Serge Bazanski | 0808034 | 2021-06-21 14:05:56 +0000 | [diff] [blame] | 1 | { |
| 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 | } |