To start project for development, from project root: yarn install yarn start
To build for production: yarn build
TI4 Map Lab (fan project)
To start project for development, from project root: yarn install yarn start
To build for production: yarn build
While I know that the rules of the game prohibit adjacent anomalies / red tiles, it'd be nice if there was an option to allow them anyway. It often limits the map balancer by a lot, and we know from Milty Draft that it's okay to end up with a map with anomalies adjacent.
A group has formed on the the TTS Discord to standardize the Map string format used by the Ti4 mod and several map tools looking to generate compatible map strings. Updates are coming to expand it to handle some more advanced options. Feel free to join in the discussion!
It'd be really convenient if there was an option to enforce at most 2 wormholes of a given type.
I was trying to figure out why the numbers for for the home systems were not adding up the way I intended them to, and so I looked through your code. Turns out Mecatol Rex gets counted as empty space when determining distance, as it is not a blue tile, not an anomalies, and has no wormholes in it. There isn't a case for it and I feel like it should be considered a space with planet when determining distance.
I couldn't find a better place to discuss this, so I'm putting this here.
There's been a couple fan projects recently for TI that add new system tiles, and I've been keen for a map editor to support them.
I've made a fork of this project that adds some of these tiles (and changes some of the map generator logic to support the weirder ones). It still needs a bit of work before it can be pulled into this project, but once done I'd love for it to be added.
Here are the fan projects in question for reference:
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