Maps

by Pi-C

You may find a map of the region by destroying trees and enemies. Collect maps around the world to quickly discover the area around you! But beware: if you kill a tree, you may wake up hidden enemies instead of finding a map.

Content
1 year, 6 months ago
0.16 - 1.1
843

Changelog

Version: 1.1.5
Date: 2022-10-18
  Uploaded by:
    - Pi-C

  Bugfixes:
    - Fixed crash when trying to modify an invalid chart tag. (https://mods.factorio.com/mod/Maps/discussion/634c22720405d9e265c5d423)

  TODO:
Version: 1.1.4
Date: 2021-12-19
  Uploaded by:
    - Pi-C

  Compatibility:
    - "I speak for the trees" mode: Wisps from "Will-o'-the-Wisps updated" are now on the ignore list per default and won't be spawned.
Version: 1.1.3
Date: 2021-12-18
  Uploaded by:
    - Pi-C

  Major feature:
    - Added an optional "Big Brother" mode. When you pick up a small map of an area that already has been charted completely, there's a chance (see settings) that you'll get free radar coverage of the chunk where you've found the map. However, each chunk can be under watch by one force only! Thus, in multiplayer games with players on different forces, it pays to be quick and pick up the maps before your opponents do.

  Minor feature:
    - Added an optional variation to "Big Brother" mode. If a player joins another force, the old force will lose radar coverage of all chunks where that player picked up a small map, while  players on the new force will be able to keep watch on these chunks. If a player is deleted from the game, all chunks associated with that player will be under constant surveillance by the last force that player belonged to.

  Changes:
    - Increased the chances that an enemy will be spawned when a tree has been destroyed.

  Compatibility:
    - Added default filters for "I speak for the trees" mode. We now won't spawn units from "AAI Programmable Vehicles", "Updated Construction Drones", "Mining Drones", "Transport Drones", and "Companion Drones".
Version: 1.1.2
Date: 2021-11-28
  Uploaded by:
    - Pi-C

  Major feature:
    - You may get maps from destroying trees. If you don't, there is a slight chance that an enemy will be spawned instead: a worm if the tree already was dead, and a unit (biter/spitter) if it was still alive. The maximum size of spawned units depends on the pollution in the chunk, the maximum size of spawned worms on the evolution factor. The feature can be turned off. (Inspired by sparr's "I speak for the trees!" mod and a request I noticed at <https://mods.factorio.com/mod/Will-o-the-Wisps_updated/discussion/618e9b31ab661bcfc64a482f?quote=8>.)

  Changes:
    - Restructured and modularized code to simplify adding new functionality.
    - Reused debugging functions I've made for Bio Industries.
    - Moved all settings from "Startup" to "Map".

  Compatibility:
    - Should be compatible with all mods that create new prototypes for biters/spitters and worms.

  Modding:
    - Added remote interface so other mods can prevent that their units/worms may be spawned.
Version: 1.1.1
Date: 2020-12-12
  Uploaded by:
    - Pi-C

  Info:
    - This is also available for Factorio 1.0 (version 1.0.7 of this mod).

  Changes:
    - If you're playing with "Bio Industries", only fully grown trees will leave a map behind now -- not growing trees that you've planted manually or with the terraformer.
Version: 1.1.0
Date: 2020-11-24
  Uploaded by:
    - Pi-C

  Info:
    - Update for Factorio 1.1.0
Version: 1.0.6
Date: 2020-10-30
  Uploaded by:
    - Pi-C

  Bugfixes:
    - Fixed crash when an entity died from something that could not be connected to a force. (https://mods.factorio.com/mod/Maps/discussion/5f9c1bd0cf0d84e1fd00f488)
Version: 1.0.5
Date: 2020-10-03
  Uploaded by:
    - Pi-C

  Bugfixes:
    - Quick bugfix before anybody complains: I've deactivated my safe guard to prevent excessive log spam because I was working away from home. Too bad I forgot to activate it again before uploading! So, sorry for spamming not only your log file, but also your game chat with debugging messages!
Version: 1.0.4
Date: 2020-10-03
  Uploaded by:
    - Pi-C

  Minor feature:
    - Added markers to point out the location of maps. This should help you to find maps that are hidden under heaps of enemy corpses. (https://mods.factorio.com/mod/Maps/discussion/5f0589485f301a28919653b9)

  Changes:
    - Added a setting to adjust the size of maps.
    - Added settings to change if and when (ALT-mode/always) map markers will be shown, and for how long. You can also pick the color for the markers that suits you best.
    - Check that the death of a tree, spawner, or worm can be attributed to a force before generating a map. This means that entities killed by poison won't leave behind maps as loot.
    - Check that a map would reveal anything new at all for the force killing a tree, spawner, or worm before generating it. (We don't need to generate maps of areas we already have charted!) Players from other forces may still pick up the map. In this case, the map will be lost to the killing force, and the map area will only be charted if that player's force didn't chart it yet.

  Compatibility:
    - Now that we store data in the global table, it makes sense to add compatibility with the Lua API global Variable Viewer (gvv). If that mod is active, just enter "/gvv" on the console to open the GUI of gvv and inspect the global table of "Maps". (https://mods.factorio.com/mod/gvv)

  Locale:
    - Updated localizations. Thanks a lot to Shadow_Man for adding to the Russian translations again! :-) (https://mods.factorio.com/mod/Maps/discussion/5f733b9f1902ecf3d55698d4)
Version: 1.0.3
Date: 2020-10-01
  Uploaded by:
    - Pi-C

  Changes:
    - If entities die from fire or explosions that have not been caused by a player force (e.g. by a fire from the "Wild fire" mod), the maps will be removed from the loot.
    - It could happen that one entity left different maps on dying. Only the biggest map will be kept in this case now, the smaller maps are removed from the loot.

  Locale:
    - Added Russian localization. Thanks a lot to Shadow_Man for providing it! :-) (https://mods.factorio.com/mod/Maps/discussion/5f733b9f1902ecf3d55698d4)
Version: 1.0.2
Date: 2020-09-29
  Uploaded by:
    - Pi-C

  Bugfixes:
    - Fixed crash when a Big map was picked up in multiplayer mode. (https://mods.factorio.com/mod/Maps/discussion/5dde540468bfe0000c40384a)
Version: 1.0.1
Date: 2020-08-18
  Uploaded by:
    - Pi-C

  Bugfixes:
    - Got mixed up with different versions of the mod in different directories and uploaded an old version, so some of the changes that should have been in 1.0.0 just weren't there.
Version: 1.0.0
Date: 2020-08-18
  Uploaded by:
    - Pi-C

  Info:
    - Updated for Factorio 1.0.

  Changes:
    - Reworked icons, they are now mipmaps.
    - Removed old compatibility code for event filtering in Factorio versions <0.18.27.
    - Moved creation of map items from data-final-fixes.lua to data.lua.
Version: 0.18.4
Date: 2020-06-17
  Uploaded by:
    - Pi-C

  Changes:
    - Reworked icons, they are now 64x64. I'm no artist -- if you can make better icons, I'd appreciate it if you could help me out!
    - Map icons are now scaled, so small maps will really look smaller than medium maps, and these smaller than big maps.
    - Maps can burn and will be damaged by fire and explosions. Small and medium sized maps will be completely destroyed, and big maps will be damaged (10% to 75%). The damage a scorched map has taken will affect the radius that will be charted around the player (e.g. radius of 75 tiles for a heavily burnt map vs. 270 tiles for a slightly singed map).
      (Reasoning: Let's face it, after a big forest fire or a nuclear blast, way too many small maps will cover the ground. If you still want get lots of maps, use other means to destroy forests, worms, or spawners: poison capsules or steam-rolling them with your tank come to mind.)
Version: 0.18.3
Date: 2020-02-21
  Uploaded by:
    - Pi-C

  Info:
    - Changed version numbering scheme. It's better if the mod version reflects the Factorio version it's compatible with. In case you're wondering why the numbering starts with 0.18.3: consider version 0.0.6 to be 0.18.1, and 0.0.7 to be 0.18.2! :-)

  Changes:
    - A message dialog (which you'll have to close by pressing TAB) will only be shown if a big map has been found in single player games. Messages in multiplayer games, or if a smaller map has been found, will be displayed as flying text. (https://mods.factorio.com/mod/Maps/discussion/5c9168b94e09cb000d1b1124)

    - Decreased probabiliy to find a map to one fifth of the previous value. Especially when killing large mounts of trees (e.g. with grenades, poison capsule etc.), there would be way too many maps in a small areas. Finding a map should be something to rejoice, not a boring chore.
Version: 0.0.7
Date: 2020-02-18
  Uploaded by:
    - Pi-C

  Changes:
    - Rewrote the code. The list of entities that will potentially give you maps isn't hard-coded anymore, but compiled while Factorio is loading. This means that now, not only vanilla entities, but also modded entities (trees from Alien Biomes, spawners/worms added by other mods, etc.) will leave a map after they've been killed.
Version: 0.0.6
  Uploaded by:
    - DellAquila

  Info:
    - Updated for Factorio 0.18.
Version: 0.0.5
  Uploaded by:
    - DellAquila

  Bugfixes:
    - Items on ground now have proper localization keys.
Version: 0.0.4
  Uploaded by:
    - DellAquila

  Changes:
    - Changed entity Player to Character for new 0.17 version
Version: 0.0.2
  Uploaded by:
    - DellAquila

  Info:
    - Updated for Factorio 0.17
Version: 0.0.1
  Uploaded by:
    - DellAquila

  Info:
    - Initial Release