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locale/en locale/gen_[...] ==> map_gen/[...] #152 Jan 19, 2018
map_gen updates Sep 18, 2018
resources updates regs Sep 18, 2018
utils moved format_time to utils Aug 13, 2018
.gitignore added *.sh to gitignore Jan 24, 2018
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README.md Update README.md Sep 12, 2018
antigrief.lua merge develop into master Jun 11, 2018
autodeconstruct.lua refactor + burner drill bug fix Jul 19, 2018
base_data.lua changes to match new event module Apr 6, 2018
blueprint_helper.lua misc bug fixes Jun 7, 2018
bot.lua prime's bot stuff Apr 29, 2018
config.lua implemented fish_market.enable Sep 12, 2018
control.lua fixed fish market Sep 18, 2018
corpse_util.lua changed to be based off player_index and death_tick Jul 1, 2018
custom_commands.lua added show rail block command Sep 4, 2018
fish_market.lua fixed fish market Sep 18, 2018
follow.lua Cleanup up utils Jun 2, 2018
infinite_storage_chest.lua Market item settable in config Aug 21, 2018
info.lua created getter/setter for info. reverted info change Sep 11, 2018
map_layout.lua implemented fish_market.enable Sep 12, 2018
nuke_control.lua implemented nuke_control.enable_autokick/ban Sep 11, 2018
paint.lua implemented paint.enable Sep 11, 2018
player_colors.lua added robertkruijt colors Sep 16, 2018
player_list.lua Merge pull request #220 from Valansch/cave_miner_merge Sep 15, 2018
player_stats.lua crashsite 0.3.0 Aug 1, 2018
poll.lua misc fixes Jul 4, 2018
popup.lua popup bug fix Jun 19, 2018
reactor_meltdown.lua made reactors local Jun 21, 2018
report.lua added back /report commnad Aug 18, 2018
score.lua changes to match new event module Apr 6, 2018
spawn_control.lua Fixed bug in print_spawns and minor refactoring Jun 5, 2018
tag_group.lua style changes Jun 23, 2018
tasklist.lua updates Aug 23, 2018
train_saviour.lua is_donator_perk function name changed to player_has_donator_perk Sep 10, 2018
train_station_names.lua Removed unessesary lines and variables Jun 4, 2018
user_groups.lua is_donator_perk function name changed to player_has_donator_perk Sep 10, 2018
wood_market.lua toxic jungle map Jul 25, 2018

README.md

RedMew Scenario

Getting Started

To use our scenario download it here and unzip it into %AppData%/factorio/scenarios/ (~/.factorio/scenarios for linux). If you are using our scenario for a public-facing multiplayer server, please be sure to provide attribution back here to the github and keep links to our discord/patreon/website intact.

Generating maps

There are 3 ways to generate maps using our scenario: Vanilla, FactorioMapConverter and Custom Maps.

Vanilla

Just start the scenario from the scenario menu and you are ready to go.

Custom Maps

We have many premade map modules that you can combine to create a unique map.

Checkout map_gen/data/map_previews to view all our modules. You can select and activate a module by removing the "--" infront of the module in the map_layout.lua file.

You can mix as many modules as you want, as long as they logically fit together.

Futher instructions on this read the comments in the map_layout.lua file.

FactorioMapConverter

You can generate your own maps from images. This works in 2 steps:

First convert the image file into a lua file (For example image_data.lua). Then use our scenario to loa the image_data.lua file and generate the map from it.

To achieve this please follow these steps:

  1. Download the Map Converter here (Windows only) to generate the image_data.lua.
  2. Place your image_data.lua file in the folder /map_gen/data/presets/
  3. Create new lua file (for example my_image.lua) inside the folder map_gen/presets/. This file is used to configure your map (scale, translaten etc.)
    To do this you can copy map_gen/presets/template.lua and replace line 8 to point to your image_data.lua
  4. Load your new preset by adding a new line to map_layout.lua. This should look similar to this:
    MAP_GEN = require "map_gen.presets.my_image.lua"
  5. Load the scenario from the scenario menu.