Add DO/Joker, Fox, and 3-way railgrid maps#1547
Add DO/Joker, Fox, and 3-way railgrid maps#1547RedRafe wants to merge 5 commits intoRefactorio:developfrom
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grilledham
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A quick skim through and some thoughts.
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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. I've tested the changes with
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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.