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new feature: map generator #276
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Hey, i'm currently using the software to manage a server we're using. |
@C0bai please visit our discord server: https://discord.gg/SB647WmSbU |
This looks like there is still plenty of work. I have to figure out how I can add the mod support. This might be complicated and complex. Regarding the error message, I have created a new issue #287 since it happens on other views as well. I will fix it separately because it should not wait until the map generator is finished. |
I'm not sure how we want to support modded ores. I have downloaded https://mods.factorio.com/mod/bobores and tried to figure out where I can get the information of the added ores. Unfortunately, they're added with in a LUA file - one file for each ore. This means we have to generic parse all LUA files. @knoxfighter do you have any idea how we can handle it? In the end it's always possible to either not have a map generator or only for non-modded saves. |
Yes, we can add LUA and read out the Mods by ourselves. I have some experience with that, cause of my factorio intellij plugin. For now i would say, we should ignore mods. Just add a message on top, that with mods, that alter ores, the generation is broken. I will look into that sometime. Most mods will work, only some overhauls like Bobs, Angels or Industrial Revolution will break it. |
To deal with mods it's probably a lot easier to just have factorio do the heavy lifting:
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It is possible to get all data information with the startup parameter: |
# Conflicts: # src/api/routes.go # ui/App/App.jsx
The map generator replaces the possibility to create a save file with all possible settings you know from factorio.
Unfortunately there are some known issues related to the map template selection (default, island, death world, ... ).
I wasn't sure how to map certain values so the template selection doesn't match the ingame templates. Therefore I have added some todo comments.
Open todo: