Types/MapGenPreset
Basics
A map gen preset. Used in Prototype/MapGenPresets.
Mandatory properties
order
Type: Types/Order
Specifies the ordering in the map generator gui.
Optional properties
default
Type: Types/bool
Default: true
Whether this is the default preset. If set to true, this preset may not have any other properties besides this and order.
If no MapGenPreset has default = true
, the preset selector will have a blank preset label, having default settings. The "blank" preset goes away when another preset is selected.
basic_settings
Type: Types/table
This is a table with the below key/value pairs. All key/value pairs are optional. If not set they will just use the default values.
- terrain_segmentation - Types/MapGenSize
- This is the inverse of "water scale" in the map generator GUI. So a water scale that shows as 50% in the GUI is a value of
1/0.5 = 2
forterrain_segmentation
.
- This is the inverse of "water scale" in the map generator GUI. So a water scale that shows as 50% in the GUI is a value of
- water - Types/MapGenSize
- Shown as water coverage in the map generator GUI.
- default_enable_all_autoplace_controls - Types/bool - Default: true
- Whether undefined autoplace_controls should fall back to the default controls or not.
- autoplace_controls - Types/table
- Table of Data.raw#autoplace-control name keys mapped to table values. Each table can have the following fields:
- frequency - Types/MapGenSize
- size - Types/MapGenSize
- richness - Types/MapGenSize
- Example:
autoplace_controls = { ["iron-ore"] = { richness = 2, size = 0.5, frequency=2}, ["enemy-base"] = { size = 1}, ["trees"] = { richness = 4} }
- Table of Data.raw#autoplace-control name keys mapped to table values. Each table can have the following fields:
- autoplace_settings - Types/table of AutoplaceSettings
- Each setting in this table maps the string type to the settings for that type. Valid types are "entity", "tile" and "decorative".
- property_expression_names - Types/table
- Map of property name (e.g. "elevation") to name of noise expression that will provide it. Entries may be omitted. A notable usage is changing autoplace behavior of an entity based on the preset, which cannot be read from a noise expression.
- starting_points - Types/table of Types/Position
- Array of the positions of the starting areas.
- seed - Types/uint32
- Read by the game, but not used or set in the GUI.
- width - Types/uint32
- Amount of tiles from left to right. Silently limited to 2,000,000, +/- 1 million tiles from the center.
- height - Types/uint32
- Amount of tiles from top to bottom. Silently limited to 2,000,000, +/- 1 million tiles from the center.
- starting_area - Types/MapGenSize
- Size of the starting area. The starting area only effects enemy placement, and has no effect on resources.
- peaceful_mode - Types/bool
- cliff_settings - CliffPlacementSettings
advanced_settings
Type: Types/table
This is a table with the below key/value pairs. All key/value pairs are optional, if not set they will just use the existing values.
- pollution - Types/table
Property name Type Comment enabled Types/bool diffusion_ratio Types/double Must be <= 0.25. ageing Types/double Also known as dissipation rate. Must be >= 0.5. enemy_attack_pollution_consumption_modifier Types/double min_pollution_to_damage_trees Types/double pollution_restored_per_tree_damage Types/double
- enemy_evolution - Types/table
Property name Type enabled Types/bool time_factor Types/double destroy_factor Types/double pollution_factor Types/double
- enemy_expansion - Types/table
Property name Type Comment enabled Types/bool max_expansion_distance Types/double settler_group_min_size Types/double settler_group_max_size Types/double min_expansion_cooldown Types/double In ticks. max_expansion_cooldown Types/double In ticks.
- difficulty_settings - Types/table
Property name Type Comment recipe_difficulty defines.difficulty_settings.recipe_difficulty technology_difficulty defines.difficulty_settings.technology_difficulty technology_price_multiplier Types/double research_queue_setting Types/string Either "after-victory", "always" or "never".