-- made by cooldude -- idea from Mylon - Dirt Path local adjacency_boost = 1.5 -- makes paths more lickly to be next to each other local placed_paths = { ['refined-concrete']=true, ['refined-hazard-concrete-right']=true, ['refined-hazard-concrete-left']=true, ['concrete']=true, ['hazard-concrete-right']=true, ['hazard-concrete-left']=true, ['stone-path']=true } local paths = { -- ['tile name'] = {health,convert to} -- health is the average number of steps in hundards before it changes ['refined-concrete']={30,'concrete'}, ['refined-hazard-concrete-right']={30,'hazard-concrete-right'}, ['refined-hazard-concrete-left']={30,'hazard-concrete-left'}, ['concrete']={25,'stone-path'}, ['hazard-concrete-right']={25,'stone-path'}, ['hazard-concrete-left']={25,'stone-path'}, ['stone-path']={10,'world-gen'}, -- world-gen just makes it pick the last tile not placed by a player ['sand-1']={1,'sand-2'}, ['sand-2']={5,'sand-3'}, ['sand-3']={1,'red-desert-3'}, ['red-desert-3']={1,'red-desert-2'}, ['red-desert-2']={5,'dirt-1'}, ['grass-2']={1,'grass-1'}, ['grass-1']={1,'grass-3'}, ['grass-3']={5,'red-desert-0'}, ['red-desert-0']={1,'red-desert-1'}, ['red-desert-1']={5,'dirt-1'}, ['dirt-1']={1,'dirt-2'}, ['dirt-2']={1,'dirt-3'}, ['dirt-3']={5,'dirt-4'}, ['dirt-4']={1,'dirt-5'}, ['dirt-5']={1,'dirt-6'}, ['grass-4']={5,'dirt-4'} } for tile,value in pairs(paths) do value[1]=1/(value[1]*150) -- 150 do make it so about 75% will change by the expected value end local function global_key(surface,pos) return 'S'..surface.name..'X'..math.floor(pos.x)..'Y'..math.floor(pos.y) end local function down_grade(surface,pos) local tile = surface.get_tile(pos).name local new_tile = paths[tile][2] if new_tile == 'world-gen' then if global.paths == nil then global.paths = {} end -- nil as you can set to false to disable new_tile = global.paths[global_key(surface,pos)] or 'grass-1' end surface.set_tiles{{name=new_tile,position=pos}} end Event.register(defines.events.on_player_built_tile, function(event) local surface = game.surfaces[event.surface_index] local old_tiles = event.tiles for _,old_tile in pairs(old_tiles) do if placed_paths[old_tile.old_tile.name] or old_tile.old_tile.name == 'water' or old_tile.old_tile.name == 'deep-water' then else if global.paths == nil then global.paths = {} end -- nil as you can set to false to disable global.paths[global_key(surface,old_tile.position)]=old_tile.old_tile.name end end end) Event.register(defines.events.on_player_changed_position, function(event) local player = Game.get_player(event) if player.afk_time > 300 then return end local surface = player.surface local pos = player.position local tile_name = surface.get_tile(pos).name if not paths[tile_name] then return end local chance = paths[tile_name][1] for x = -1,1 do for y = -1,1 do local _pos = {pos.x+x,pos.y+y} if paths[tile_name][2] == 'world-gen' and not placed_paths[surface.get_tile(_pos).name] or surface.get_tile(_pos).name == paths[tile_name][2] then chance=chance*adjacency_boost end end end if math.random() < chance then down_grade(surface,pos) end end) --[[ /interface local tile_name = tile.name local chance = paths[tile_name][1] for x = -1,1 do for y = -1,1 do local _pos = {position.x+x,position.y+y} if paths[tile_name][2] == 'world-gen' and not placed_paths[surface.get_tile(_pos).name] or surface.get_tile(_pos).name == paths[tile_name][2] then game.print('boost'..tostring(math.random())) chance=chance*adjacency_boost end end end return chance ]]