They should be more of a blob with richer ore in the center.Ĥ Infinite ore probabilties are added to normal ores. So if you are dying for a fight you are exploring the wrong maze.ģ Ores currently fill up all of a cell. ToDoġ Aliens are currently disabled but not yet placed on the map by my own code. But give it a try and see which you like better. The mazes I wanted and ideas were just to different to incorporate them into RibbonMaze.
MAZE MAP FOR GMOD MOD
This mod was inspired by RibbonMaze but after editing that for a while I decided to start from scratch. Let me know if any others should be added either as optional depends or conflicts. The mod conflicts with rso-mod and RibboMaze for obvious reasons.
A optional depends might be needed if the mod messes with ores that late in the game. But they must define the ore prototypes before data-final-fixes.
MAZE MAP FOR GMOD MODS
So to make a long story short: Other mods should work too. Resources are autodetected by their autoplace data and the same data is used for probabilities, amounts, starting area and increments by distance. I only tried generating mazes with vanilla and a Bobs+Angels combo. Lots of cells and tiles are needed for the initial chunks. Which also explains why the start is so bad. So not every chunk generates at the same speed. For other chunks the cached cells are used. So when you explore and generate a chunk that overlaps a new mega cell that cell is generated. The maze algorithms caches cells and tiles at the different scales. After that it picks up speed till you explore more terrain. The game generates one chunk a second for several minutes after start before it settles down. Expect some slowdown at the start when starting the map and when it generates all the hidden chunks at the start of the game. This isn't fast so chunk generation is slowed down somewhat. Maze generationĪs you explore and reveal more of the maze always more is generated. This scale is basically just there to make the walls look nicer. So resources further away get richer.ģ At the micro scale the walls of the middle scale are turned into chasms filled with green water and bordered by cliffs.
At this scale resources are added at dead ends following the normal rules of autoplacement in factorio as best as I could figure. But they don't connect with other dead ends or have caves. The dead ends grow into parts that are walls at the mega scale to cover all the map. Again paths are twisted up and branches into dead ends are added. Two centers are connected with a path if and only if the two tiles are connected at the mega scale. Again a center is randomly placed in each cell, this time forming a larger cave of 6 tiles at the moment. The paths between 2 mega cells is also all twisted up and branches into dead ends filling up the remaining tiles of that scale.Ģ As the middle scale each cell corresponds to a tile in the mega scale. Get ready to travel if you want to make a round trip. The size of the mega scale means those loops are big. The maze is constructed at different scales:ġ At the mega scale each cell has a center tile positioned randomly in it's cell that has connection to it's 6 neighbor cells and there is a path between them. Instead of walls the maze the sides of the maze are formed by cliffs going down into acid (well, green water, but think acid. Creates a endless maze based on hexagonal tiles, as opposed to a square tiles maze.