Prototype/MapGenPresets: Difference between revisions
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Muppet9010 (talk | contribs) (move example to own header to avoid confusion on its scope. added min/max counts to presets and prototype) |
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{{Prototype parent}} | |||
The available map gen presets. Only 1 instance of this prototype can exist. | |||
{{Prototype TOC|map-gen-presets}} | |||
== Mandatory properties == | == Mandatory properties == | ||
{{Prototype property|type|[[Types/string|string]]}} | |||
Must be "map-gen-presets". | Must be "map-gen-presets". | ||
{{Prototype property|name|[[Types/string|string]]}} | |||
Name of the map-gen-presets. Must be "default" since only one instances of this prototype can be defined. | Name of the map-gen-presets. Must be "default" since only one instances of this prototype can be defined. | ||
== Presets == | == Presets == | ||
Presets are defined as uniquely named properties of the prototype with a value of [[Types/MapGenPreset]]. 0 or more named presets can be specified within the prototype. | Presets are defined as uniquely named properties of the prototype with a value of [[Types/MapGenPreset|MapGenPreset]]. 0 or more named presets can be specified within the prototype. | ||
== Example == | == Example == |
Latest revision as of 22:09, 27 July 2019
Prototype definitions » Prototype/MapGenPresets
The available map gen presets. Only 1 instance of this prototype can exist.
Prototype/MapGenPresets — map-gen-presets | ||
name | :: | string |
type | :: | string |
Mandatory properties
type
Type: string
Must be "map-gen-presets".
name
Type: string
Name of the map-gen-presets. Must be "default" since only one instances of this prototype can be defined.
Presets
Presets are defined as uniquely named properties of the prototype with a value of MapGenPreset. 0 or more named presets can be specified within the prototype.
Example
Example full prototype.
{
type = "map-gen-presets",
name = "default",
["marathon"] =
{
order = "c",
basic_settings =
{
property_expression_names = {},
},
advanced_settings =
{
difficulty_settings =
{
recipe_difficulty = defines.difficulty_settings.recipe_difficulty.expensive,
technology_difficulty = defines.difficulty_settings.technology_difficulty.expensive,
technology_price_multiplier = 4
}
}
},
["island"] =
{
order = "g",
basic_settings =
{
property_expression_names =
{
elevation = "0_17-island",
},
autoplace_controls = {},
terrain_segmentation = 1,
}
}
}