Update RedMew scenarios to Factorio 2.1#1569
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A new Danger Ores variation whose ore field is tiled by interlocking tetrominoes. Each piece is flooded with one main ore ([item=iron-ore] [item=copper-ore] [item=coal] [item=stone]) plus the usual minor mix; no two touching pieces share a main ore, and every map seed produces a fresh arrangement. Layout engine (modules/tetromino_layout.lua, pure Lua / unit-tested): packs a toroidal super-tile with all seven tetrominoes via a 4x4-block base tiling randomised by local flips (brute-force exact cover is intractable), then 4-colours the pieces with DSATUR so adjacent pieces never share an ore. The layout rebuilds deterministically from the map seed, so nothing is persisted. Stone is kept scarce by using the 4th colour only when forced. Includes builder, preset, 4-ore config, and scenario template.
A new Danger Ores variation whose ore field is partitioned into irregular Voronoi cells. Each cell is flooded with one main ore ([item=iron-ore] [item=copper-ore] [item=coal] [item=stone]) plus the usual minor mix; no two touching cells share a main ore, and every map seed produces a fresh arrangement. Layout engine (modules/voronoi_layout.lua, pure Lua / unit-tested): places jittered-grid seed points on a toroidal super-tile (seeded from the map), runs Lloyd relaxation for even cells, assigns each tile to its nearest seed (smooth, tile-resolution boundaries), then 4-colours the cell-adjacency graph with DSATUR so adjacent cells never share an ore. The layout rebuilds deterministically from the map seed, so nothing is persisted. Stone is kept scarce by using the 4th colour only when forced. Includes builder, preset, 4-ore config, scenario template, and a map preview.
* Add Danger Ores - Omnimatter Maze map Coal Maze's structure combined with the Omnimatter world: a chunk-scale maze whose corridors are covered in pure omnite, everything outside void. No new layout code: the shipped maze module + the base Omnimatter preset identity (starting omni items, tech mult 1, hidden omnipressed mining-prod techs, omnite-refined-concrete refund, 100-satellite win). Terraforming off, exactly like Coal Maze. Registered in map_poll with the omnimatter mod pack. Includes map preview. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Update danger ores changelog (Omnimatter Maze) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
* Add Danger Ores - Scrapworld Maze map Coal Maze's structure combined with Scrapworld: a chunk-scale maze whose corridors are covered in scrap, everything outside void. No new layout code: the shipped maze module + the base Scrapworld preset identity (recycler starting items, tech mult 5, automation and recycling pre-researched). Terraforming off, exactly like Coal Maze. Registered in map_poll with the scrap mod pack. Includes map preview. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Update danger ores changelog (Tetrominoes, Voronoi, Scrapworld Maze) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> Co-authored-by: RedRafe <93430988+RedRafe@users.noreply.github.com>
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Changes:
utils/guiwith missing event handler factoryutils/event_coreerror logging from Update error handler #1557utils/mod_compatibilityfor scenarios that require mods to runAttached:
API_migration.txt
API_changelog.md
The other half of the changes lives on github.com/RedRafe/redmew-data/2.1 in the
2.1branch (same rules as RedMew). The 2.1 branches can be further tested & improved with compatibility moving forward and are ready to merge into main as soon as Factorio 2.1 becomes the stable version (end of summer).Tested Maps
I've tested the most common maps and mods combination (those available in 2.1), here's the list: