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Between the two you should have all settings available in the client when making a map.
EDIT: Of course you would remove the "example" part of the file names to use them for your server, in case it wasn't clear.
After searching around some more, and looking at a number of server hosts out there, no one is doing this via json files. So @Fei ,... that is Factorio config info, but not Space Age.
There are minimal SPACE AGE config setting, Asteroids, Spoil... in those files.
Nothing about Gleba, Vulcanis or Fulgora...
Since Space Age is a MOD, and not a real expansion to the base game, I am expecting WUBE to inform us how to add those options in sub-Space Age gen files. Or a Wiki post... or something... but alas.
I think @PunCrathod got it right... just create save game and upload it since WUBE has not done their due diligence with documentation... as always. (It is a love/hate thing at this point)
Just to be precise here are the files you mentioned, so where do I remove Cliffs from Gleba and Fulgora? Setting cliff_richness to 0 only impacts Nauvis...
So WUBE, how do we use joson files to configure a dedicated server?
map.settings.example.json
{
"difficulty_settings":
{
"technology_price_multiplier": 1,
"spoil_time_modifier" : 1
},
"pollution":
{
"enabled": true,
"_comment_min_to_diffuse_1": "these are values for 60 ticks (1 simulated second)",
"_comment_min_to_diffuse_2": "amount that is diffused to neighboring chunk",
"diffusion_ratio": 0.02,
"min_to_diffuse": 15,
"ageing": 1,
"expected_max_per_chunk": 150,
"min_to_show_per_chunk": 50,
"min_pollution_to_damage_trees": 60,
"pollution_with_max_forest_damage": 150,
"pollution_per_tree_damage": 50,
"pollution_restored_per_tree_damage": 10,
"max_pollution_to_restore_trees": 20,
"enemy_attack_pollution_consumption_modifier": 1
},
"enemy_evolution":
{
"enabled": true,
"time_factor": 0.000004,
"destroy_factor": 0.002,
"pollution_factor": 0.0000009
},
"enemy_expansion":
{
"enabled": true,
"max_expansion_distance": 7,
"friendly_base_influence_radius": 2,
"enemy_building_influence_radius": 2,
"building_coefficient": 0.1,
"other_base_coefficient": 2.0,
"neighbouring_chunk_coefficient": 0.5,
"neighbouring_base_chunk_coefficient": 0.4,
"max_colliding_tiles_coefficient": 0.9,
"settler_group_min_size": 5,
"settler_group_max_size": 20,
"min_expansion_cooldown": 14400,
"max_expansion_cooldown": 216000
},
"unit_group":
{
"min_group_gathering_time": 3600,
"max_group_gathering_time": 36000,
"max_wait_time_for_late_members": 7200,
"max_group_radius": 30.0,
"min_group_radius": 5.0,
"max_member_speedup_when_behind": 1.4,
"max_member_slowdown_when_ahead": 0.6,
"max_group_slowdown_factor": 0.3,
"max_group_member_fallback_factor": 3,
"member_disown_distance": 10,
"tick_tolerance_when_member_arrives": 60,
"max_gathering_unit_groups": 30,
"max_unit_group_size": 200
},
"steering":
{
"default":
{
"radius": 1.2,
"separation_force": 0.005,
"separation_factor": 1.2,
"force_unit_fuzzy_goto_behavior": false
},
"moving":
{
"radius": 3,
"separation_force": 0.01,
"separation_factor": 3,
"force_unit_fuzzy_goto_behavior": false
}
},
"path_finder":
{
"fwd2bwd_ratio": 5,
"goal_pressure_ratio": 2,
"max_steps_worked_per_tick": 1000,
"max_work_done_per_tick": 8000,
"use_path_cache": true,
"short_cache_size": 5,
"long_cache_size": 25,
"short_cache_min_cacheable_distance": 10,
"short_cache_min_algo_steps_to_cache": 50,
"long_cache_min_cacheable_distance": 30,
"cache_max_connect_to_cache_steps_multiplier": 100,
"cache_accept_path_start_distance_ratio": 0.2,
"cache_accept_path_end_distance_ratio": 0.15,
"negative_cache_accept_path_start_distance_ratio": 0.3,
"negative_cache_accept_path_end_distance_ratio": 0.3,
"cache_path_start_distance_rating_multiplier": 10,
"cache_path_end_distance_rating_multiplier": 20,
"stale_enemy_with_same_destination_collision_penalty": 30,
"ignore_moving_enemy_collision_distance": 5,
"enemy_with_different_destination_collision_penalty": 30,
"general_entity_collision_penalty": 10,
"general_entity_subsequent_collision_penalty": 3,
"extended_collision_penalty": 3,
"max_clients_to_accept_any_new_request": 10,
"max_clients_to_accept_short_new_request": 100,
"direct_distance_to_consider_short_request": 100,
"short_request_max_steps": 1000,
"short_request_ratio": 0.5,
"min_steps_to_check_path_find_termination": 2000,
"start_to_goal_cost_multiplier_to_terminate_path_find": 2000.0,
"overload_levels": [0, 100, 500],
"overload_multipliers": [2, 3, 4],
"negative_path_cache_delay_interval": 20
},
"asteroids":
{
"spawning_rate" : 1,
"max_ray_portals_expanded_per_tick" : 100
},
"max_failed_behavior_count": 3
}
map-gen-settings.json
{
"_comment_width+height": "Width and height of map, in tiles; 0 means infinite",
"width": 0,
"height": 0,
"_starting_area_comment": "Multiplier for 'biter free zone radius'",
"starting_area": 1,
"peaceful_mode": false,
"autoplace_controls":
{
"coal": {"frequency": 1, "size": 1, "richness": 1},
"stone": {"frequency": 1, "size": 1, "richness": 1},
"copper-ore": {"frequency": 1, "size": 1,"richness": 1},
"iron-ore": {"frequency": 1, "size": 1, "richness": 1},
"uranium-ore": {"frequency": 1, "size": 1, "richness": 1},
"crude-oil": {"frequency": 1, "size": 1, "richness": 1},
"water": {"frequency": 1, "size": 1},
"trees": {"frequency": 1, "size": 1},
"enemy-base": {"frequency": 1, "size": 1}
},
"cliff_settings":
{
"_name_comment": "Name of the cliff prototype",
"name": "cliff",
"_cliff_elevation_0_comment": "Elevation of first row of cliffs",
"cliff_elevation_0": 10,
"_cliff_elevation_interval_comment":
[
"Elevation difference between successive rows of cliffs.",
"This is inversely proportional to 'frequency' in the map generation GUI. Specifically, when set from the GUI the value is 40 / frequency."
],
"cliff_elevation_interval": 40,
"_richness_comment": "Called 'cliff continuity' in the map generator GUI. 0 will result in no cliffs, 10 will make all cliff rows completely solid",
"richness": 1
},
"_property_expression_names_comment":
[
"Overrides for property value generators (map type)",
"Leave 'elevation' blank to get 'normal' terrain.",
"Use 'elevation': 'elevation_island' to get an island.",
"Moisture and terrain type are also controlled via this.",
"'control:moisture:frequency' is the inverse of the 'moisture scale' in the map generator GUI.",
"'control:moisture:bias' is the 'moisture bias' in the map generator GUI.",
"'control:aux:frequency' is the inverse of the 'terrain type scale' in the map generator GUI.",
"'control:aux:bias' is the 'terrain type bias' in the map generator GUI."
],
"property_expression_names":
{
"control:moisture:frequency": "1",
"control:moisture:bias": "0",
"control:aux:frequency": "1",
"control:aux:bias": "0"
},
"starting_points":
[
{ "x": 0, "y": 0}
],
"_seed_comment": "Use null for a random seed, number for a specific seed.",
"seed": null
}
Presuming you also want cliffs off on Nauvis
For discovery purposes, make a new game with some settings changed in specific ways. Save that and then get the map exchange string for it.
In any game, the same one or not, use the console to enter this string, replacing THE_STRING with the exchange string you copied and THE_FILE.json with a file name you like.
In the script-output subdirectory of the game, next to the saves and mod directories, will now have THE_FILE.json. It is, unhelpfully, in one-line mode and you'll need a strong stomach, or a good tool (online perhaps), to turn that into something readable (called pretty print).
By repeating this with settings of interest you ought to be able to figure out all the things you want.