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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aurelien</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-23T20:51:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Translation/fr&amp;diff=174470</id>
		<title>Template:Translation/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Translation/fr&amp;diff=174470"/>
		<updated>2019-07-23T16:43:08Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|}}}&lt;br /&gt;
&lt;br /&gt;
| Accumulator = Accumulateur&lt;br /&gt;
| Active provider chest = Coffre d&#039;approvisionnement logistique actif&lt;br /&gt;
| Advanced circuit = Circuit avancé&lt;br /&gt;
| Advanced oil processing = Raffinage avancé&lt;br /&gt;
| Alien artifact = Artefact alien&lt;br /&gt;
| Alien science pack = Fourniture de recherche alien&lt;br /&gt;
| Ammunition = Munition&lt;br /&gt;
| Arithmetic combinator = Calculateur&lt;br /&gt;
| Artillery turret = Tourelle d&#039;artillerie&lt;br /&gt;
| Assembling machine = Machine d&#039;assemblage&lt;br /&gt;
| Assembling machine 1 = Machine d&#039;assemblage 1&lt;br /&gt;
| Assembling machine 2 = Machine d&#039;assemblage 2&lt;br /&gt;
| Assembling machine 3 = Machine d&#039;assemblage 3&lt;br /&gt;
| Assembling machines = Machines d&#039;assemblage&lt;br /&gt;
| Automated rail transportation (research) = Transport ferroviaire automatisé (recherche)&lt;br /&gt;
| Basic accumulator = Accumulateur de base&lt;br /&gt;
| Basic belt = Convoyeur&lt;br /&gt;
| Basic electric discharge defense remote = Télécommande de défense à décharge électrique de base&lt;br /&gt;
| Basic oil processing = Raffinage basique&lt;br /&gt;
| Basic-electric-discharge-defense-remote = Télécommande de défense à décharge électrique de base&lt;br /&gt;
| Battery = Batterie&lt;br /&gt;
| Beacon = Balise&lt;br /&gt;
| Belt transport = Convoyeur&lt;br /&gt;
| Belt transport system = Système de convoyage&lt;br /&gt;
| Big electric pole = Grand poteau électrique&lt;br /&gt;
| Boiler = Chaudière&lt;br /&gt;
| Boosting technologies = Amélioré par les technologies&lt;br /&gt;
| burner = carburant&lt;br /&gt;
| Burner devices = Dispositifs de brûleur&lt;br /&gt;
| Burner Devices and Fuels = Dispositifs de brûleur et carburant&lt;br /&gt;
| Burner inserter = Bras robotisé thermique&lt;br /&gt;
| Burner mining drill = Foreuse thermique&lt;br /&gt;
| Cannot craft with liquids. = Ne fonctionne pas avec des liquides.&lt;br /&gt;
| Car = Voiture&lt;br /&gt;
| Cargo wagon = Wagon de marchandises&lt;br /&gt;
| Cars = Voitures&lt;br /&gt;
| Chemical plant = Usine chimique&lt;br /&gt;
| Chemical plant = Usine chimique&lt;br /&gt;
| Chests = Coffres&lt;br /&gt;
| Circuit network = Réseau de circuits&lt;br /&gt;
| Cliff explosives = Explosifs de falaise&lt;br /&gt;
| Coal = Charbon&lt;br /&gt;
| Combat shotgun = Fusil de combat&lt;br /&gt;
| Concrete = Béton&lt;br /&gt;
| Constant combinator = Émetteur de constante&lt;br /&gt;
| Construction robot = Robot de construction&lt;br /&gt;
| Consumed by = Sert à fabriquer&lt;br /&gt;
| Copper cable = Cable en cuivre&lt;br /&gt;
| Copper ore = Minerai de cuivre&lt;br /&gt;
| Copper ore = Minerai de cuivre&lt;br /&gt;
| Copper plate = Plaque de cuivre&lt;br /&gt;
| Crafting = Artisanat&lt;br /&gt;
| Crafting speed = Vitesse de fabrication&lt;br /&gt;
| Crafts items that require up to 2 ingredients. = Objets nécessitant jusqu&#039;à 2 ingrédients.&lt;br /&gt;
| Crafts items that require up to 4 ingredients. = Objets nécessitant jusqu&#039;à 4 ingrédients.&lt;br /&gt;
| Crude oil = Pétrole brut&lt;br /&gt;
| Damage = Dégât&lt;br /&gt;
| Damage bonus = Bonus de dégâts&lt;br /&gt;
| Decider combinator = Comparateur&lt;br /&gt;
| Defender capsule = Capsule de défense&lt;br /&gt;
| Defense = Défense&lt;br /&gt;
| Destroyer capsule = Capsule de destruction&lt;br /&gt;
| Distractor capsule = Capsule de distraction&lt;br /&gt;
| Durability = Durabilité&lt;br /&gt;
| each = chaque&lt;br /&gt;
| Edit = Modifier&lt;br /&gt;
| Efficiency module = Module d&#039;efficacité&lt;br /&gt;
| Electric engine unit = Moteur électrique&lt;br /&gt;
| Electric furnace = Four électrique&lt;br /&gt;
| Electric inserter = Bras robotisé&lt;br /&gt;
| Electric mining drill = Foreuse électrique&lt;br /&gt;
| Electric system = Système électrique&lt;br /&gt;
| Electricity = Électricité&lt;br /&gt;
| Electronic circuit = Circuit electronique&lt;br /&gt;
| Empty barrel = Baril vide&lt;br /&gt;
| Enemies = Ennemis&lt;br /&gt;
| Energy consumption = Consommation d&#039;énergie&lt;br /&gt;
| Energy &amp;amp; pipe distribution = Distribution&lt;br /&gt;
| Engine unit = Moteur&lt;br /&gt;
| Explosives = Explosif&lt;br /&gt;
| Express belt = Convoyeur express&lt;br /&gt;
| Express splitter = Répartiteur express&lt;br /&gt;
| Express transport belt = Convoyeur express&lt;br /&gt;
| Express underground belt = Convoyeur souterrain express&lt;br /&gt;
| Fast belt = Convoyeur rapide&lt;br /&gt;
| Fast inserter = Bras robotisé rapide&lt;br /&gt;
| Fast splitter = Répartiteur rapide&lt;br /&gt;
| Fast transport belt = Convoyeur rapide&lt;br /&gt;
| Fast underground belt = Convoyeur souterrain rapide&lt;br /&gt;
| Filter inserter = Bras robotisé filtrable&lt;br /&gt;
| Firearm magazine = Chargeur&lt;br /&gt;
| Flame thrower = Lance flammes&lt;br /&gt;
| Flamethrower = Lance flammes&lt;br /&gt;
| Fluid wagon = Wagon-citerne&lt;br /&gt;
| Flying robot frame = Châssis de drone&lt;br /&gt;
| Fuel = Carburant&lt;br /&gt;
| fuel = carburant&lt;br /&gt;
| Fuel Only = Carburant seulement&lt;br /&gt;
| Fuel value = Valeur énergétique&lt;br /&gt;
| Furnace = Four&lt;br /&gt;
| Furnaces = Fours&lt;br /&gt;
| Game-day = Jour dans le jeu&lt;br /&gt;
| Game-second = Seconde dans le jeu&lt;br /&gt;
| Game-tick = Tick dans le jeu&lt;br /&gt;
| Gate = Porte&lt;br /&gt;
| Green wire = Câble vert&lt;br /&gt;
| Gun turret = Tourelle&lt;br /&gt;
| Hazard concrete = Zone de danger&lt;br /&gt;
| Health = Point de vie&lt;br /&gt;
| health = point(s) de vie&lt;br /&gt;
| Heavy oil = Huile lourde&lt;br /&gt;
| Inserter = Bras robotisé&lt;br /&gt;
| Inserters = Bras robotisés&lt;br /&gt;
| Intermediate products = Produits intermédiaires&lt;br /&gt;
| Iron axe = Hache en fer&lt;br /&gt;
| Iron chest = Coffre en fer&lt;br /&gt;
| Iron gear wheel = Engrenage&lt;br /&gt;
| Iron ore = Minerai de fer&lt;br /&gt;
| Iron plate = Plaque de fer&lt;br /&gt;
| iron plates = plaques de fer&lt;br /&gt;
| Iron stick = Tige de fer&lt;br /&gt;
| Items = Objets&lt;br /&gt;
| items/s = objet(s)&lt;br /&gt;
| Lab = Laboratoire&lt;br /&gt;
| Lamp = Lampe&lt;br /&gt;
| Land mine = Mine antipersonnelle&lt;br /&gt;
| Landfill = Remblai&lt;br /&gt;
| Laser turret = Tourelle laser&lt;br /&gt;
| Lifespan = durée de vie&lt;br /&gt;
| Light oil = Huile légère&lt;br /&gt;
| Liquids = Fluides&lt;br /&gt;
| Liquids system = Gestion des fluides&lt;br /&gt;
| Liquids/Pipe physics = Physique des fluides&lt;br /&gt;
| Locomotive = Locomotive&lt;br /&gt;
| Locomotives = Locomotives&lt;br /&gt;
| Logistic network = Réseau logistique&lt;br /&gt;
| Logistic robot = Robot logistique&lt;br /&gt;
| Logistics = Logistique&lt;br /&gt;
| Logistics (research) = Logistique (recherche)&lt;br /&gt;
| Logistics 2 (research) = Logistique 2 (recherche)&lt;br /&gt;
| Logistics 3 (research) = Logistique 3 (recherche)&lt;br /&gt;
| Long handed inserter = Bras robotisé long&lt;br /&gt;
| Lubricant = Lubrifiant&lt;br /&gt;
| Machinery = Machinerie&lt;br /&gt;
| Magazine size = Taille du chargeur&lt;br /&gt;
| Main article: = Article détaillé :&lt;br /&gt;
| Main articles: = Articles détaillés :&lt;br /&gt;
| Main Page = Page principale&lt;br /&gt;
| Max. energy = Energie max.&lt;br /&gt;
| Medium electric pole = Poteau électrique&lt;br /&gt;
| Mining = Minage&lt;br /&gt;
| Mining area = Zone de minage&lt;br /&gt;
| Mining drills = Foreuses&lt;br /&gt;
| Mining hardness = Dureté de minage&lt;br /&gt;
| Mining power = Puissance de minage&lt;br /&gt;
| Mining speed = Vitesse de minage&lt;br /&gt;
| Mining time = Temps de minage&lt;br /&gt;
| Module slots = Emplacements pour module&lt;br /&gt;
| Navigation = Navigation&lt;br /&gt;
| Navigation list = Liste de navigation&lt;br /&gt;
| Navigation List = Liste de navigation&lt;br /&gt;
| none required = aucun(e) requis(e)&lt;br /&gt;
| None required = Aucun(e) requis(e)&lt;br /&gt;
| Offshore pump = Pompe côtière&lt;br /&gt;
| Oil processing = Raffinage&lt;br /&gt;
| Oil refinery = Raffinerie de pétrole&lt;br /&gt;
| Passive provider chest = Coffre d&#039;approvisionnement logistique passif&lt;br /&gt;
| Petroleum gas = Gaz de pétrole&lt;br /&gt;
| physical = physique&lt;br /&gt;
| Pipe = Tuyau&lt;br /&gt;
| Pipe to ground = Tuyau souterrain&lt;br /&gt;
| Pistol = Pistolet&lt;br /&gt;
| Plastic bar = Barre de plastique&lt;br /&gt;
| Player = Joueur&lt;br /&gt;
| player = joueur&lt;br /&gt;
| Player equipment = Equipement du joueur&lt;br /&gt;
| Poison capsule = Capsule de poison&lt;br /&gt;
| Pollution = Pollution&lt;br /&gt;
| Power generation = Production d&#039;énergie&lt;br /&gt;
| Power lines = Lignes électriques&lt;br /&gt;
| Power switch = Commutateur d&#039;alimentation électrique&lt;br /&gt;
| Processed by = Traité par&lt;br /&gt;
| Processing unit = Unité de processeur&lt;br /&gt;
| Produced by = Produit par&lt;br /&gt;
| Production items = Objets de production&lt;br /&gt;
| Productivity module = Module de productivité&lt;br /&gt;
| Programmable speaker = Haut-parleur programmable&lt;br /&gt;
| Pump = Pompe&lt;br /&gt;
| Pumpjack = Puits de pétrole&lt;br /&gt;
| Quick start guide = Guide de démarrage rapide&lt;br /&gt;
| Radar = Radar&lt;br /&gt;
| Rail = Rail droit&lt;br /&gt;
| Rail chain signal = Signal ferroviaire chaîné&lt;br /&gt;
| Rail signal = Signal ferroviaire&lt;br /&gt;
| Railway = Chemin de fer&lt;br /&gt;
| Railway (research) = Chemin de fer (recherche)&lt;br /&gt;
| Range = Porté&lt;br /&gt;
| Raw fish = Poisson&lt;br /&gt;
| Raw resources = Ressources brutes&lt;br /&gt;
| Raw wood = Bois brut&lt;br /&gt;
| Recipe = Recette&lt;br /&gt;
| Red wire = Câble rouge&lt;br /&gt;
| Refined liquids = Liquides transformés&lt;br /&gt;
| Refined resources = Ressources transformées&lt;br /&gt;
| Requester chest = Coffre de demandes logistiques&lt;br /&gt;
| Required technologies = Technologies nécessaires&lt;br /&gt;
| Research = Recherche&lt;br /&gt;
| research = recherche&lt;br /&gt;
| Resource = Ressource&lt;br /&gt;
| Resource extraction = Extraction de ressources&lt;br /&gt;
| Resources = Ressources&lt;br /&gt;
| Restores = Rend&lt;br /&gt;
| Roboport = Roboport&lt;br /&gt;
| Robotic network = Réseau robotique&lt;br /&gt;
| Robots = Robots&lt;br /&gt;
| Rocket launcher = Lance roquette&lt;br /&gt;
| Rocket silo = Silo de fusée&lt;br /&gt;
| Science pack = Fourniture de recherche&lt;br /&gt;
| Science pack 1 = Fourniture de recherche 1&lt;br /&gt;
| Science pack 2 = Fourniture de recherche 2&lt;br /&gt;
| Science pack 3 = Fourniture de recherche 3&lt;br /&gt;
| Science packs = Fournitures de recherche&lt;br /&gt;
| seconds = secondes&lt;br /&gt;
| Shooting speed = Cadence de tir&lt;br /&gt;
| Shotgun = Fusil à pompe&lt;br /&gt;
| Slowdown capsule = Capsule de ralentissement&lt;br /&gt;
| Small electric pole = Petit poteau électrique&lt;br /&gt;
| Small pump = Petite pompe&lt;br /&gt;
| Smart Inserter = Bras robotisé intelligent&lt;br /&gt;
| Smelting speed = Vitesse de fusion&lt;br /&gt;
| Solar panel = Panneau solaire&lt;br /&gt;
| Solid fuel = Combustible solide&lt;br /&gt;
| Specific = Particularité&lt;br /&gt;
| Speed module = Module de rapidité&lt;br /&gt;
| Splitter = Répartiteur&lt;br /&gt;
| Splitters = Répartiteurs&lt;br /&gt;
| Stack filter inserter = Bras robotisé haute capacité filtrable&lt;br /&gt;
| Stack inserter = Bras robotisé haute capacité&lt;br /&gt;
| Stack size = Taille de la pile&lt;br /&gt;
| Steam engine = Moteur à vapeur&lt;br /&gt;
| Steel axe = Hache en acier&lt;br /&gt;
| Steel chest = Coffre en acier&lt;br /&gt;
| Steel furnace = Four en acier&lt;br /&gt;
| Steel plate = Plaque d&#039;acier&lt;br /&gt;
| Stone = Pierre&lt;br /&gt;
| Stone brick = Brique de pierre&lt;br /&gt;
| Stone furnace = Four en pierre&lt;br /&gt;
| stones = pierres&lt;br /&gt;
| Storage = Stockage&lt;br /&gt;
| Storage chest = Coffre de stockage logistique&lt;br /&gt;
| Storage size = Emplacement de stockage&lt;br /&gt;
| Storage tank = Réservoir&lt;br /&gt;
| Submachine gun = Fusil d&#039;assaut&lt;br /&gt;
| Substation = Poste électrique&lt;br /&gt;
| Sulfur = Souffre&lt;br /&gt;
| Sulfuric acid = Acide sulfurique&lt;br /&gt;
| Tank = Tank&lt;br /&gt;
| Tech = Technique&lt;br /&gt;
| Tile = Tuile&lt;br /&gt;
| Time = Temps&lt;br /&gt;
| Tool = Outil&lt;br /&gt;
| Tools = Outils&lt;br /&gt;
| Total raw = Ressource totale&lt;br /&gt;
| Train stop = Arrêt de train&lt;br /&gt;
| Transport belt = Convoyeur&lt;br /&gt;
| Transport belts = Convoyeurs&lt;br /&gt;
| Tree = Arbre&lt;br /&gt;
| Underground belt = Convoyeur souterrain&lt;br /&gt;
| Underground belts = Convoyeurs souterrain&lt;br /&gt;
| Units = Unités de mesure&lt;br /&gt;
| Uranium ore = Minerai d&#039;uranium&lt;br /&gt;
| Used as fuel by = Utilisé comme carburant par&lt;br /&gt;
| Wall = Mur&lt;br /&gt;
| Water = Eau&lt;br /&gt;
| Wood = Bois&lt;br /&gt;
| Wooden chest = Coffre en bois&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Template:Disambiguation --&amp;gt;&lt;br /&gt;
| Multiple pages share the title or description of = Plusieurs pages partagent le même titre ou la description de&lt;br /&gt;
| They are listed below. = Elles sont listées ci-desous.&lt;br /&gt;
| If unable to find the desired page, you may want to &#039;&#039;&#039;[[Special:Search|perform a new search]].&#039;&#039;&#039; = Si vous ne parvenez pas à trouver la page souhaitée, vous pouvez &#039;&#039;&#039;[[Special:Search|effectuer une nouvelle recherche]].&#039;&#039;&#039;&lt;br /&gt;
| If an = Si un&lt;br /&gt;
| internal link = lien interne&lt;br /&gt;
| led you here, you may wish to change the link to point directly to the intended article. = vous a mené ici, vous pouvez modifier le lien pour indiquer directement l&#039;article prévu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Template:Stub --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|This article is a = Cet article est une&lt;br /&gt;
|stub = ébauche&lt;br /&gt;
|, and not comprehensive = , et n&#039;est pas exhaustif&lt;br /&gt;
|You can help this wiki by = Vous pouvez aider ce wiki en&lt;br /&gt;
|expanding it = l&#039;enrichissant&lt;br /&gt;
&lt;br /&gt;
| #default = {{{1}}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
{{C|Localisation templates|lang=none}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174428</id>
		<title>Fuel/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174428"/>
		<updated>2019-07-19T11:21:57Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Le carburant est un objet qui peut être utilisé pour être brûlé et ainsi fournir de l&#039;énergie à un dispositif de combustion. Les objets fournissent une valeur énergétique qui varie suivant le type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
Liste de tout les [[Items/fr|objets]] utilisables comme carburant dans une structure de combustion et trié par leurs valeurs énergétique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objet !! Valeur énergétique !! Valeur énergétique&amp;lt;br&amp;gt;chaque unité brut !! Valeur énergétique&amp;lt;br&amp;gt;chaque pile !! Véhicle/&amp;lt;br&amp;gt;accélération !! Véhicle/&amp;lt;br&amp;gt;vitesse !! Train/&amp;lt;br&amp;gt; vitesse&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood/fr|Bois}} || 2 MJ || 2 MJ chaque Bois || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal/fr|Charbon}} || 4 MJ || 4 MJ chaque Charbon || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel|Solid fuel/fr|Combustible solide}} || 12 MJ || 0.96 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel|Rocket fuel/fr|Carburant pour fusée}}  || 100 MJ || 0.8 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel|Nuclear fuel/fr|Combustible nucléaire}} || 1.21 GJ || 9.68 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;1.21 GJ chaque [[Uranium-235/fr|Uranium-235]] || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell|Uranium fuel cell/fr|Barre d&#039;uranium}}  || 8 GJ&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 507 MJ chaque [[uranium ore/fr|minerai d&#039;uranium]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 400 GJ || Inopératif || Inopératif || Inopératif&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dispositif de combustion pouvant être alimenté directement ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Imagelink|Burner inserter|Burner inserter/fr|Bras robotisé thermique}} &lt;br /&gt;
{{Imagelink|Burner mining drill|Burner mining drill/fr|Foreuse thermique}} &lt;br /&gt;
{{imagelink|boiler|Boiler/fr|Chaudière}} &lt;br /&gt;
{{Imagelink|Stone furnace|Stone furnace/fr|Four en pierre}} &lt;br /&gt;
{{Imagelink|Steel furnace|Steel furnace/fr|Four en acier}} &lt;br /&gt;
{{Imagelink|Locomotive|Locomotive/fr|Locomotive}} &lt;br /&gt;
{{imagelink|car|Car/fr|Voiture}} &lt;br /&gt;
{{imagelink|Tank|Tank/fr|Tank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voir aussi ==&lt;br /&gt;
* [[Electric system/fr|Réseau électrique]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174418</id>
		<title>Fuel/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174418"/>
		<updated>2019-07-18T20:36:34Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Dispositif de combustion pouvant être alimenté directement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Le carburant est un objet qui peut être utilisé pour être brûlé et ainsi fournir de l&#039;énergie à un dispositif de combustion. Les objets fournissent une valeur énergétique qui varie suivant le type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
Liste de tout les [[Items/fr|objets]] utilisables comme carburant dans une structure de combustion et trié par leurs valeurs énergétique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objet !! Valeur énergétique !! Valeur énergétique&amp;lt;br&amp;gt;chaque unité brut !! Valeur énergétique&amp;lt;br&amp;gt;chaque pile !! Véhicle/&amp;lt;br&amp;gt;accélération !! Véhicle/&amp;lt;br&amp;gt;vitesse !! Train/&amp;lt;br&amp;gt; vitesse&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood/fr|Bois}} || 2 MJ || 2 MJ chaque Bois || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal/fr|Charbon}} || 4 MJ || 4 MJ chaque Charbon || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel|Solid fuel/fr|Carburant solide}} || 12 MJ || 0.96 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel|Rocket fuel/fr|Carburant à fusée}}  || 100 MJ || 0.8 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel|Nuclear fuel/fr|Carburant nucléaire}} || 1.21 GJ || 9.68 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;1.21 GJ chaque [[Uranium-235/fr|Uranium-235]] || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell|Uranium fuel cell/fr|Ampoule de carburant d&#039;uranium}}  || 8 GJ&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 507 MJ chaque [[uranium ore/fr|minerai d&#039;uranium]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 400 GJ || Inopératif || Inopératif || Inopératif&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dispositif de combustion pouvant être alimenté directement ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Imagelink|Burner inserter|Burner inserter/fr|Bras robotisé thermique}} &lt;br /&gt;
{{Imagelink|Burner mining drill|Burner mining drill/fr|Foreuse thermique}} &lt;br /&gt;
{{imagelink|boiler|Boiler/fr|Chaudière}} &lt;br /&gt;
{{Imagelink|Stone furnace|Stone furnace/fr|Four en pierre}} &lt;br /&gt;
{{Imagelink|Steel furnace|Steel furnace/fr|Four en acier}} &lt;br /&gt;
{{Imagelink|Locomotive|Locomotive/fr|Locomotive}} &lt;br /&gt;
{{imagelink|car|Car/fr|Voiture}} &lt;br /&gt;
{{imagelink|Tank|Tank/fr|Tank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voir aussi ==&lt;br /&gt;
* [[Electric system/fr|Réseau électrique]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174417</id>
		<title>Fuel/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174417"/>
		<updated>2019-07-18T20:36:06Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Dispositif de combustion pouvant être alimenté directement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Le carburant est un objet qui peut être utilisé pour être brûlé et ainsi fournir de l&#039;énergie à un dispositif de combustion. Les objets fournissent une valeur énergétique qui varie suivant le type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
Liste de tout les [[Items/fr|objets]] utilisables comme carburant dans une structure de combustion et trié par leurs valeurs énergétique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objet !! Valeur énergétique !! Valeur énergétique&amp;lt;br&amp;gt;chaque unité brut !! Valeur énergétique&amp;lt;br&amp;gt;chaque pile !! Véhicle/&amp;lt;br&amp;gt;accélération !! Véhicle/&amp;lt;br&amp;gt;vitesse !! Train/&amp;lt;br&amp;gt; vitesse&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood/fr|Bois}} || 2 MJ || 2 MJ chaque Bois || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal/fr|Charbon}} || 4 MJ || 4 MJ chaque Charbon || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel|Solid fuel/fr|Carburant solide}} || 12 MJ || 0.96 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel|Rocket fuel/fr|Carburant à fusée}}  || 100 MJ || 0.8 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel|Nuclear fuel/fr|Carburant nucléaire}} || 1.21 GJ || 9.68 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;1.21 GJ chaque [[Uranium-235/fr|Uranium-235]] || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell|Uranium fuel cell/fr|Ampoule de carburant d&#039;uranium}}  || 8 GJ&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 507 MJ chaque [[uranium ore/fr|minerai d&#039;uranium]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 400 GJ || Inopératif || Inopératif || Inopératif&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dispositif de combustion pouvant être alimenté directement ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Imagelink|Burner inserter|Burner inserter/fr|Bras robotisé thermique}} &lt;br /&gt;
{{Imagelink|Burner mining drill|Burner mining drill/fr|Foreuse thermique}} &lt;br /&gt;
{{imagelink|boiler|Boiler/fr|Chaudière}} &lt;br /&gt;
{{Imagelink|Stone furnace|Stone furnace/fr|Four en pierre}} &lt;br /&gt;
{{Imagelink|Steel furnace|Steel furnace/fr|Four en acier}} &lt;br /&gt;
{{Imagelink|Locomotive|Locomotive/fr|locomotive}} &lt;br /&gt;
{{imagelink|car|Car/fr|Voiture}} &lt;br /&gt;
{{imagelink|Tank|Tank/fr|Tank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voir aussi ==&lt;br /&gt;
* [[Electric system/fr|Réseau électrique]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174416</id>
		<title>Fuel/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174416"/>
		<updated>2019-07-18T20:35:21Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Le carburant est un objet qui peut être utilisé pour être brûlé et ainsi fournir de l&#039;énergie à un dispositif de combustion. Les objets fournissent une valeur énergétique qui varie suivant le type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
Liste de tout les [[Items/fr|objets]] utilisables comme carburant dans une structure de combustion et trié par leurs valeurs énergétique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objet !! Valeur énergétique !! Valeur énergétique&amp;lt;br&amp;gt;chaque unité brut !! Valeur énergétique&amp;lt;br&amp;gt;chaque pile !! Véhicle/&amp;lt;br&amp;gt;accélération !! Véhicle/&amp;lt;br&amp;gt;vitesse !! Train/&amp;lt;br&amp;gt; vitesse&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood/fr|Bois}} || 2 MJ || 2 MJ chaque Bois || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal/fr|Charbon}} || 4 MJ || 4 MJ chaque Charbon || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel|Solid fuel/fr|Carburant solide}} || 12 MJ || 0.96 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel|Rocket fuel/fr|Carburant à fusée}}  || 100 MJ || 0.8 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel|Nuclear fuel/fr|Carburant nucléaire}} || 1.21 GJ || 9.68 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;1.21 GJ chaque [[Uranium-235/fr|Uranium-235]] || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell|Uranium fuel cell/fr|Ampoule de carburant d&#039;uranium}}  || 8 GJ&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 507 MJ chaque [[uranium ore/fr|minerai d&#039;uranium]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 400 GJ || Inopératif || Inopératif || Inopératif&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dispositif de combustion pouvant être alimenté directement ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Imagelink|Burner inserter|Burner inserter/fr|Bras robotisé thermique}} &lt;br /&gt;
{{Imagelink|Burner mining drill|Burner mining drill/fr|Foreuse thermique}} &lt;br /&gt;
{{imagelink|boiler|Boiler/fr|Chaudière}} &lt;br /&gt;
{{Imagelink|Stone furnace|Stone furnace/fr|Four en pierre}} &lt;br /&gt;
{{Imagelink|Steel furnace|Steel furnace/fr|Four en acier}} &lt;br /&gt;
{{Imagelink|Locomotive|Locomotive/fr|locomotive diesel}} &lt;br /&gt;
{{imagelink|car|Car/fr|Voiture}} &lt;br /&gt;
{{imagelink|Tank|Tank/fr|Tank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voir aussi ==&lt;br /&gt;
* [[Electric system/fr|Réseau électrique]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174415</id>
		<title>Fuel/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174415"/>
		<updated>2019-07-18T18:38:54Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Le carburant est un objet qui peut être utilisé pour être brûlé et ainsi fournir de l&#039;énergie à un dispositif de combustion. Les objets fournissent une valeur énergétique qui varie suivant le type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
Liste de tout les [[Items/fr|objets]] utilisables comme carburant dans une structure de combustion et trié par leurs valeurs énergétique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objet !!  !! Fuel chaque unité brut !! Valeur énergétique&amp;lt;br&amp;gt;chaque pile !! Véhicle/&amp;lt;br&amp;gt;accélération !! Véhicle/&amp;lt;br&amp;gt;vitesse !! Train/&amp;lt;br&amp;gt; vitesse&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood/fr|Bois}} || 2 MJ || 2 MJ chaque Bois || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal/fr|Charbon}} || 4 MJ || 4 MJ chaque Charbon || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel|Solid fuel/fr|Carburant solide}} || 12 MJ || 0.96 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket fuel|Rocket fuel/fr|Carburant à fusée}}  || 100 MJ || 0.8 MJ chauqe [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Nuclear fuel|Nuclear fuel/fr|Carburant nucléaire}} || 1.21 GJ || 9.68 MJ chaque [[crude oil/fr|Pétrole brut]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;1.21 GJ chaque [[Uranium-235/fr|Uranium-235]] || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell|Uranium fuel cell/fr|Ampoule de carburant d&#039;uranium}}  || 8 GJ&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 507 MJ chaque [[uranium ore/fr|minerai d&#039;uranium]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 400 GJ || Inopératif || Inopératif || Inopératif&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dispositif de combustion pouvant être alimenté directement ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Imagelink|Burner inserter|Burner inserter/fr|Bras robotisé thermique}} &lt;br /&gt;
{{Imagelink|Burner mining drill|Burner mining drill/fr|Foreuse thermique}} &lt;br /&gt;
{{imagelink|boiler|Boiler/fr|Chaudière}} &lt;br /&gt;
{{Imagelink|Stone furnace|Stone furnace/fr|Four en pierre}} &lt;br /&gt;
{{Imagelink|Steel furnace|Steel furnace/fr|Four en acier}} &lt;br /&gt;
{{Imagelink|Locomotive|Locomotive/fr|locomotive diesel}} &lt;br /&gt;
{{imagelink|car|Car/fr|Voiture}} &lt;br /&gt;
{{imagelink|Tank|Tank/fr|Tank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voir aussi ==&lt;br /&gt;
* [[Electric system/fr|Réseau électrique]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174414</id>
		<title>Fuel/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174414"/>
		<updated>2019-07-18T18:07:06Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Dispositif de combustion pouvant être alimenté directement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Le carburant est un objet qui peut être utilisé pour être brûlé et ainsi fournir de l&#039;énergie à un dispositif de combustion. Les objets fournissent une valeur énergétique qui varie suivant le type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
Liste de tout les [[Items/fr|objets]] utilisables comme carburant dans une structure de combustion et trié par leurs valeurs énergétique.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objet !! Valeur énergétique&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal/fr|Charbon}} || 8 MJ&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Wooden chest/fr|Coffre en bois}} || 6 MJ&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Raw wood|Raw wood/fr|Bois brut}} || 4 MJ&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood/fr|Bois}} || 600 kJ&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel|Solid fuel/fr|Carburant solide}} || 25 MJ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dispositif de combustion pouvant être alimenté directement ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Imagelink|Burner inserter|Burner inserter/fr|Bras robotisé thermique}} &lt;br /&gt;
{{Imagelink|Burner mining drill|Burner mining drill/fr|Foreuse thermique}} &lt;br /&gt;
{{imagelink|boiler|Boiler/fr|Chaudière}} &lt;br /&gt;
{{Imagelink|Stone furnace|Stone furnace/fr|Four en pierre}} &lt;br /&gt;
{{Imagelink|Steel furnace|Steel furnace/fr|Four en acier}} &lt;br /&gt;
{{Imagelink|Locomotive|Locomotive/fr|locomotive diesel}} &lt;br /&gt;
{{imagelink|car|Car/fr|Voiture}} &lt;br /&gt;
{{imagelink|Tank|Tank/fr|Tank}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voir aussi ==&lt;br /&gt;
* [[Electric system/fr|Réseau électrique]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174413</id>
		<title>Fuel/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel/fr&amp;diff=174413"/>
		<updated>2019-07-18T17:52:06Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Voir aussi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Le carburant est un objet qui peut être utilisé pour être brûlé et ainsi fournir de l&#039;énergie à un dispositif de combustion. Les objets fournissent une valeur énergétique qui varie suivant le type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
Liste de tout les [[Items/fr|objets]] utilisables comme carburant dans une structure de combustion et trié par leurs valeurs énergétique.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Objet !! Valeur énergétique&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal/fr|Charbon}} || 8 MJ&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wooden chest|Wooden chest/fr|Coffre en bois}} || 6 MJ&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Raw wood|Raw wood/fr|Bois brut}} || 4 MJ&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood/fr|Bois}} || 600 kJ&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel|Solid fuel/fr|Carburant solide}} || 25 MJ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dispositif de combustion pouvant être alimenté directement ==&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Burner inserter|Burner inserter/fr|Bras mécanique}} || {{imagelink|boiler|Boiler/fr|Chaudière}} || {{Imagelink|Stone furnace|Stone furnace/fr|Four en pierre}} |-&lt;br /&gt;
| {{Imagelink|Steel furnace|Steel furnace/fr|Four en acier}} || {{Imagelink|Locomotive|Locomotive/fr|locomotive diesel}} || {{imagelink|car|Car/fr|Véhicule}} |-&lt;br /&gt;
| {{Imagelink|Burner mining drill|Burner mining drill/fr|Foreuse à combustion}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Voir aussi ==&lt;br /&gt;
* [[Electric system/fr|Réseau électrique]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173664</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173664"/>
		<updated>2019-06-05T20:11:32Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen]]&lt;br /&gt;
A preset may be chosen instead of manually configuring the generation.&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings.&lt;br /&gt;
&lt;br /&gt;
All terrain and resource settings set to regular/normal/medium.&lt;br /&gt;
&lt;br /&gt;
==== Advanced settings ====&lt;br /&gt;
All settings are set to their defaults:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !!Evolution  !! Default&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500     ||Enabled          || Yes&lt;br /&gt;
|-                                     &lt;br /&gt;
| Diffusion ratio           || 2%      ||Time factor      || 0.00000400&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate          || 1       ||Destroy factor   || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes     ||Pollution factor || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion                  !! Default !!Recipes/Technology       !! Default&lt;br /&gt;
|-                                            &lt;br /&gt;
| Enabled                          || Yes    ||Recipe difficulty           || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Maximum expansion distance       || 7      ||Technology difficulty       || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Minimum group size               || 5      ||Technology price multiplier || 1&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have very good richness instead of regular.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Recipes and technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Expensive recipes and technology, technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Very high frequency and size enemy bases, small starting area, enemy evolution time factor and pollution factor are both set to 0.00002.&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Recipes and technologies are expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Coal, copper ore, iron ore, and stone are set to very low frequency and big size instead of normal/medium. Uranium ore and crude oil are set to low frequency and high size. Water has a very low frequency and a big size. The evolution time factor is set to 0.000002 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The world generated is a narrow bounded stripe. Terrain beyond the bound is impassible blackness. While pollution will be absorbed into the blackness biters will continue to only spawn on land. [https://forums.factorio.com/viewtopic.php?f=23&amp;amp;t=70766&amp;amp;p=429600&amp;amp;hilit=ribbon+world#p429600 Example].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Under Advanced, the map height is set to 128. Resources are all 300% Frequency, 50% Size, 200% Richness. Water is 25% Coverage and Size. Starting Area Size is 300%. &lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
The world generated is an archipelago completely surrounded by water. By adjusting only the island size % and Starting Player Area, initial biter bases can be confined to islands to make it easier to earn timed and biter-related [[Achievements|achievements]].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Terrain Map Type is Island, 100% Scale.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
=== Basic settings ===&lt;br /&gt;
==== Peaceful mode ====&lt;br /&gt;
The [[enemies]] don&#039;t begin fights, only responding if the player hits them. Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
&lt;br /&gt;
==== Enable replay ====&lt;br /&gt;
: &#039;&#039;{{Main|Replay system}}&#039;&#039;&lt;br /&gt;
Record all the actions that the player(s) perform during the game, so that they can later be played back as essentially a timelapse of the save file.&lt;br /&gt;
&lt;br /&gt;
==== Map-width and -height ====&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. Another option is to make the world infinite in only one axis, this is commonly referred to as a &#039;&#039;ribbon world&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Map seed ====&lt;br /&gt;
&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as starting value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance. In order to get a true copy of a world, giving the map exchange string and allowing the string to fill out the seed is important.&lt;br /&gt;
&lt;br /&gt;
==== Map exchange string ====&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNpjYBBg0GdgYGBm5mFJzk/MYWZm4UrOLyhILdLNL0plZmTmTC4q&lt;br /&gt;
   TUnVzc/MYWFmZktJLU4tKmEGqkrJBNNcqXmpuZW6SYnFqUAea3pRYnE&lt;br /&gt;
   xkMGRWZSfBzKBEai0ODEvBSRZXJKfB1TFyFpSlJoKUsVdWpSYl1maC7&lt;br /&gt;
   aKhZmBMcvcibmhRY4BhP/XMxj8/w/CQNYFoBNBGORSBkagAAywJudkp&lt;br /&gt;
   qUxMCg4gjAjI2O1yDr3h1VT7Bkh8noOUMYHqEjEbqjIg1YoI2I1lNFx&lt;br /&gt;
   GMpwmA9j1MMY/Q6MxmDw2R7BgNhVAjQZagmHA4IBkWwBSTIy9r7duuD&lt;br /&gt;
   7sQt2jH9Wfrzkm5Rgz5gpG+orUPreDijJDtTAyAQnZs0EgZ0wHzDAzH&lt;br /&gt;
   xgD5W6ac949gwIvLFnZAXpEAERDhZA4oA3MHgE+ICsBT1AQkGGAeY0O&lt;br /&gt;
   5gxIg6MaWDwDeaTxzDGZXt0f6g4MNqADJcDESdABNhCuMsYocxIB4iE&lt;br /&gt;
   JEIWqNWIAdn6FITnTsJsPIxkNZobVGBuMHHA4gU0ERWkgOcC2ZMCJ14&lt;br /&gt;
   wwx0BDMEL7DAeMG6ZGRDgg/3WD0/SAKZ2kr0=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the Map Exchange String button in the lower left corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
=== Resource and terrain settings ===&lt;br /&gt;
==== Frequency ====&lt;br /&gt;
&lt;br /&gt;
For resources, frequency determines the frequency of ore/oil patches. The higher the frequency, the more patches can be found in a given area. Although the ore patches are of a smaller size, a higher frequency still results in more ore tiles being generated.&lt;br /&gt;
&lt;br /&gt;
Frequency modifies the area of each deposit and the number of deposits. If resource frequency is increased, each of the deposits is smaller and has less resources in total (because it covers less area) and deposits are very common. If resource frequency is decreased, the deposits are larger but more rare.&lt;br /&gt;
&lt;br /&gt;
Terrain, including enemy bases and trees, is affected in the same way: The higher the frequency, the more terrain &amp;quot;blobs&amp;quot;/nest clusters/forests can be found in a given area, while their sizes decrease with higher frequency.&lt;br /&gt;
&lt;br /&gt;
Cliffs are affected in a similar way: The higher the frequency, the more cliffs can be found. However, the overall cliff area size increases with higher frequency, while the cliff &amp;quot;lines&amp;quot; are broken up more often, meaning that higher frequencies result in many big cliff blobs composed of short cliff &amp;quot;lines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
For resources, the size setting adjusts the size of generated ore/oil patches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems — Small size would means small ore/oil patches, large means large ore/oil patches, thus increasing the resource count in a given area. Note that ore/oil patch size is also affected by frequency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- A note on documenting bugs here: Normally this is should not be done. However, these bugs have existed for longer than half a year, and are expected to be fixed in 0.17 at the earliest. Since they have a big impact, the behaviour must be documented. So, I am taking the freedom to overrule the style guide in this case. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:30, 6 June 2018 (UTC)&lt;br /&gt;
--&amp;gt;[https://forums.factorio.com/55178 Due to a bug], enemy bases are currently not affected by the size setting. Their size can only be changed by changing their frequency.&lt;br /&gt;
&lt;br /&gt;
The other terrain types, including water and trees, are affected the same way as resources.&lt;br /&gt;
&lt;br /&gt;
[https://forums.factorio.com/54664 Due to a bug], the effect of the size setting on cliffs cannot be reliably predicted. Any size setting above small may lead to cliffs spawning in the starting area. Big and very big size seem to always spawn cliffs everywhere, while medium size and below may not spawn any cliffs.&lt;br /&gt;
&lt;br /&gt;
The following table shows how the frequency and size settings affects the generation of ore patches. For more detail, open the images in a new tab.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generation of iron patches on different frequency and size settings&lt;br /&gt;
!Frequency \ Size&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very low&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Low&lt;br /&gt;
|[[File:Iron_freq_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!High&lt;br /&gt;
|[[File:Iron_freq_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very high&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Starting area =====&lt;br /&gt;
&lt;br /&gt;
The starting area is a special area around the central coordinates of the map which has different ore, water and enemy generation, from the rest of the map. Generally, this results in at least one confirmed ore source each of [[coal]], [[iron ore]], [[copper ore]], and [[stone]], always results in a water source, and always removes biter nests from spawning for an area around spawn. [[Uranium ore]] and [[crude oil]] should not spawn in the starting area. Cliffs should not spawn in the starting area[https://www.factorio.com/blog/post/fff-219], but due to [https://forums.factorio.com/54664 a bug] they may spawn there. The size of the starting area is adjusted by changing the size setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+World generations on different starting area settings&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Starting_area_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_very_big.png|frameless|150x150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Richness ====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. The higher the richness, the more ore or oil each resource tile contains. Resource field richness increases by distance.&lt;br /&gt;
&lt;br /&gt;
For [[tree]]s, the richness setting changes the density of their leaves. Before 0.17, the higher the richness slider, the higher their leaf density, the more pollution they absorb.[https://forums.factorio.com/viewtopic.php?p=366015#p366015] In 0.17, this was moved to the Advanced Tab under Pollution (see below).&lt;br /&gt;
&lt;br /&gt;
For enemy bases, the richness setting does not have an effect.[https://www.reddit.com/r/factorio/comments/8pjscm/friday_facts_246_the_gui_update_part_3/e0bttnp/]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Resources in ore patches on different richness settings&lt;br /&gt;
!Very poor&lt;br /&gt;
!Poor&lt;br /&gt;
!Regular&lt;br /&gt;
!Rich&lt;br /&gt;
!Very rich&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Iron_richness_very_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_regular.png]]&lt;br /&gt;
|[[File:Iron_richness_good.png]]&lt;br /&gt;
|[[File:Iron_richness_very_good.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced settings ===&lt;br /&gt;
These settings do not affect world generation, instead they allow to change some constants related to the map in general.&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
These settings allow to enable/disable [[pollution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate || Controls how fast pollution dissipates naturally.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum to damage trees || Any pollution above this amount starts to damage trees.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || The amount of pollution absorbed by a tree when it is damaged by pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Evolution ====&lt;br /&gt;
These settings allow to enable/disable [[evolution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Time factor || Controls how fast evolution increases over time.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy factor || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-&lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Enemy expansion ====&lt;br /&gt;
These settings allow to enable/disable [[Enemies#Expansions|enemy expansion]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recipes/Technology ====&lt;br /&gt;
This setting allows to change the [[Crafting#Recipe difficulties|recipe]]/technology difficulty and multiply the technology cost.&lt;br /&gt;
&lt;br /&gt;
Currently, setting the technology difficulty does not have an effect in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Resource and terrain generation ===&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [http://lua-api.factorio.com/latest/Concepts.html#AutoplaceSpecification more detailed description] can be found in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources. The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them. This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[game-second|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&amp;lt;!-- COMMENT (invisible): This last paragraph could have an example. I&#039;m sure it&#039;s not cut-and-dried, but some ballpark figure for basic orientation like &amp;quot;if you have less than X GB of memory, you will have problems running maps where more than Y tiles on a side is explored&amp;quot;. I never ran into the problem so I don&#039;t know the numbers. - Misacek01 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
* At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
* Water is generated as large lakes instead of swamps.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173663</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173663"/>
		<updated>2019-06-05T19:55:48Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen]]&lt;br /&gt;
A preset may be chosen instead of manually configuring the generation.&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings.&lt;br /&gt;
&lt;br /&gt;
All terrain and resource settings set to regular/normal/medium.&lt;br /&gt;
&lt;br /&gt;
==== Advanced settings ====&lt;br /&gt;
All settings are set to their defaults:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !!Evolution  !! Default&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500     ||Enabled          || Yes&lt;br /&gt;
|-                                     &lt;br /&gt;
| Diffusion ratio           || 2%      ||Time factor      || 0.00000400&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate          || 1       ||Destroy factor   || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes     ||Pollution factor || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion                  !! Default !!Recipes/Technology       !! Default&lt;br /&gt;
|-                                            &lt;br /&gt;
| Enabled                          || Yes    ||Recipe difficulty           || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Maximum expansion distance       || 7      ||Technology difficulty       || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Minimum group size               || 5      ||Technology price multiplier || 1&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have very good richness instead of regular.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Recipes and technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Expensive recipes and technology, technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Very high frequency and size enemy bases, small starting area, enemy evolution time factor and pollution factor are both set to 0.00002.&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Recipes and technologies are expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Coal, copper ore, iron ore, and stone are set to very low frequency and big size instead of normal/medium. Uranium ore and crude oil are set to low frequency and high size. Water has a very low frequency and a big size. The evolution time factor is set to 0.000002 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The world generated is a narrow bounded stripe. Terrain beyond the bound is impassible blackness. While pollution will be absorbed into the blackness biters will continue to only spawn on land. [https://forums.factorio.com/viewtopic.php?f=23&amp;amp;t=70766&amp;amp;p=429600&amp;amp;hilit=ribbon+world#p429600 Example].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Under Advanced, the map height is set to 128. Resources are all 300% Frequency, 50% Size, 200% Richness. Water is 25% Coverage and Size. Starting Area Size is 300%. &lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
The world generated is an archipelago completely surrounded by water. By adjusting only the island size % and Starting Player Area, initial biter bases can be confined to islands to make it easier to earn timed and biter-related [[Achievements|achievements]].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Terrain Map Type is Island, 100% Scale.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
=== Basic settings ===&lt;br /&gt;
==== Peaceful mode ====&lt;br /&gt;
The [[enemies]] don&#039;t begin fights, only responding if the player hits them. Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
&lt;br /&gt;
==== Enable replay ====&lt;br /&gt;
: &#039;&#039;{{Main|Replay system}}&#039;&#039;&lt;br /&gt;
Record all the actions that the player(s) perform during the game, so that they can later be played back as essentially a timelapse of the save file.&lt;br /&gt;
&lt;br /&gt;
==== Map-width and -height ====&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. Another option is to make the world infinite in only one axis, this is commonly referred to as a &#039;&#039;ribbon world&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Map seed ====&lt;br /&gt;
&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as starting value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance. In order to get a true copy of a world, giving the map exchange string and allowing the string to fill out the seed is important.&lt;br /&gt;
&lt;br /&gt;
==== Map exchange string ====&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNpjYBBg0GdgYGBm5mFJzk/MYWZm4UrOLyhILdLNL0plZmTmTC4q&lt;br /&gt;
   TUnVzc/MYWFmZktJLU4tKmEGqkrJBNNcqXmpuZW6SYnFqUAea3pRYnE&lt;br /&gt;
   xkMGRWZSfBzKBEai0ODEvBSRZXJKfB1TFyFpSlJoKUsVdWpSYl1maC7&lt;br /&gt;
   aKhZmBMcvcibmhRY4BhP/XMxj8/w/CQNYFoBNBGORSBkagAAywJudkp&lt;br /&gt;
   qUxMCg4gjAjI2O1yDr3h1VT7Bkh8noOUMYHqEjEbqjIg1YoI2I1lNFx&lt;br /&gt;
   GMpwmA9j1MMY/Q6MxmDw2R7BgNhVAjQZagmHA4IBkWwBSTIy9r7duuD&lt;br /&gt;
   7sQt2jH9Wfrzkm5Rgz5gpG+orUPreDijJDtTAyAQnZs0EgZ0wHzDAzH&lt;br /&gt;
   xgD5W6ac949gwIvLFnZAXpEAERDhZA4oA3MHgE+ICsBT1AQkGGAeY0O&lt;br /&gt;
   5gxIg6MaWDwDeaTxzDGZXt0f6g4MNqADJcDESdABNhCuMsYocxIB4iE&lt;br /&gt;
   JEIWqNWIAdn6FITnTsJsPIxkNZobVGBuMHHA4gU0ERWkgOcC2ZMCJ14&lt;br /&gt;
   wwx0BDMEL7DAeMG6ZGRDgg/3WD0/SAKZ2kr0=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the Map Exchange String button in the lower left corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
=== Resource and terrain settings ===&lt;br /&gt;
==== Frequency ====&lt;br /&gt;
&lt;br /&gt;
For resources, frequency determines the frequency of ore/oil patches. The higher the frequency, the more patches can be found in a given area. Although the ore patches are of a smaller size, a higher frequency still results in more ore tiles being generated.&lt;br /&gt;
&lt;br /&gt;
Frequency modifies the area of each deposit and the number of deposits. If resource frequency is increased, each of the deposits is smaller and has less resources in total (because it covers less area) and deposits are very common. If resource frequency is decreased, the deposits are larger but more rare.&lt;br /&gt;
&lt;br /&gt;
Terrain, including enemy bases and trees, is affected in the same way: The higher the frequency, the more terrain &amp;quot;blobs&amp;quot;/nest clusters/forests can be found in a given area, while their sizes decrease with higher frequency.&lt;br /&gt;
&lt;br /&gt;
Cliffs are affected in a similar way: The higher the frequency, the more cliffs can be found. However, the overall cliff area size increases with higher frequency, while the cliff &amp;quot;lines&amp;quot; are broken up more often, meaning that higher frequencies result in many big cliff blobs composed of short cliff &amp;quot;lines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
For resources, the size setting adjusts the size of generated ore/oil patches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems — Small size would means small ore/oil patches, large means large ore/oil patches, thus increasing the resource count in a given area. Note that ore/oil patch size is also affected by frequency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- A note on documenting bugs here: Normally this is should not be done. However, these bugs have existed for longer than half a year, and are expected to be fixed in 0.17 at the earliest. Since they have a big impact, the behaviour must be documented. So, I am taking the freedom to overrule the style guide in this case. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:30, 6 June 2018 (UTC)&lt;br /&gt;
--&amp;gt;[https://forums.factorio.com/55178 Due to a bug], enemy bases are currently not affected by the size setting. Their size can only be changed by changing their frequency.&lt;br /&gt;
&lt;br /&gt;
The other terrain types, including water and trees, are affected the same way as resources.&lt;br /&gt;
&lt;br /&gt;
[https://forums.factorio.com/54664 Due to a bug], the effect of the size setting on cliffs cannot be reliably predicted. Any size setting above small may lead to cliffs spawning in the starting area. Big and very big size seem to always spawn cliffs everywhere, while medium size and below may not spawn any cliffs.&lt;br /&gt;
&lt;br /&gt;
The following table shows how the frequency and size settings affects the generation of ore patches. For more detail, open the images in a new tab.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generation of iron patches on different frequency and size settings&lt;br /&gt;
!Frequency \ Size&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very low&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Low&lt;br /&gt;
|[[File:Iron_freq_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!High&lt;br /&gt;
|[[File:Iron_freq_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very high&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Starting area =====&lt;br /&gt;
&lt;br /&gt;
The starting area is a special area around the central coordinates of the map which has different ore, water and enemy generation, from the rest of the map. Generally, this results in at least one confirmed ore source each of [[coal]], [[iron ore]], [[copper ore]], and [[stone]], always results in a water source, and always removes biter nests from spawning for an area around spawn. [[Uranium ore]] and [[crude oil]] should not spawn in the starting area. Cliffs should not spawn in the starting area[https://www.factorio.com/blog/post/fff-219], but due to [https://forums.factorio.com/54664 a bug] they may spawn there. The size of the starting area is adjusted by changing the size setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+World generations on different starting area settings&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Starting_area_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_very_big.png|frameless|150x150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Richness ====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. The higher the richness, the more ore or oil each resource tile contains. Resource field richness increases by distance.&lt;br /&gt;
&lt;br /&gt;
For [[tree]]s, the richness setting changes the density of their leaves. Before 0.17, the higher the richness slider, the higher their leaf density, the more pollution they absorb.[https://forums.factorio.com/viewtopic.php?p=366015#p366015] In 0.17, this was moved to the Advanced Tab under Pollution (see below).&lt;br /&gt;
&lt;br /&gt;
For enemy bases, the richness setting does not have an effect.[https://www.reddit.com/r/factorio/comments/8pjscm/friday_facts_246_the_gui_update_part_3/e0bttnp/]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Resources in ore patches on different richness settings&lt;br /&gt;
!Very poor&lt;br /&gt;
!Poor&lt;br /&gt;
!Regular&lt;br /&gt;
!Rich&lt;br /&gt;
!Very rich&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Iron_richness_very_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_regular.png]]&lt;br /&gt;
|[[File:Iron_richness_good.png]]&lt;br /&gt;
|[[File:Iron_richness_very_good.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced settings ===&lt;br /&gt;
These settings do not affect world generation, instead they allow to change some constants related to the map in general.&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
These settings allow to enable/disable [[pollution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate || Controls how fast pollution dissipates naturally.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum to damage trees || Any pollution above this amount starts to damage trees.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || The amount of pollution absorbed by a tree when it is damaged by pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Evolution ====&lt;br /&gt;
These settings allow to enable/disable [[evolution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Time factor || Controls how fast evolution increases over time.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy factor || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-&lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Enemy expansion ====&lt;br /&gt;
These settings allow to enable/disable [[Enemies#Expansions|enemy expansion]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recipes/Technology ====&lt;br /&gt;
This setting allows to change the [[Crafting#Recipe difficulties|recipe]]/technology difficulty and multiply the technology cost.&lt;br /&gt;
&lt;br /&gt;
Currently, setting the technology difficulty does not have an effect in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Resource and terrain generation ===&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [http://lua-api.factorio.com/latest/Concepts.html#AutoplaceSpecification more detailed description] can be found in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources. The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them. This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[game-second|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&amp;lt;!-- COMMENT (invisible): This last paragraph could have an example. I&#039;m sure it&#039;s not cut-and-dried, but some ballpark figure for basic orientation like &amp;quot;if you have less than X GB of memory, you will have problems running maps where more than Y tiles on a side is explored&amp;quot;. I never ran into the problem so I don&#039;t know the numbers. - Misacek01 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
* Terrain generator options are preserved by the map generator GUI unless explicitly changed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173662</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173662"/>
		<updated>2019-06-05T19:44:54Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Richness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen]]&lt;br /&gt;
A preset may be chosen instead of manually configuring the generation.&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings.&lt;br /&gt;
&lt;br /&gt;
All terrain and resource settings set to regular/normal/medium.&lt;br /&gt;
&lt;br /&gt;
==== Advanced settings ====&lt;br /&gt;
All settings are set to their defaults:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !!Evolution  !! Default&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500     ||Enabled          || Yes&lt;br /&gt;
|-                                     &lt;br /&gt;
| Diffusion ratio           || 2%      ||Time factor      || 0.00000400&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate          || 1       ||Destroy factor   || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes     ||Pollution factor || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion                  !! Default !!Recipes/Technology       !! Default&lt;br /&gt;
|-                                            &lt;br /&gt;
| Enabled                          || Yes    ||Recipe difficulty           || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Maximum expansion distance       || 7      ||Technology difficulty       || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Minimum group size               || 5      ||Technology price multiplier || 1&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have very good richness instead of regular.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Recipes and technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Expensive recipes and technology, technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Very high frequency and size enemy bases, small starting area, enemy evolution time factor and pollution factor are both set to 0.00002.&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Recipes and technologies are expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Coal, copper ore, iron ore, and stone are set to very low frequency and big size instead of normal/medium. Uranium ore and crude oil are set to low frequency and high size. Water has a very low frequency and a big size. The evolution time factor is set to 0.000002 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The world generated is a narrow bounded stripe. Terrain beyond the bound is impassible blackness. While pollution will be absorbed into the blackness biters will continue to only spawn on land. [https://forums.factorio.com/viewtopic.php?f=23&amp;amp;t=70766&amp;amp;p=429600&amp;amp;hilit=ribbon+world#p429600 Example].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Under Advanced, the map height is set to 128. Resources are all 300% Frequency, 50% Size, 200% Richness. Water is 25% Coverage and Size. Starting Area Size is 300%. &lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
The world generated is an archipelago completely surrounded by water. By adjusting only the island size % and Starting Player Area, initial biter bases can be confined to islands to make it easier to earn timed and biter-related [[Achievements|achievements]].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Terrain Map Type is Island, 100% Scale.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
=== Basic settings ===&lt;br /&gt;
==== Peaceful mode ====&lt;br /&gt;
The [[enemies]] don&#039;t begin fights, only responding if the player hits them. Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
&lt;br /&gt;
==== Enable replay ====&lt;br /&gt;
: &#039;&#039;{{Main|Replay system}}&#039;&#039;&lt;br /&gt;
Record all the actions that the player(s) perform during the game, so that they can later be played back as essentially a timelapse of the save file.&lt;br /&gt;
&lt;br /&gt;
==== Map-width and -height ====&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. Another option is to make the world infinite in only one axis, this is commonly referred to as a &#039;&#039;ribbon world&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Map seed ====&lt;br /&gt;
&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as starting value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance. In order to get a true copy of a world, giving the map exchange string and allowing the string to fill out the seed is important.&lt;br /&gt;
&lt;br /&gt;
==== Map exchange string ====&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNpjYBBg0GdgYGBm5mFJzk/MYWZm4UrOLyhILdLNL0plZmTmTC4q&lt;br /&gt;
   TUnVzc/MYWFmZktJLU4tKmEGqkrJBNNcqXmpuZW6SYnFqUAea3pRYnE&lt;br /&gt;
   xkMGRWZSfBzKBEai0ODEvBSRZXJKfB1TFyFpSlJoKUsVdWpSYl1maC7&lt;br /&gt;
   aKhZmBMcvcibmhRY4BhP/XMxj8/w/CQNYFoBNBGORSBkagAAywJudkp&lt;br /&gt;
   qUxMCg4gjAjI2O1yDr3h1VT7Bkh8noOUMYHqEjEbqjIg1YoI2I1lNFx&lt;br /&gt;
   GMpwmA9j1MMY/Q6MxmDw2R7BgNhVAjQZagmHA4IBkWwBSTIy9r7duuD&lt;br /&gt;
   7sQt2jH9Wfrzkm5Rgz5gpG+orUPreDijJDtTAyAQnZs0EgZ0wHzDAzH&lt;br /&gt;
   xgD5W6ac949gwIvLFnZAXpEAERDhZA4oA3MHgE+ICsBT1AQkGGAeY0O&lt;br /&gt;
   5gxIg6MaWDwDeaTxzDGZXt0f6g4MNqADJcDESdABNhCuMsYocxIB4iE&lt;br /&gt;
   JEIWqNWIAdn6FITnTsJsPIxkNZobVGBuMHHA4gU0ERWkgOcC2ZMCJ14&lt;br /&gt;
   wwx0BDMEL7DAeMG6ZGRDgg/3WD0/SAKZ2kr0=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the Map Exchange String button in the lower left corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
=== Resource and terrain settings ===&lt;br /&gt;
==== Frequency ====&lt;br /&gt;
&lt;br /&gt;
For resources, frequency determines the frequency of ore/oil patches. The higher the frequency, the more patches can be found in a given area. Although the ore patches are of a smaller size, a higher frequency still results in more ore tiles being generated.&lt;br /&gt;
&lt;br /&gt;
Frequency modifies the area of each deposit and the number of deposits. If resource frequency is increased, each of the deposits is smaller and has less resources in total (because it covers less area) and deposits are very common. If resource frequency is decreased, the deposits are larger but more rare.&lt;br /&gt;
&lt;br /&gt;
Terrain, including enemy bases and trees, is affected in the same way: The higher the frequency, the more terrain &amp;quot;blobs&amp;quot;/nest clusters/forests can be found in a given area, while their sizes decrease with higher frequency.&lt;br /&gt;
&lt;br /&gt;
Cliffs are affected in a similar way: The higher the frequency, the more cliffs can be found. However, the overall cliff area size increases with higher frequency, while the cliff &amp;quot;lines&amp;quot; are broken up more often, meaning that higher frequencies result in many big cliff blobs composed of short cliff &amp;quot;lines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
For resources, the size setting adjusts the size of generated ore/oil patches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems — Small size would means small ore/oil patches, large means large ore/oil patches, thus increasing the resource count in a given area. Note that ore/oil patch size is also affected by frequency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- A note on documenting bugs here: Normally this is should not be done. However, these bugs have existed for longer than half a year, and are expected to be fixed in 0.17 at the earliest. Since they have a big impact, the behaviour must be documented. So, I am taking the freedom to overrule the style guide in this case. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:30, 6 June 2018 (UTC)&lt;br /&gt;
--&amp;gt;[https://forums.factorio.com/55178 Due to a bug], enemy bases are currently not affected by the size setting. Their size can only be changed by changing their frequency.&lt;br /&gt;
&lt;br /&gt;
The other terrain types, including water and trees, are affected the same way as resources.&lt;br /&gt;
&lt;br /&gt;
[https://forums.factorio.com/54664 Due to a bug], the effect of the size setting on cliffs cannot be reliably predicted. Any size setting above small may lead to cliffs spawning in the starting area. Big and very big size seem to always spawn cliffs everywhere, while medium size and below may not spawn any cliffs.&lt;br /&gt;
&lt;br /&gt;
The following table shows how the frequency and size settings affects the generation of ore patches. For more detail, open the images in a new tab.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generation of iron patches on different frequency and size settings&lt;br /&gt;
!Frequency \ Size&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very low&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Low&lt;br /&gt;
|[[File:Iron_freq_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!High&lt;br /&gt;
|[[File:Iron_freq_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very high&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Starting area =====&lt;br /&gt;
&lt;br /&gt;
The starting area is a special area around the central coordinates of the map which has different ore, water and enemy generation, from the rest of the map. Generally, this results in at least one confirmed ore source each of [[coal]], [[iron ore]], [[copper ore]], and [[stone]], always results in a water source, and always removes biter nests from spawning for an area around spawn. [[Uranium ore]] and [[crude oil]] should not spawn in the starting area. Cliffs should not spawn in the starting area[https://www.factorio.com/blog/post/fff-219], but due to [https://forums.factorio.com/54664 a bug] they may spawn there. The size of the starting area is adjusted by changing the size setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+World generations on different starting area settings&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Starting_area_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_very_big.png|frameless|150x150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Richness ====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. The higher the richness, the more ore or oil each resource tile contains. Resource field richness increases by distance.&lt;br /&gt;
&lt;br /&gt;
For [[tree]]s, the richness setting changes the density of their leaves. Before 0.17, the higher the richness slider, the higher their leaf density, the more pollution they absorb.[https://forums.factorio.com/viewtopic.php?p=366015#p366015] In 0.17, this was moved to the Advanced Tab under Pollution (see below).&lt;br /&gt;
&lt;br /&gt;
For enemy bases, the richness setting does not have an effect.[https://www.reddit.com/r/factorio/comments/8pjscm/friday_facts_246_the_gui_update_part_3/e0bttnp/]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Resources in ore patches on different richness settings&lt;br /&gt;
!Very poor&lt;br /&gt;
!Poor&lt;br /&gt;
!Regular&lt;br /&gt;
!Rich&lt;br /&gt;
!Very rich&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Iron_richness_very_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_regular.png]]&lt;br /&gt;
|[[File:Iron_richness_good.png]]&lt;br /&gt;
|[[File:Iron_richness_very_good.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced settings ===&lt;br /&gt;
These settings do not affect world generation, instead they allow to change some constants related to the map in general.&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
These settings allow to enable/disable [[pollution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate || Controls how fast pollution dissipates naturally.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum to damage trees || Any pollution above this amount starts to damage trees.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || The amount of pollution absorbed by a tree when it is damaged by pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Evolution ====&lt;br /&gt;
These settings allow to enable/disable [[evolution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Time factor || Controls how fast evolution increases over time.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy factor || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-&lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Enemy expansion ====&lt;br /&gt;
These settings allow to enable/disable [[Enemies#Expansions|enemy expansion]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recipes/Technology ====&lt;br /&gt;
This setting allows to change the [[Crafting#Recipe difficulties|recipe]]/technology difficulty and multiply the technology cost.&lt;br /&gt;
&lt;br /&gt;
Currently, setting the technology difficulty does not have an effect in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Resource and terrain generation ===&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [http://lua-api.factorio.com/latest/Concepts.html#AutoplaceSpecification more detailed description] can be found in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources. The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them. This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[game-second|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&amp;lt;!-- COMMENT (invisible): This last paragraph could have an example. I&#039;m sure it&#039;s not cut-and-dried, but some ballpark figure for basic orientation like &amp;quot;if you have less than X GB of memory, you will have problems running maps where more than Y tiles on a side is explored&amp;quot;. I never ran into the problem so I don&#039;t know the numbers. - Misacek01 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173661</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=173661"/>
		<updated>2019-06-03T22:06:38Z</updated>

		<summary type="html">&lt;p&gt;Aurelien: /* Map generation presets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen]]&lt;br /&gt;
A preset may be chosen instead of manually configuring the generation.&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings.&lt;br /&gt;
&lt;br /&gt;
All terrain and resource settings set to regular/normal/medium.&lt;br /&gt;
&lt;br /&gt;
==== Advanced settings ====&lt;br /&gt;
All settings are set to their defaults:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !!Evolution  !! Default&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500     ||Enabled          || Yes&lt;br /&gt;
|-                                     &lt;br /&gt;
| Diffusion ratio           || 2%      ||Time factor      || 0.00000400&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate          || 1       ||Destroy factor   || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes     ||Pollution factor || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion                  !! Default !!Recipes/Technology       !! Default&lt;br /&gt;
|-                                            &lt;br /&gt;
| Enabled                          || Yes    ||Recipe difficulty           || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Maximum expansion distance       || 7      ||Technology difficulty       || Normal &lt;br /&gt;
|-                                            &lt;br /&gt;
| Minimum group size               || 5      ||Technology price multiplier || 1&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have very good richness instead of regular.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Recipes and technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Expensive recipes and technology, technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Very high frequency and size enemy bases, small starting area, enemy evolution time factor and pollution factor are both set to 0.00002.&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Recipes and technologies are expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Coal, copper ore, iron ore, and stone are set to very low frequency and big size instead of normal/medium. Uranium ore and crude oil are set to low frequency and high size. Water has a very low frequency and a big size. The evolution time factor is set to 0.000002 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The world generated is a narrow bounded stripe. Terrain beyond the bound is impassible blackness. While pollution will be absorbed into the blackness biters will continue to only spawn on land. [https://forums.factorio.com/viewtopic.php?f=23&amp;amp;t=70766&amp;amp;p=429600&amp;amp;hilit=ribbon+world#p429600 Example].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Under Advanced, the map height is set to 128. Resources are all 300% Frequency, 50% Size, 200% Richness. Water is 25% Coverage and Size. Starting Area Size is 300%. &lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
The world generated is an archipelago completely surrounded by water. By adjusting only the island size % and Starting Player Area, initial biter bases can be confined to islands to make it easier to earn timed and biter-related [[Achievements|achievements]].&lt;br /&gt;
&lt;br /&gt;
Difference from default: Terrain Map Type is Island, 100% Scale.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
=== Basic settings ===&lt;br /&gt;
==== Peaceful mode ====&lt;br /&gt;
The [[enemies]] don&#039;t begin fights, only responding if the player hits them. Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
&lt;br /&gt;
==== Enable replay ====&lt;br /&gt;
: &#039;&#039;{{Main|Replay system}}&#039;&#039;&lt;br /&gt;
Record all the actions that the player(s) perform during the game, so that they can later be played back as essentially a timelapse of the save file.&lt;br /&gt;
&lt;br /&gt;
==== Map-width and -height ====&lt;br /&gt;
If the player limits the width and/or height they may generate maps with finite resources and area. Another option is to make the world infinite in only one axis, this is commonly referred to as a &#039;&#039;ribbon world&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Map seed ====&lt;br /&gt;
&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. Know that &#039;random number&#039; is really a misnomer in Factorio and on computers in general, as they aren&#039;t really random, instead being calculated with complicated algorithms that require a seed as starting value (For more detail, see  http://en.wikipedia.org/wiki/Random_seed).&lt;br /&gt;
&lt;br /&gt;
So even with the same map-exchange string but a different seed maps can change dramatically, or appear very similar. It&#039;s up to chance. In order to get a true copy of a world, giving the map exchange string and allowing the string to fill out the seed is important.&lt;br /&gt;
&lt;br /&gt;
==== Map exchange string ====&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNpjYBBg0GdgYGBm5mFJzk/MYWZm4UrOLyhILdLNL0plZmTmTC4q&lt;br /&gt;
   TUnVzc/MYWFmZktJLU4tKmEGqkrJBNNcqXmpuZW6SYnFqUAea3pRYnE&lt;br /&gt;
   xkMGRWZSfBzKBEai0ODEvBSRZXJKfB1TFyFpSlJoKUsVdWpSYl1maC7&lt;br /&gt;
   aKhZmBMcvcibmhRY4BhP/XMxj8/w/CQNYFoBNBGORSBkagAAywJudkp&lt;br /&gt;
   qUxMCg4gjAjI2O1yDr3h1VT7Bkh8noOUMYHqEjEbqjIg1YoI2I1lNFx&lt;br /&gt;
   GMpwmA9j1MMY/Q6MxmDw2R7BgNhVAjQZagmHA4IBkWwBSTIy9r7duuD&lt;br /&gt;
   7sQt2jH9Wfrzkm5Rgz5gpG+orUPreDijJDtTAyAQnZs0EgZ0wHzDAzH&lt;br /&gt;
   xgD5W6ac949gwIvLFnZAXpEAERDhZA4oA3MHgE+ICsBT1AQkGGAeY0O&lt;br /&gt;
   5gxIg6MaWDwDeaTxzDGZXt0f6g4MNqADJcDESdABNhCuMsYocxIB4iE&lt;br /&gt;
   JEIWqNWIAdn6FITnTsJsPIxkNZobVGBuMHHA4gU0ERWkgOcC2ZMCJ14&lt;br /&gt;
   wwx0BDMEL7DAeMG6ZGRDgg/3WD0/SAKZ2kr0=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the Map Exchange String button in the lower left corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
=== Resource and terrain settings ===&lt;br /&gt;
==== Frequency ====&lt;br /&gt;
&lt;br /&gt;
For resources, frequency determines the frequency of ore/oil patches. The higher the frequency, the more patches can be found in a given area. Although the ore patches are of a smaller size, a higher frequency still results in more ore tiles being generated.&lt;br /&gt;
&lt;br /&gt;
Frequency modifies the area of each deposit and the number of deposits. If resource frequency is increased, each of the deposits is smaller and has less resources in total (because it covers less area) and deposits are very common. If resource frequency is decreased, the deposits are larger but more rare.&lt;br /&gt;
&lt;br /&gt;
Terrain, including enemy bases and trees, is affected in the same way: The higher the frequency, the more terrain &amp;quot;blobs&amp;quot;/nest clusters/forests can be found in a given area, while their sizes decrease with higher frequency.&lt;br /&gt;
&lt;br /&gt;
Cliffs are affected in a similar way: The higher the frequency, the more cliffs can be found. However, the overall cliff area size increases with higher frequency, while the cliff &amp;quot;lines&amp;quot; are broken up more often, meaning that higher frequencies result in many big cliff blobs composed of short cliff &amp;quot;lines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
For resources, the size setting adjusts the size of generated ore/oil patches.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems — Small size would means small ore/oil patches, large means large ore/oil patches, thus increasing the resource count in a given area. Note that ore/oil patch size is also affected by frequency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- A note on documenting bugs here: Normally this is should not be done. However, these bugs have existed for longer than half a year, and are expected to be fixed in 0.17 at the earliest. Since they have a big impact, the behaviour must be documented. So, I am taking the freedom to overrule the style guide in this case. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:30, 6 June 2018 (UTC)&lt;br /&gt;
--&amp;gt;[https://forums.factorio.com/55178 Due to a bug], enemy bases are currently not affected by the size setting. Their size can only be changed by changing their frequency.&lt;br /&gt;
&lt;br /&gt;
The other terrain types, including water and trees, are affected the same way as resources.&lt;br /&gt;
&lt;br /&gt;
[https://forums.factorio.com/54664 Due to a bug], the effect of the size setting on cliffs cannot be reliably predicted. Any size setting above small may lead to cliffs spawning in the starting area. Big and very big size seem to always spawn cliffs everywhere, while medium size and below may not spawn any cliffs.&lt;br /&gt;
&lt;br /&gt;
The following table shows how the frequency and size settings affects the generation of ore patches. For more detail, open the images in a new tab.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Generation of iron patches on different frequency and size settings&lt;br /&gt;
!Frequency \ Size&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very low&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Low&lt;br /&gt;
|[[File:Iron_freq_low_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_low_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_normal_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!High&lt;br /&gt;
|[[File:Iron_freq_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Very high&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Iron_freq_very_high_size_very_big.png|frameless|150x150px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Starting area =====&lt;br /&gt;
&lt;br /&gt;
The starting area is a special area around the central coordinates of the map which has different ore, water and enemy generation, from the rest of the map. Generally, this results in at least one confirmed ore source each of [[coal]], [[iron ore]], [[copper ore]], and [[stone]], always results in a water source, and always removes biter nests from spawning for an area around spawn. [[Uranium ore]] and [[crude oil]] should not spawn in the starting area. Cliffs should not spawn in the starting area[https://www.factorio.com/blog/post/fff-219], but due to [https://forums.factorio.com/54664 a bug] they may spawn there. The size of the starting area is adjusted by changing the size setting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+World generations on different starting area settings&lt;br /&gt;
!Very small&lt;br /&gt;
!Small&lt;br /&gt;
!Medium&lt;br /&gt;
!Big&lt;br /&gt;
!Very big&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Starting_area_very_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_small.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_medium.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_big.png|frameless|150x150px]]&lt;br /&gt;
|[[File:Starting_area_very_big.png|frameless|150x150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Richness ====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. The higher the richness, the more ore or oil each resource tile contains. Resource field richness increases by distance.&lt;br /&gt;
&lt;br /&gt;
For [[tree]]s, the richness setting changes the density of their leaves. The higher the richness, the higher their leaf density, the more pollution they absorb.[https://forums.factorio.com/viewtopic.php?p=366015#p366015]&lt;br /&gt;
&lt;br /&gt;
For enemy bases, the richness setting does not have an effect.[https://www.reddit.com/r/factorio/comments/8pjscm/friday_facts_246_the_gui_update_part_3/e0bttnp/]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Resources in ore patches on different richness settings&lt;br /&gt;
!Very poor&lt;br /&gt;
!Poor&lt;br /&gt;
!Regular&lt;br /&gt;
!Rich&lt;br /&gt;
!Very rich&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Iron_richness_very_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_poor.png]]&lt;br /&gt;
|[[File:Iron_richness_regular.png]]&lt;br /&gt;
|[[File:Iron_richness_good.png]]&lt;br /&gt;
|[[File:Iron_richness_very_good.png]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced settings ===&lt;br /&gt;
These settings do not affect world generation, instead they allow to change some constants related to the map in general.&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
These settings allow to enable/disable [[pollution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation rate || Controls how fast pollution dissipates naturally.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum to damage trees || Any pollution above this amount starts to damage trees.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || The amount of pollution absorbed by a tree when it is damaged by pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Evolution ====&lt;br /&gt;
These settings allow to enable/disable [[evolution]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Time factor || Controls how fast evolution increases over time.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy factor || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-&lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Enemy expansion ====&lt;br /&gt;
These settings allow to enable/disable [[Enemies#Expansions|enemy expansion]] and further adjust it when keeping it enabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Recipes/Technology ====&lt;br /&gt;
This setting allows to change the [[Crafting#Recipe difficulties|recipe]]/technology difficulty and multiply the technology cost.&lt;br /&gt;
&lt;br /&gt;
Currently, setting the technology difficulty does not have an effect in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Resource and terrain generation ===&lt;br /&gt;
The map generator (world generator) is based on a modified [http://en.wikipedia.org/wiki/Perlin_noise Perlin noise algorithm].&lt;br /&gt;
A [http://lua-api.factorio.com/latest/Concepts.html#AutoplaceSpecification more detailed description] can be found in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=8016&amp;amp;p=63691#p63561 article which describes the generation]:&lt;br /&gt;
: [[File:Factorio-Perlin-Noise.png]]&lt;br /&gt;
Top: Normal settings, Middle: The same, but with higher &#039;&#039;&#039;frequency&#039;&#039;&#039; (note the same curve, but more condensed shape), Down: Same as top, but higher level = increased &#039;&#039;&#039;size&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The blue wavy line is an internal noise function, black line is a &amp;quot;level&amp;quot; that is used to determine resource placement, red lines are actual placed resources. The high frequency refers mainly to the noise function. Increasing the frequency increases count of resource fields and decreases their size and distance between them. This mechanism is used all through the map generation in factorio, with some adjustments. The map generator works tile by tile, so the resources are placed on a tile x if f(x) &amp;gt; 0. The amount of resources on the tile is given by f(x) * richness.&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[game-second|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&amp;lt;!-- COMMENT (invisible): This last paragraph could have an example. I&#039;m sure it&#039;s not cut-and-dried, but some ballpark figure for basic orientation like &amp;quot;if you have less than X GB of memory, you will have problems running maps where more than Y tiles on a side is explored&amp;quot;. I never ran into the problem so I don&#039;t know the numbers. - Misacek01 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;/div&gt;</summary>
		<author><name>Aurelien</name></author>
	</entry>
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