
22
23 peaceful_mode: false,
24 autoplace_controls: {
25 "coal": {"frequency": 1, "size": 1, "richness": 1},
26 "stone": {"frequency": 1, "size": 1, "richness": 1},
27 "copper-ore": {"frequency": 1, "size": 1,"richness": 1},
28 "iron-ore": {"frequency": 1, "size": 1, "richness": 1},
29 "uranium-ore": {"frequency": 1, "size": 1, "richness": 1},
30 "crude-oil": {"frequency": 1, "size": 1, "richness": 1},
31 "trees": {"frequency": 1, "size": 1, "richness": 1},
32 "enemy-base": {"frequency": 1, "size": 1, "richness": 1}
33 },
34
35 cliff_settings:
36 {
37 // Name of the cliff prototype
38 name: "cliff",
39
40 // Elevation of first row of cliffs
41 cliff_elevation_0: 10,
42
43 // Elevation difference between successive rows of cliffs.
44 // This is inversely proportional to 'frequency' in the map generation
45 // GUI. Specifically, when set from the GUI the value is 40 / frequency.
46 cliff_elevation_interval: 40,
47
48 // Called 'cliff continuity' in the map generator GUI. 0 will result in
49 // no cliffs, 10 will make all cliff rows completely solid
50 richness: 1
51 },
52
53 // Overrides for property value generators (map type)
54 // Leave 'elevation' blank to get 'normal' terrain.
55 // Use 'elevation': '0_16-elevation' to reproduce terrain from 0.16.
56 // Use 'elevation': '0_17-island' to get an island.
57 // Moisture and terrain type are also controlled via this.
58 property_expression_names:
59 {
60 // 'control-setting:moisture:frequency:multiplier' is the inverse of the
61 // 'moisture scale' in the map generator GUI.
62 "control-setting:moisture:frequency:multiplier": "1",
63 // 'control-setting:moisture:bias' is the 'moisture bias' in the map
64 // generator GUI.
65 "control-setting:moisture:bias": "0",
66 // 'control-setting:aux:frequency:multiplier' is the inverse of the
67 // 'terrain type scale' in the map generator GUI.
68 "control-setting:aux:frequency:multiplier": "1",
69 // 'control-setting:aux:bias' is the 'terrain type bias' in the map
70 // generator GUI
71 "control-setting:aux:bias": "0"
72 },
73
74 starting_points:
75 [
76 { x: 0, y: 0}
77 ],
78
79 // Use null for a random seed, number for a specific seed.
80 seed: null
81}