Percent increase in the evolve factor for every 1000 PU. Percent increase in the evolve factor for every destroyed spawner. Percent increase in the evolve factor for every second. The amount of pollution absorbed by a tree when it is damaged by pollution. the pollution eaten by a chunks tiles.Īnything bigger than this is visualised as this value.Īnything lower than this (but > 0) is visualised as this value.Īny pollution above this amount starts to damage trees. This many PUs must be on the chunk to start diffusing. The amount of pollution that is diffused into neighboring chunk per second.
#FACTORIO MAP VIEWER SEED GENERATOR#
See data/base/prototypes/a for a description of all attributes (some of that information has now been copied to this page).įields marked with a check (✓) in the "GUI" column are configurable in the new game map generator GUI. Each section in the table below represents a nested sub-table in "map-settings", where the LUA key listed is the key of the table, and all subsequent fields are part of the sub-table. In the LUA structure, this information is stored in the " game.map_settings" table, which is created by the " MapSettings" prototype. Otherwise, then the field's value follows. If the byte is equal to zero, then the field value is not present. Preceding each value is a single byte that states whether or not the value is present. Enabled if set to 1, disabled otherwise.Īll of the following data fields (until noted at the end) have a special encapsulation format. This field isn't present in the binary format! But it is part of the Lua structure - by default it's derived from the map seed. With the exception of trees, these resources ignore their richness and as such are not configuration using the map gen GUI, and always have a richness value of 3 ("Regular"). Unknown ores are ignored and missing ores are set to their defaults.įactorio 0.16.x adds addition terrain related autoplace features: desert, dirt, grass, sand, trees. Vanilla has seven resources: coal, copper-ore, crude-oil, enemy-base, iron-ore, stone, and uranium-ore. Factorio doesn’t care what order this dictionary is in, but it always alphabetizes during export. If you have more specific information, please edit this page!Īn dictionary of Autoplace Controls, with string keys, where the key represents the resource name. Most of them are currently labeled as "≤0.14", which means the field was present from at least 0.14. The "From" column denotes the earliest Factorio version in which that field is present. If present, this chunk consists of the remainder of the data (minus the checksum).ĬRC32 checksum of all preceding data, as defined by ANSI X3.66 / FIPS 71 / ITU-T V.42 (the same one used by zlib, ethernet, etc.)
#FACTORIO MAP VIEWER SEED HOW TO#
See linked section for information on how to parse.Ġ.15.x Map Settings. The version string of Factorio that generated this string, used to determine encoding format. This is the base map exchange string format for all Factorio versions 0.14.x and greater. For appropriate Factorio versions, all such data types (int, short, dict, etc) used in this document represent values encoded using this approach, unless otherwise specifically noted.Īfter taking these considerations into your codec, proceed using the 0.14+ rules below. All numeric data fields longer than 1 byte are encoding using a custom-built variable length integer format described by Factorio developer Rseding at Data_types#Space_Optimized.The best way to determine the encoding is to first attempt to parse the map exchange string using zlib, and if that fails, try again using the 0.14+ rules. The map exchange data inside the Base 64 encoding is further encoded using the zlib compression algorithm.Beginning with Factorio 0.16.0, two important changes are made to the encoding of the map exchange string data: