set up tstl factorio mod, and auto deploy stuff. A bit of mucking around with kotlin/js & dukat but it didn't go anywhere. Add a license.
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modules/mod/test/data/config/map-gen-settings.json
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78
modules/mod/test/data/config/map-gen-settings.json
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{
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"_terrain_segmentation_comment": "The inverse of 'water scale' in the map generator GUI.",
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"terrain_segmentation": 1,
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"_water_comment":
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[
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"The equivalent to 'water coverage' in the map generator GUI. Higher coverage means more water in larger oceans.",
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"Water level = 10 * log2(this value)"
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],
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"water": 1,
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"_comment_width+height": "Width and height of map, in tiles; 0 means infinite",
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"width": 0,
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"height": 0,
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"_starting_area_comment": "Multiplier for 'biter free zone radius'",
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"starting_area": 1,
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"peaceful_mode": false,
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"autoplace_controls":
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{
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"coal": {"frequency": 1, "size": 1, "richness": 1},
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"stone": {"frequency": 1, "size": 1, "richness": 1},
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"copper-ore": {"frequency": 1, "size": 1,"richness": 1},
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"iron-ore": {"frequency": 1, "size": 1, "richness": 1},
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"uranium-ore": {"frequency": 1, "size": 1, "richness": 1},
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"crude-oil": {"frequency": 1, "size": 1, "richness": 1},
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"trees": {"frequency": 1, "size": 1, "richness": 1},
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"enemy-base": {"frequency": 1, "size": 1, "richness": 1}
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},
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"cliff_settings":
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{
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"_name_comment": "Name of the cliff prototype",
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"name": "cliff",
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"_cliff_elevation_0_comment": "Elevation of first row of cliffs",
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"cliff_elevation_0": 10,
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"_cliff_elevation_interval_comment":
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[
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"Elevation difference between successive rows of cliffs.",
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"This is inversely proportional to 'frequency' in the map generation GUI. Specifically, when set from the GUI the value is 40 / frequency."
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],
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"cliff_elevation_interval": 40,
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"_richness_comment": "Called 'cliff continuity' in the map generator GUI. 0 will result in no cliffs, 10 will make all cliff rows completely solid",
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"richness": 1
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},
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"_property_expression_names_comment":
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[
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"Overrides for property value generators (map type)",
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"Leave 'elevation' blank to get 'normal' terrain.",
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"Use 'elevation': '0_16-elevation' to reproduce terrain from 0.16.",
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"Use 'elevation': '0_17-island' to get an island.",
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"Moisture and terrain type are also controlled via this.",
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"'control-setting:moisture:frequency:multiplier' is the inverse of the 'moisture scale' in the map generator GUI.",
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"'control-setting:moisture:bias' is the 'moisture bias' in the map generator GUI.",
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"'control-setting:aux:frequency:multiplier' is the inverse of the 'terrain type scale' in the map generator GUI.",
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"'control-setting:aux:bias' is the 'terrain type bias' in the map generator GUI."
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],
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"property_expression_names":
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{
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"control-setting:moisture:frequency:multiplier": "1",
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"control-setting:moisture:bias": "0",
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"control-setting:aux:frequency:multiplier": "1",
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"control-setting:aux:bias": "0"
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},
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"starting_points":
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[
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{ "x": 0, "y": 0}
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],
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"_seed_comment": "Use null for a random seed, number for a specific seed.",
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"seed": null
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}
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