Prototype/MapGenPresets: Difference between revisions
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Muppet9010 (talk | contribs) (→Presets: updated example to be from base game as per Bilka's request) |
Muppet9010 (talk | contribs) (move example to own header to avoid confusion on its scope. added min/max counts to presets and prototype) |
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Prototype type: '''map-gen-presets''' | Prototype type: '''map-gen-presets''' | ||
The available map gen presets. | The available map gen presets. Only 1 instance of this prototype can exist. | ||
== Mandatory properties == | == Mandatory properties == | ||
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== Presets == | == Presets == | ||
Presets are defined as uniquely named properties of the prototype with a value of [[Types/MapGenPreset]]. | Presets are defined as uniquely named properties of the prototype with a value of [[Types/MapGenPreset]]. 0 or more named presets can be specified within the prototype. | ||
Example | == Example == | ||
Example full prototype. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
{ | { |
Revision as of 21:50, 20 April 2019
Basics
Prototype type: map-gen-presets
The available map gen presets. Only 1 instance of this prototype can exist.
Mandatory properties
type
Type: Types/string
Must be "map-gen-presets".
name
Type: Types/string
Name of the map-gen-presets. Must be "default" since only one instances of this prototype can be defined.
Presets
Presets are defined as uniquely named properties of the prototype with a value of Types/MapGenPreset. 0 or more named presets can be specified within the prototype.
Example
Example full prototype.
{
type = "map-gen-presets",
name = "default",
["marathon"] =
{
order = "c",
basic_settings =
{
property_expression_names = {},
},
advanced_settings =
{
difficulty_settings =
{
recipe_difficulty = defines.difficulty_settings.recipe_difficulty.expensive,
technology_difficulty = defines.difficulty_settings.technology_difficulty.expensive,
technology_price_multiplier = 4
}
}
},
["island"] =
{
order = "g",
basic_settings =
{
property_expression_names =
{
elevation = "0_17-island",
},
autoplace_controls = {},
terrain_segmentation = 1,
}
}
}