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Added crash-site and remnants entity list to resources
Added DO/Joker preset to DangerOre maps
DangerOres changelog:
[DO] Turn OFF always day mode
[DO] Removed Memory unit mod (web)
[DO] Added enemy_starting_radius, tile_builder, spawn_builder settings to map config
[DO] Added PictureBuilder module
[DO] Added Nightfall module (biters attack in the dark, OFF)
[DO] Added Radioactivity module (walking on ore poison the player, ON)
[DO] Fixed Water module not aligning deepwater to water threshold automatically
RedMew Data changelog:
Added RedMew 1x1 loaders
Added reskins for advanced factory
Added technology milestones
Added vibrant colors to entities with player color masks
[DO] Added Deep-house chest
[DO] Rebalanced solar energy production and rocket recipes
[DO] Rebalanced increased copper consumption early game
[DO] Removed ore stack changes
[DO] Removed robots cost multipliers
[DO:JK] Added biters drop resources
Summary
This PR looks like a lot of changes but it is most relevant to the addition of DO:Joker map.
DO:Joker features a dense fox picture as main starting area and a lean 3-way railgrid outside, hence, rail_grid_3_ways, rail_grid_4_ways, and Fox maps have been added/updated in the process.
Overall DO changelog is split between mod & scenario to rebalance a few mechanics and game progression
scenario: no relevant changes are made on scenario part other than allowing a few settings of map builders to have default values/optional values in order to provide more flexibility when creating new maps.
mod: major code changes involve reskinning all "vanilla-like" ptototypes with the addition of a new reskin lib & assets, code cleanup for shared prototypes (entity/recipe/technology) across different maps, code cleanup for scenario packs info, settings simplification, addition of aforementioned features directly supported by the engine.
Add entities, recipes and technologies to ptototypes (+ assets)
Here's a preview of the different maps added, DO:Joker has been playtested after 1st draft and 2nd draft is queued for 2nd round of fine tuning regarding ore density balance and progression.
I've added the 2.0 tiles at the back of the default tiles list and extended the decompress/picture builders function to allow entities within them.
Maybe this will make the shape function a bit slower (as it will make 2 extra checks) but, chunk gen is still capped by the generate module so I dont expect users to notice any performance issue.
I've tested the changes with maps/fox (regular pic-> tile shape gen) and maps/do:joker (pic -> tile + entity gen) and everything seems right.
b.decompress will not assign any default tile map, b.picture will assign a default/fallback table for both tiles and entities (empty table) so it should be safe enough as decompress will usually cascade into picture function anyway. LMK if this works or if I should make additional changes
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Changes:
railgridmap intorail_grid_4_waysrail_grid_3_waysmapfoxmap from picturecrash-siteandremnantsentity list to resourcesDO/Jokerpreset to DangerOre mapsDangerOres changelog:
enemy_starting_radius,tile_builder,spawn_buildersettings to map configPictureBuildermoduleNightfallmodule (biters attack in the dark, OFF)Radioactivitymodule (walking on ore poison the player, ON)Watermodule not aligning deepwater to water threshold automaticallyRedMew Data changelog:
Summary
This PR looks like a lot of changes but it is most relevant to the addition of DO:Joker map.
DO:Joker features a dense fox picture as main starting area and a lean 3-way railgrid outside, hence,
rail_grid_3_ways,rail_grid_4_ways, andFoxmaps have been added/updated in the process.Overall DO changelog is split between mod & scenario to rebalance a few mechanics and game progression
For all the mod changes, please refer to the git history of the public repo: github.com/RedRafe/redmew-data/commits:
Here's a preview of the different maps added, DO:Joker has been playtested after 1st draft and 2nd draft is queued for 2nd round of fine tuning regarding ore density balance and progression.