local me = require("me") local util = {} util.me = me local regenerate_command = "bz-regenerate" local list_command = "bz-list" function decode(data) if type(data) == "string" then return data end local str = {} for i = 2, #data do str[i-1] = decode(data[i]) end return table.concat(str, "") end function util.check_fluid_mining() if me.fluid_mining then for i, force in pairs(game.forces) do if ( (force.technologies["uranium-processing"] and force.technologies["uranium-processing"].researched) or (force.technologies["titanium-processing"] and force.technologies["titanium-processing"].researched) or false ) then force.technologies["fluid-mining"].researched = true end end end end function get_list() local p = prototypes.item[me.name.."-list"] if p then data = p.localised_description return decode(data) end end function util.force_enable_recipe(event, recipe_name) if game.players[event.player_index].force.recipes[recipe_name] then game.players[event.player_index].force.recipes[recipe_name].enabled=true end end function list(event) if event.command and string.lower(event.command) == "bz-list" then local player = game.players[event.player_index] if player and player.connected then local list = get_list() if list and #list>0 then local filename = util.me.name..".txt" helpers.write_file(filename, list, false, event.player_index) player.print("Wrote recipes to script-output/"..filename) else player.print("Please change your mod startup setting for this mod's modified recipes list.") end end end end function util.add_command_handler() script.on_event(defines.events.on_console_command, route) end function route(event) if event.command == regenerate_command then regenerate_ore(event) end if event.command == list_command then list(event) end end function util.add_list_command_handler() util.add_command_handler() if not commands.commands[list_command] then commands.add_command(list_command, "", function() end) end end function util.warptorio2_expansion_helper() if script.active_mods["warptorio2_expansion"] then function check_container_for_items(container,items) local has_all =true for k=1,#items do if container.get_item_count(items[k].name) [ ] planet must be an internal name like nauvis resource must be an internal name like lead-ore or titanium-ore frequency, size, and richness are optional, but all or none must be provided, and each should be a number between 0.166 and 6, where 1 is default setting. Regenerates ore patches. If frequency/size/richness are provided, the planet will use those settings from now on, as well. - Separate arguments with spaces, do not use < >, [ ], quotes or other symbols - This action can take a while for larger maps! - Ores can sometimes overlap on regeneration. This can sometimes hide ore patches. If none seem to be made for a resource, regenerate just that resource and tweak frequency/size. ]] function util.add_regenerate_command_handler() util.add_command_handler() if not commands.commands[regenerate_command] then commands.add_command( regenerate_command, usage_regenerate, function() end) end end function regenerate_ore(event) if event.command == regenerate_command then local params = {} for w in event.parameters:gmatch("%S+") do table.insert(params, w) end if #params == 1 and params[1] == "all" then for _, resource in pairs(me.resources) do if prototypes.entity[resource[1]] then game.print("Regenerating "..resource[1]) game.regenerate_entity(resource[1]) end end return end if not (#params == 2 or #params == 5) then game.print(usage_regenerate) return end local planet = params[1] for _, resource in pairs(me.resources) do if not game.surfaces[planet] then game.print("Could not find surface for "..planet..". May not exist, or may not yet be explored.") return end if resource[1] == params[2] and (resource[2] == planet or "tenebris" == planet) then if #params == 5 then local settings = {frequency=params[3], size=params[4], richness=params[5]} local map_gen_settings = game.surfaces[planet].map_gen_settings map_gen_settings.autoplace_controls[resource[1]] = settings map_gen_settings.autoplace_settings.entity.settings[resource[1]] = settings game.surfaces[planet].map_gen_settings = map_gen_settings game.print("Set "..resource[1].." on "..planet.." to "..serpent.line(settings)) end game.print("Regenerating "..resource[1]) game.surfaces[planet].regenerate_entity(resource[1]) end end end end function util.ore_fix() ore_fix("nauvis") ore_fix("vulcanus") if game.surfaces.tenebris then ore_fix("tenebris") end end function ore_fix(surface_name) for _, resource in pairs(me.resources) do if resource[2] == surface_name then if game.surfaces[resource[2]] then local map_gen_settings = game.surfaces[surface_name].map_gen_settings if map_gen_settings.autoplace_controls[resource[1]] == nil then map_gen_settings.autoplace_controls[resource[1]] = {} end if map_gen_settings.autoplace_settings.entity.settings[resource[1]] == nil then map_gen_settings.autoplace_settings.entity.settings[resource[1]] = {} end game.surfaces[surface_name].map_gen_settings = map_gen_settings end end end end -- A workaround for generating ores until this bug is fixed: -- https://forums.factorio.com/viewtopic.php?f=7&t=124996&p=655013#p655013 function util.ore_workaround(event) for i, ore in pairs(util.me.ores_for_workaround) do if ( event.surface and event.surface.map_gen_settings and event.surface.map_gen_settings.autoplace_controls and event.surface.map_gen_settings.autoplace_controls["titanium-ore"] ) then return end if event.surface.name ~= "nauvis" then return end if math.random() < settings.global[util.me.name.."-ore-workaround-probability"].value then util.generate_ore(event, ore.name, ore.amount, ore.tiles) end end end -- The majority of this function was written by Eradicator, see https://forums.factorio.com/viewtopic.php?t=72723 function util.generate_ore(event, name, amount, tiles) local biases = {[0] = {[0] = 1}} local t = 1 repeat t = t + util.grow(biases,t,tiles) until t >= tiles local pos = {x=event.position.x*32, y=event.position.y*32} local multiplier = math.max(math.abs(event.position.x), math.abs(event.position.y)) if multiplier < 10 then return end -- don't generate too close to start local total_bias = 0 for x,_ in pairs(biases) do for y,bias in pairs(_) do total_bias = total_bias + bias end end for x,_ in pairs(biases) do for y,bias in pairs(_) do local entity = { name = name, amount = amount * (bias/total_bias) * multiplier, force = 'neutral', position = {pos.x+x,pos.y+y}, } if event.surface.can_place_entity(entity) then event.surface.create_entity(entity) end end end end -- The majority of this function was written by Eradicator, see https://forums.factorio.com/viewtopic.php?t=72723 function util.grow(grid,t,tiles) local w_max = 256 local h_max = 256 local abs = math.abs local old = {} local new_count = 0 for x,_ in pairs(grid) do for y,__ in pairs(_) do table.insert(old,{x,y}) end end for _,pos in pairs(old) do local x,y = pos[1],pos[2] local bias = grid[x][y] for dx=-1,1,1 do for dy=-1,1,1 do local a,b = x+dx, y+dy if (math.random() > 0.9) and (abs(a) < w_max) and (abs(b) < h_max) then grid[a] = grid[a] or {} if not grid[a][b] then grid[a][b] = 1 - (t/tiles) new_count = new_count + 1 if (new_count+t) == tiles then return new_count end end end end end end return new_count end return util