RedMew
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Miscellaneous Map Modifications
With 0.17.35 (and 0.17 to an extent) breaking all current saves available at redmew.com/saves, I have started going through all old maps in \map_gen\maps, noting any issues as they are run for public playthroughs.
Most of these are small changes that can be fixed easily with one or two lines of code, and are a great start for any new contributors.
Along with running the maps for any issues, it is also a good time in my opinion to start writing descriptions and information for each map, to eventually write on the website as a listing for all maps.
If you were linked here as "easy ways to contribute to the redmew code" or something similar, pick a comment not marked as resolved and read it. Once you have chosen a map, make the changes and open a PR.
Template for map testing:
Map Name
Version Tested
Codebase/Feature Issues Issues with features/modules not directly related to map generation, map difficulty being very unbalanced, or anything that doesn't fit in map generation issues below.
Map Generation Issues Issues with resource distribution, terrain not looking like it is supposed to, parts of the map being unreachable/unplayable, etc.
Short Description (for map info tab in-game) A couple sentences that describe the map and its changes that make it different from a normal, vanilla playthough. This section is typically where any jokes, puns, etc go along with any rich text, which can often help describe map features easier (using icons in danger_ores to show what is allowed versus a text list is a good example of rich text)
Extra Information (for map info tab in-game) A list of changes, put simply and with one change to a line. Things listed here are core changes (hail hydra enabled), not little things or information that could change based on the map seed.
Bacon Islands
Version: 0.17.36
Codebase Issues: Map preview image missing, landfill not disabled
Map Generation Issues: N/A
Update #907 should fix this.
Lines and Balls
Version: 0.17.36
Codebase Issues: N/A
Map Generation Issues: All balls generate the same ore pattern
Update #907 should fix this.
Beach
Version: 0.17.37
Codebase Issues: I changed the day/night cycle to the bright setting in config.lua, people seemed to be enjoying the change
Missing map preview image Market might need rebalance?
Map Generation Issues:
1000x
Version: Loads in .17.38, last tested in multiplayer in 0.16.51. Due to the extreme nature of this map I'm not sure a test in MP is feasible.
Codebase Issues: No map preview image.
Map Generation Issues: The infinite ore really is a pain on the eyes to play with - we might want to change the generation to be less of an eyesore.
One-line Description: Resources are not an issue as you march your way through the tech tree, 1000 times slower.
Extra Information:
- There are infinite ores in every direction.
- You have done basic research into how to build a factory. (Automation, Logistics, Military, Turrets)
- The market does not offer what it normally does.
- The biters are plentiful, but seem slow to evolve.
- The sun's position seems unchanging.
- Increased mining speed is enabled, but decreases as the game goes on.
Broken Web
Version: 0.17.39
Issues: None!
Short Description: This map is spanning the void like a Broken Web; In order to launch a rocket into space, you must collaborate like ants to build a breathtaking ant cave. credit: T-A-R
Extra Information: Confined space map with predictable terrain generation.
Connected Dots
Version: 0.17.45
Codebase Issues: Map preview should show more detail; landfill not disabled for select tiles.
Contra Spiral
Version: 0.17.39
Codebase Issues: It might have just been the lack of people, but biters seemed to be too much of a challenge based on chat logs.
Map Generation Issues: Cliffs spawn, pretty sure we want to remove them since the space is already confined enough. Ore distribution could also be a little higher, maybe we add in (frequent) tiny ore patches to make up for the ones covered up by void?
Crosses
Version: 0.17.41
Map Generation Issues: Looks like a swastika a bit, so I recommend not playing a public game and opening pandora's box. Maybe we should consider removal? After all, we have Crosses3
Crosses3
Version: 0.17.41
Codebase Issues: Generating diagonal_lattice
produces the exact same map, right down to the ore and water locations. We should remove one of the two, to avoid confusion in the future.
Map Generation Issues: Stone covered up by void. While the issue is only on the current seed, it brings up the point that not all starting area resources are guaranteed in redmew maps, by overriding the base generation.
Short Map Description: Starting on the crossroads, you must choose wise to find a to escape. Dont get lost in this infinite maze of crosses. And careful not to hurt your neck, since this time, the maze is slightly on an angle. credit: T-A-R
Diagonal Spiral
Version 0.17.41
Map Generation Issues: Stone was too far away from spawn on this seed. This has been an issue on crosses3 as well, maybe we need some of way of guaranteeing all 4 base ores in the starting area, regardless of the seed? Since the void covers up a lot of typical patches in the game.
One-line Description: The terrain is spaghetti, make a base that fits it! credit: sockmeistr
map preview image for the beach, couldn't find the proper PR
map preview image for the beach, couldn't find the proper PR
Thank you! Unless you are going to make a PR with the other fixes (enabling the "bright" day/night cycle in the beach.lua
file itself) I will hold on to this for now, and mention you when the PR is open.
Danger Ores
Version: 0.17.42
Codebase Issues: Map has 83x pollution enabled, making the game very difficult. Should be reduced or disabled entirely, to reflect the changes made in later danger ore revisions.
map preview image for the beach, couldn't find the proper PR
Thank you! Unless you are going to make a PR with the other fixes (enabling the "bright" day/night cycle in the
beach.lua
file itself) I will hold on to this for now, and mention you when the PR is open.
fixed added the PR
Default
Version: 0.17.43
Codebase Issues: Since this is the default map, we might want to add a disclaimer printed in chat reminding people that "if this is not the map you were expecting, please make sure that stuff is installed right and that you have read the FAQ/common problems".
Map preview image 1000x, restarted a few times to get rid of a near biter nest.
In parts of the map grass is covering the ore. This seem to temper the ore a bit, keeping it the same mix rate. A finer mix may result in a more homogeneous color. (?)
Thanks @Tarsassum for the map preview! It will be included with the next round of map fixes.
@plague006 I experimented a bit after Tarsassum recommended decoratives - these 3 look the best IMO - maybe we implement the bottom one?
Christmas Tree of Terror
Version: 0.17.43
Codebase Issues: This map (and the normal terror map by correlation) should have some config option to reduce difficulty (likely by buffing the player ammo and turret damage) due to its popularity.
Short Description: Triangle of death's Christmas cousin! The further you go down the tree, the better your presents get. Have you been a good factory worker this year?
Extra Info:
-
Christmas tree shaped death world.
-
Loot scattered in cars throughout the map.
1000x
Updated with #931 to include decoratives in a random mixture of brown and green carpet grass. See the pull request for more information and images.
DNA
Version: 0.17.44
Codebase Issues: Landfill should be disabled.
Short Description: Help research the gigantic genome, and turn this molecule into a megafactory. The mutations in this DNA have blessed you with generous ore patches.
Extra Info: Double-helix shaped map generation. Normal ore patches with rich cores, connected by thin land strips. Landfill disabled.
People really seemed to enjoy this one so in the future I would like to consider it for possible modifications with modules.
Double Beach
Version: 0.17.45
Codebase Issues: Missing map preview.
Map Generation Issues: Biters can spawn very close to the starting point, likely causing an overrun in SP. The starting area size should be increased to give more of a buffer zone when dealing with biters in a non-combat-focused map like this.
Short Description: Double the beach, double the fun! Enjoy twisting your way through this ribbon world, with sandy shores of plentiful ores. And oil isn't a chore, since it's also right offshore!
Extra Info:
- Slanted ribbon world with variable, but fairly constant width.
- Mixed ore patches, with the exception of uranium pockets and one isolated coal patch.
Factorio Logo
Version: 0.17.47
Codebase Issues: We have two very similar maps (factorio_logo and factorio_logo2), if possible they should be combined with an option in the map file to choose the "alternate" map, similar to how we enable things in config.lua.
Map Generation Issues: Fish do not spawn in the water, in factorio_logo, but do in factorio_logo2. My personal opinion is that we should delete the original factorio_logo and rename logo2 in its place.
Factorio_logo has been removed and factorio_logo2 renamed to "factory_squared". The data file is still available.
Fish Islands
Version: 0.17.47
Codebase Issues: Missing description + info.
Fractal Balls
Version: 0.17.49
Codebase Issues: Missing description + info.
~~Factory~~ Loading Screen
Version: 0.17.49
Codebase Issues: Missing description + info. Missing map preview.
Renamed from factory to loading screen.
Fruit Loops and Gears
Version: 0.17.49
Codebase Issues: Missing description + info.
Goat
Version: 0.17.52
Codebase Issues: Missing description + info.
Map Generation Issues: Map is a confined and finite space, this combined with the goat image taking up a large portion of playable space makes it nearly impossible to use. Most ore is covered up by the large goat image, leading to shortages or complete lack of some ore types.
Goats on Goats
Version: N/A
Codebase Issues: Missing description and info.
Map Generation Issues: Should consider merge with goats (above) since this map appears to generate correctly, and goat has issues. Will need beta testing, and the overall change from vanilla is just a little lacking - maybe with some added features it could be a viable map but not both maps in its current state should be left in the scenario.
GoT aka Game of Thrones
Version: April 2019, exact version unknown
Codebase Issues: Missing description and info.
Map Generation Issues: The terrain generation itself is good, but has not been updated. Now that the TV series that made this map popular is over, we should consider possibly adding in some lore related to the series (loot chests? printed chat messages? "flags" of the different houses?) or updating the map to reflect the end of the eighth season, if there have been specific changes to the land (personally I don't follow the GOT world much more but the final season was controversial)