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1 change: 1 addition & 0 deletions changelog.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
Version: 2.1.3
Date: ????
Changes:
- Added an option to generate the debug world with normal terrain (#133)
---------------------------------------------------------------------------------------------------
Version: 2.1.2
Date: 2023-04-15
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4 changes: 3 additions & 1 deletion locale/en/EditorExtensions.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -156,6 +156,7 @@ ee-default-infinity-filters=Infinity filters that will be applied to your invent
ee-infinity-pipe-crafter-snapping=When you place an infinity pipe directly next to a crafter fluid input, it will automatically set its filter to provide that fluid.
ee-inventory-sync=When in cheat mode, your inventory and cursor stack will be synced between the editor and normal play.
ee-override-debug-world=Treat the debug world like the testing scenario: fill with lab tiles, enable cheat mode, and give testing items. The debug world can be accessed by control + clicking the "single player" or "new game" buttons.
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This should be updated to mention the new option.

ee-generate-debug-world-with-lab-tiles=Generates the debug world with lab tiles instead of normal terrain.
ee-prevent-initial-pause=Prevent the game pausing the simulation when you enter the editor for the first time. The paused state can be changed from the time editor menu.
ee-start-in-editor=Automatically enter the map editor when starting the debug world or testing scenario.
ee-testing-lab=Automatically teleport to a testing lab when entering the map editor, then back out when you leave the editor. This allows you to easily test setups in an isolated space, while keeping your actual factory pristine. Choose between your own personal lab, and a lab shared among all players in a force.
Expand All @@ -181,6 +182,7 @@ ee-infinity-pipe-crafter-snapping=Snap infinity pipe filter to adjacent crafter
ee-inventory-sync=Sync inventory and cursor between play modes
ee-lab-tile-graphics=Lab tile graphics
ee-override-debug-world=Override debug world
ee-generate-debug-world-with-lab-tiles=Generate debug world with lab tiles
ee-prevent-initial-pause=Prevent initial pause
ee-start-in-editor=Start in map editor
ee-testing-lab-match-research=Match research in testing lab
Expand All @@ -197,4 +199,4 @@ ee-lab-tile-graphics-default=Default
ee-lab-tile-graphics-all-light=All light
ee-lab-tile-graphics-all-dark=All dark
ee-lab-tile-graphics-tutorial-grid=Tutorial grid
ee-lab-tile-graphics-refined-concrete=Refined concrete
ee-lab-tile-graphics-refined-concrete=Refined concrete
2 changes: 1 addition & 1 deletion scripts/debug-world.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ local util = require("__EditorExtensions__/scripts/util")

--- @param surface LuaSurface
local function setup_surface(surface)
surface.generate_with_lab_tiles = true
surface.generate_with_lab_tiles = settings.global["ee-generate-debug-world-with-lab-tiles"].value --[[@as boolean]]
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If lab tiles are disabled, then the surface doesn't need to be cleared, and I would also keep the clouds turned on.

surface.show_clouds = false
surface.freeze_daytime = true
surface.daytime = 0
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7 changes: 7 additions & 0 deletions settings.lua
Original file line number Diff line number Diff line change
Expand Up @@ -121,6 +121,13 @@ data:extend({
default_value = true,
order = "d",
},
{
type = "bool-setting",
name = "ee-generate-debug-world-with-lab-tiles",
setting_type = "runtime-global",
default_value = true,
order = "e",
},
-- PLAYER SETTINGS
{
type = "string-setting",
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