I did some progress, attached the mod file. There are some problems left to be fixed, mainly with the cliffs and the tile placements. For some reason some of the tiles won't work properly.
If anybody is interested in having a look and let me know any feedback is much appreciated
Yes, you are right, they do. Altough I can't find a direct relation between the trees in nauvis map_gen settings and the trees listed in data.raw["tree"]. But the rest of the prototypes have a corresponding prototype in data.raw.
Anyway, I made some progress, I actually managed to limit the ...
Quick update, I finally manage to influence some of the noise expressions, the code is now:
data:extend{ { type = "noise-function", -- takes two noise function in input and output their product name = "noise_multiply", parameters = {"noise_1", "noise_2"}, expression = "(noise_1)*(noise_2 ...
Im trying to test a bit the idea and for now I just want to set the noise expression of anything on nauvis to 0 if x>0. I think once this work I would be able to extend it. Im taking all the expressions used on nauvis and then changing the noise expression associated with that name, however it is ...
Alrigth, I looked into noise expressions and you are very right. So, I could add to nauvis all the entities from the other planets and use the probability_expression in the autoplace to be 0 unless the position is correct. But then the noise expression should be the default in the designated areas.
Im quite new to modding factorio, but Im trying. It would be great to have some input from the experts :D
The mod idea: I would like to generate different biomes on nauvis, each corresponding to the different planets in space age. I love spaceship logistic and the space age mod in ...