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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification&amp;diff=118821</id>
		<title>Types/AutoplaceSpecification</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification&amp;diff=118821"/>
		<updated>2015-05-08T09:30:22Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: /* Dimensions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Autoplace specification is used to determine which entities are placed when generating map.&lt;br /&gt;
Currently it is used for enemy bases, resources and other entities (trees, fishes, ...).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General structure ==&lt;br /&gt;
Autoplace specification consists of a set of peaks that describe conditions for placing the entity and&lt;br /&gt;
several parameters.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
=== sharpness ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
[[File:sharpness.png|thumb|Example of sharpness filter with value 0.5]]&lt;br /&gt;
&lt;br /&gt;
Parameter of the sharpness filter for post-processing probability of entity placement. Value of 0 disables the filter, with value 1, the filter is a step function centered around 0.5.&lt;br /&gt;
See [[#Probability_Calculation|Probability Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== max_probability ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Multiplier for output of the sharpness filter.&lt;br /&gt;
See [[#Probability_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== tile_restriction ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: list of specifications, see below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: empty list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Restricts surfaces or transition the entity can appear on.&lt;br /&gt;
&lt;br /&gt;
Contains list of specifications, each specification is a single [[Types/string]] with the ID of an allowed tile, or a &lt;br /&gt;
list of two [[Types/string]]s for entities allowed on transitions.&lt;br /&gt;
&lt;br /&gt;
=== richness_base ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
See [[#Richness_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== richness_multiplier ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
See [[#Richness_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== control ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ID of [[Prototype/AutoplaceControl|autoplace control]] that applies to this entity.&lt;br /&gt;
&lt;br /&gt;
=== force ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;neutral&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.8.0&lt;br /&gt;
&lt;br /&gt;
Force of the placed entity. One of &amp;quot;enemy&amp;quot;, &amp;quot;player&amp;quot; or &amp;quot;neutral&amp;quot;. Only matters for EntityWithForce or EntityWithOwner.&lt;br /&gt;
&lt;br /&gt;
=== order ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Order for placing the entity (has no effect when placing tiles). Entities whose order compares less are placed earlier (this influences placing multiple entities which collide with itself), from entities with equal order string only one with the highest probability is placed.&lt;br /&gt;
&lt;br /&gt;
=== size_control_multiplier ===&lt;br /&gt;
&#039;&#039;&#039; Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Magic. Based on sum of influences of noises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.2&lt;br /&gt;
&lt;br /&gt;
This value times the size control setting is added to influence right before sharpness filter.&lt;br /&gt;
Very small has a multiplier of -1, very big has 1.5.&lt;br /&gt;
&lt;br /&gt;
=== peaks ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: list of [[#Autoplace Peaks]]&lt;br /&gt;
&lt;br /&gt;
If this property is missing, then the whole autoplace specification is interpreted as a single peak&lt;br /&gt;
&lt;br /&gt;
== Autoplace Peaks ==&lt;br /&gt;
&lt;br /&gt;
=== influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Influence multiplier.&lt;br /&gt;
See [[#Influence_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== min_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: min double&lt;br /&gt;
&lt;br /&gt;
Minimal influence (after all calculations) of current peak.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== max_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: max double&lt;br /&gt;
&lt;br /&gt;
Maximal influence (after all calculations) of current peak.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== richness_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Bonus for influence multiplier when calculating richness.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== noise_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ID of [[Prototype/NoiseLayer|noise layer]] to use for this peak.&lt;br /&gt;
If empty, then no noise is added to this peak.&lt;br /&gt;
See [[#Noise]].&lt;br /&gt;
&lt;br /&gt;
=== noise_persistence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Min&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Persistence of the noise.&lt;br /&gt;
See [[#Noise]].&lt;br /&gt;
&lt;br /&gt;
=== noise_octaves_difference ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/int]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Difference between number of octaves of the world and of the noise.&lt;br /&gt;
See [[#Noise]]&lt;br /&gt;
&lt;br /&gt;
=== *_optimal ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Optimal value of a tile property. If the property is close to this value, peak influence is 1.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Distance from the optimal parameters that is still considered optimal.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_max_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Distance from the optimal parameters that get influence of -1.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_top_property_limit ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: max double&lt;br /&gt;
&lt;br /&gt;
Limit distance from the optimum on a single (positive) side. This is pure magic.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
Peaks may reference a number of tile properties, specifying range of optimal values of the property&lt;br /&gt;
and a range over which it is interpolated to no effect.&lt;br /&gt;
&lt;br /&gt;
Currently the properties are:&lt;br /&gt;
* starting_area_weight -- Number from 1 (inside starting area) to 0 (not influenced by starting area).&lt;br /&gt;
* roughness -- a number between -1.5 and 1.5 which describe roughness of the terrain. In 0.7.2 roughness is visible only on the edges of lakes (smooth vs jagged).&lt;br /&gt;
* elevation -- elevation of the terrain, up to 5000. Values smaller than 0 mean under water (elevation &amp;lt; 0 doesn&#039;t imply water tile, though)&lt;br /&gt;
* water -- amount of available water on tile. Very simple dependence on elevation for now.&lt;br /&gt;
* temperature -- average temperature on tile. Depends on elevation and some noise.&lt;br /&gt;
* tier_from_start -- Distance from start in starting area sizes, rounded to integers.&lt;br /&gt;
&lt;br /&gt;
You can see sheets on the generation of trees, doodads, biomes, water and tiles on this page: [[AutoplaceSheets]]&lt;br /&gt;
&lt;br /&gt;
== Influence Calculation ==&lt;br /&gt;
Influence of a peak is obtained by calculating a distance from each of its dimensions.&lt;br /&gt;
A sum of these individual distances is used as a distance from optimal conditions.&lt;br /&gt;
&lt;br /&gt;
Based on this distance a peak gets influence between -1 and 1, which is then multiplied&lt;br /&gt;
by the noise function, if it is specified, and by the [[#influence|influence]] constant (or by [[#influence|influence]] + [[#richness_influence|richness_influence]]&lt;br /&gt;
if calculating richness).&lt;br /&gt;
Finally this value is clamped to a range between [[#min_influence|min_influence]] and [[#max_influence|max_influence]].&lt;br /&gt;
&lt;br /&gt;
== Probability_Calculation ==&lt;br /&gt;
Probability of placing an entity at a given position is calculated as a sum of influences plus a [[#size_control_multiplier|bonus for autoplace control]], passed through a [[#sharpness|sharpening filter]]&lt;br /&gt;
and multiplied by [[#max_probability|max_probability]]&lt;br /&gt;
&lt;br /&gt;
== Richness_Calculation ==&lt;br /&gt;
If an entity is to be placed at a position and it a resource or a part of an enemy base, then richness is calculated in the next step.&lt;br /&gt;
as sum of influences * [[#richness_multiplier|richness_multiplier]] + [[#richness_base|richness_base]].&lt;br /&gt;
&lt;br /&gt;
Note, that when calculating richness, influences of individual peaks use [[#richness_influence|richness_influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
A peak may have a noise multiplied with its influence.&lt;br /&gt;
Noise used is a 2D multioctave perlin noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ).&lt;br /&gt;
Range of the noise is approximately from -1.5 to 1.5.&lt;br /&gt;
&lt;br /&gt;
Factorio uses up to 256 different (non correlated) layers of perlin noise, a noise layer has to be defined as a prototype before use (see [[Prototype/NoiseLayer]]).&lt;br /&gt;
&lt;br /&gt;
Intended use is to have noise layers separate for different types of objects that might appear (trees vs dry_trees vs enemy-bases).&lt;br /&gt;
Also it has proven useful not to mix peaks containing noise with peaks referencing tile properties.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
If the autoplace specification has a [[#control|control]] selected, then its influence is affected by the row in map generator gui.&lt;br /&gt;
Autoplace controls must be defined before use, see [[Prototype/AutoplaceControl]].&lt;br /&gt;
&lt;br /&gt;
* Frequency -- If frequency is set to low, then it increases number of octaves for all noises in this specification&lt;br /&gt;
* Size -- Set to large adds a bonus to all the final influence, also very slightly increases number of octaves&lt;br /&gt;
* Richness -- Adds a simple multiplier to richness.&lt;br /&gt;
&lt;br /&gt;
In case you are wondering why we can &amp;quot;very slightly increase number of octaves&amp;quot; and not just add whole octaves, it is because we sacrificed a goat to gods of computer graphics and to Ken Perlin in particular.&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Water.png&amp;diff=118816</id>
		<title>File:Water.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Water.png&amp;diff=118816"/>
		<updated>2015-05-08T09:21:25Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: Dysoch uploaded a new version of &amp;amp;quot;File:Water.png&amp;amp;quot;: Reverted to version as of 20:36, 31 March 2014&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Water.png&amp;diff=118815</id>
		<title>File:Water.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Water.png&amp;diff=118815"/>
		<updated>2015-05-08T09:20:48Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: Dysoch uploaded a new version of &amp;amp;quot;File:Water.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification&amp;diff=118810</id>
		<title>Types/AutoplaceSpecification</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification&amp;diff=118810"/>
		<updated>2015-05-08T09:19:24Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: /* Dimensions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Autoplace specification is used to determine which entities are placed when generating map.&lt;br /&gt;
Currently it is used for enemy bases, resources and other entities (trees, fishes, ...).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General structure ==&lt;br /&gt;
Autoplace specification consists of a set of peaks that describe conditions for placing the entity and&lt;br /&gt;
several parameters.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
=== sharpness ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
[[File:sharpness.png|thumb|Example of sharpness filter with value 0.5]]&lt;br /&gt;
&lt;br /&gt;
Parameter of the sharpness filter for post-processing probability of entity placement. Value of 0 disables the filter, with value 1, the filter is a step function centered around 0.5.&lt;br /&gt;
See [[#Probability_Calculation|Probability Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== max_probability ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Multiplier for output of the sharpness filter.&lt;br /&gt;
See [[#Probability_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== tile_restriction ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: list of specifications, see below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: empty list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Restricts surfaces or transition the entity can appear on.&lt;br /&gt;
&lt;br /&gt;
Contains list of specifications, each specification is a single [[Types/string]] with the ID of an allowed tile, or a &lt;br /&gt;
list of two [[Types/string]]s for entities allowed on transitions.&lt;br /&gt;
&lt;br /&gt;
=== richness_base ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
See [[#Richness_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== richness_multiplier ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
See [[#Richness_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== control ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ID of [[Prototype/AutoplaceControl|autoplace control]] that applies to this entity.&lt;br /&gt;
&lt;br /&gt;
=== force ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;neutral&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.8.0&lt;br /&gt;
&lt;br /&gt;
Force of the placed entity. One of &amp;quot;enemy&amp;quot;, &amp;quot;player&amp;quot; or &amp;quot;neutral&amp;quot;. Only matters for EntityWithForce or EntityWithOwner.&lt;br /&gt;
&lt;br /&gt;
=== order ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Order for placing the entity (has no effect when placing tiles). Entities whose order compares less are placed earlier (this influences placing multiple entities which collide with itself), from entities with equal order string only one with the highest probability is placed.&lt;br /&gt;
&lt;br /&gt;
=== size_control_multiplier ===&lt;br /&gt;
&#039;&#039;&#039; Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Magic. Based on sum of influences of noises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.2&lt;br /&gt;
&lt;br /&gt;
This value times the size control setting is added to influence right before sharpness filter.&lt;br /&gt;
Very small has a multiplier of -1, very big has 1.5.&lt;br /&gt;
&lt;br /&gt;
=== peaks ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: list of [[#Autoplace Peaks]]&lt;br /&gt;
&lt;br /&gt;
If this property is missing, then the whole autoplace specification is interpreted as a single peak&lt;br /&gt;
&lt;br /&gt;
== Autoplace Peaks ==&lt;br /&gt;
&lt;br /&gt;
=== influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Influence multiplier.&lt;br /&gt;
See [[#Influence_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== min_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: min double&lt;br /&gt;
&lt;br /&gt;
Minimal influence (after all calculations) of current peak.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== max_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: max double&lt;br /&gt;
&lt;br /&gt;
Maximal influence (after all calculations) of current peak.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== richness_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Bonus for influence multiplier when calculating richness.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== noise_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ID of [[Prototype/NoiseLayer|noise layer]] to use for this peak.&lt;br /&gt;
If empty, then no noise is added to this peak.&lt;br /&gt;
See [[#Noise]].&lt;br /&gt;
&lt;br /&gt;
=== noise_persistence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Min&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Persistence of the noise.&lt;br /&gt;
See [[#Noise]].&lt;br /&gt;
&lt;br /&gt;
=== noise_octaves_difference ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/int]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Difference between number of octaves of the world and of the noise.&lt;br /&gt;
See [[#Noise]]&lt;br /&gt;
&lt;br /&gt;
=== *_optimal ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Optimal value of a tile property. If the property is close to this value, peak influence is 1.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Distance from the optimal parameters that is still considered optimal.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_max_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Distance from the optimal parameters that get influence of -1.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_top_property_limit ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: max double&lt;br /&gt;
&lt;br /&gt;
Limit distance from the optimum on a single (positive) side. This is pure magic.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
Peaks may reference a number of tile properties, specifying range of optimal values of the property&lt;br /&gt;
and a range over which it is interpolated to no effect.&lt;br /&gt;
&lt;br /&gt;
Currently the properties are:&lt;br /&gt;
* starting_area_weight -- Number from 1 (inside starting area) to 0 (not influenced by starting area).&lt;br /&gt;
* roughness -- a number between -1.5 and 1.5 which describe roughness of the terrain. In 0.7.2 roughness is visible only on the edges of lakes (smooth vs jagged).&lt;br /&gt;
* elevation -- elevation of the terrain, up to 5000. Values smaller than 0 mean under water (elevation &amp;lt; 0 doesn&#039;t imply water tile, though)&lt;br /&gt;
* water -- amount of available water on tile. Very simple dependence on elevation for now.&lt;br /&gt;
* temperature -- average temperature on tile. Depends on elevation and some noise.&lt;br /&gt;
* tier_from_start -- Distance from start in starting area sizes, rounded to integers.&lt;br /&gt;
&lt;br /&gt;
You can see sheets on the generation of trees, doodads, biomes, water and tiles on this page: [[Types/AutoplaceSheets]]&lt;br /&gt;
&lt;br /&gt;
== Influence Calculation ==&lt;br /&gt;
Influence of a peak is obtained by calculating a distance from each of its dimensions.&lt;br /&gt;
A sum of these individual distances is used as a distance from optimal conditions.&lt;br /&gt;
&lt;br /&gt;
Based on this distance a peak gets influence between -1 and 1, which is then multiplied&lt;br /&gt;
by the noise function, if it is specified, and by the [[#influence|influence]] constant (or by [[#influence|influence]] + [[#richness_influence|richness_influence]]&lt;br /&gt;
if calculating richness).&lt;br /&gt;
Finally this value is clamped to a range between [[#min_influence|min_influence]] and [[#max_influence|max_influence]].&lt;br /&gt;
&lt;br /&gt;
== Probability_Calculation ==&lt;br /&gt;
Probability of placing an entity at a given position is calculated as a sum of influences plus a [[#size_control_multiplier|bonus for autoplace control]], passed through a [[#sharpness|sharpening filter]]&lt;br /&gt;
and multiplied by [[#max_probability|max_probability]]&lt;br /&gt;
&lt;br /&gt;
== Richness_Calculation ==&lt;br /&gt;
If an entity is to be placed at a position and it a resource or a part of an enemy base, then richness is calculated in the next step.&lt;br /&gt;
as sum of influences * [[#richness_multiplier|richness_multiplier]] + [[#richness_base|richness_base]].&lt;br /&gt;
&lt;br /&gt;
Note, that when calculating richness, influences of individual peaks use [[#richness_influence|richness_influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
A peak may have a noise multiplied with its influence.&lt;br /&gt;
Noise used is a 2D multioctave perlin noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ).&lt;br /&gt;
Range of the noise is approximately from -1.5 to 1.5.&lt;br /&gt;
&lt;br /&gt;
Factorio uses up to 256 different (non correlated) layers of perlin noise, a noise layer has to be defined as a prototype before use (see [[Prototype/NoiseLayer]]).&lt;br /&gt;
&lt;br /&gt;
Intended use is to have noise layers separate for different types of objects that might appear (trees vs dry_trees vs enemy-bases).&lt;br /&gt;
Also it has proven useful not to mix peaks containing noise with peaks referencing tile properties.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
If the autoplace specification has a [[#control|control]] selected, then its influence is affected by the row in map generator gui.&lt;br /&gt;
Autoplace controls must be defined before use, see [[Prototype/AutoplaceControl]].&lt;br /&gt;
&lt;br /&gt;
* Frequency -- If frequency is set to low, then it increases number of octaves for all noises in this specification&lt;br /&gt;
* Size -- Set to large adds a bonus to all the final influence, also very slightly increases number of octaves&lt;br /&gt;
* Richness -- Adds a simple multiplier to richness.&lt;br /&gt;
&lt;br /&gt;
In case you are wondering why we can &amp;quot;very slightly increase number of octaves&amp;quot; and not just add whole octaves, it is because we sacrificed a goat to gods of computer graphics and to Ken Perlin in particular.&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification&amp;diff=118809</id>
		<title>Types/AutoplaceSpecification</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/AutoplaceSpecification&amp;diff=118809"/>
		<updated>2015-05-08T09:18:07Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: /* Dimensions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Autoplace specification is used to determine which entities are placed when generating map.&lt;br /&gt;
Currently it is used for enemy bases, resources and other entities (trees, fishes, ...).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General structure ==&lt;br /&gt;
Autoplace specification consists of a set of peaks that describe conditions for placing the entity and&lt;br /&gt;
several parameters.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
=== sharpness ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
[[File:sharpness.png|thumb|Example of sharpness filter with value 0.5]]&lt;br /&gt;
&lt;br /&gt;
Parameter of the sharpness filter for post-processing probability of entity placement. Value of 0 disables the filter, with value 1, the filter is a step function centered around 0.5.&lt;br /&gt;
See [[#Probability_Calculation|Probability Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== max_probability ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Multiplier for output of the sharpness filter.&lt;br /&gt;
See [[#Probability_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== tile_restriction ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: list of specifications, see below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: empty list&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Restricts surfaces or transition the entity can appear on.&lt;br /&gt;
&lt;br /&gt;
Contains list of specifications, each specification is a single [[Types/string]] with the ID of an allowed tile, or a &lt;br /&gt;
list of two [[Types/string]]s for entities allowed on transitions.&lt;br /&gt;
&lt;br /&gt;
=== richness_base ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
See [[#Richness_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== richness_multiplier ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
See [[#Richness_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== control ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ID of [[Prototype/AutoplaceControl|autoplace control]] that applies to this entity.&lt;br /&gt;
&lt;br /&gt;
=== force ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;neutral&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.8.0&lt;br /&gt;
&lt;br /&gt;
Force of the placed entity. One of &amp;quot;enemy&amp;quot;, &amp;quot;player&amp;quot; or &amp;quot;neutral&amp;quot;. Only matters for EntityWithForce or EntityWithOwner.&lt;br /&gt;
&lt;br /&gt;
=== order ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.0&lt;br /&gt;
&lt;br /&gt;
Order for placing the entity (has no effect when placing tiles). Entities whose order compares less are placed earlier (this influences placing multiple entities which collide with itself), from entities with equal order string only one with the highest probability is placed.&lt;br /&gt;
&lt;br /&gt;
=== size_control_multiplier ===&lt;br /&gt;
&#039;&#039;&#039; Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Magic. Based on sum of influences of noises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since&#039;&#039;&#039;: 0.9.2&lt;br /&gt;
&lt;br /&gt;
This value times the size control setting is added to influence right before sharpness filter.&lt;br /&gt;
Very small has a multiplier of -1, very big has 1.5.&lt;br /&gt;
&lt;br /&gt;
=== peaks ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: list of [[#Autoplace Peaks]]&lt;br /&gt;
&lt;br /&gt;
If this property is missing, then the whole autoplace specification is interpreted as a single peak&lt;br /&gt;
&lt;br /&gt;
== Autoplace Peaks ==&lt;br /&gt;
&lt;br /&gt;
=== influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Influence multiplier.&lt;br /&gt;
See [[#Influence_Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== min_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: min double&lt;br /&gt;
&lt;br /&gt;
Minimal influence (after all calculations) of current peak.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== max_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: max double&lt;br /&gt;
&lt;br /&gt;
Maximal influence (after all calculations) of current peak.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== richness_influence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Bonus for influence multiplier when calculating richness.&lt;br /&gt;
See [[#Influence Calculation]].&lt;br /&gt;
&lt;br /&gt;
=== noise_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ID of [[Prototype/NoiseLayer|noise layer]] to use for this peak.&lt;br /&gt;
If empty, then no noise is added to this peak.&lt;br /&gt;
See [[#Noise]].&lt;br /&gt;
&lt;br /&gt;
=== noise_persistence ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Min&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Persistence of the noise.&lt;br /&gt;
See [[#Noise]].&lt;br /&gt;
&lt;br /&gt;
=== noise_octaves_difference ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/int]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Difference between number of octaves of the world and of the noise.&lt;br /&gt;
See [[#Noise]]&lt;br /&gt;
&lt;br /&gt;
=== *_optimal ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Optimal value of a tile property. If the property is close to this value, peak influence is 1.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Distance from the optimal parameters that is still considered optimal.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_max_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Distance from the optimal parameters that get influence of -1.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
=== *_top_property_limit ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: max double&lt;br /&gt;
&lt;br /&gt;
Limit distance from the optimum on a single (positive) side. This is pure magic.&lt;br /&gt;
See [[#Dimensions]].&lt;br /&gt;
&lt;br /&gt;
== Dimensions ==&lt;br /&gt;
Peaks may reference a number of tile properties, specifying range of optimal values of the property&lt;br /&gt;
and a range over which it is interpolated to no effect.&lt;br /&gt;
&lt;br /&gt;
Currently the properties are:&lt;br /&gt;
* starting_area_weight -- Number from 1 (inside starting area) to 0 (not influenced by starting area).&lt;br /&gt;
* roughness -- a number between -1.5 and 1.5 which describe roughness of the terrain. In 0.7.2 roughness is visible only on the edges of lakes (smooth vs jagged).&lt;br /&gt;
* elevation -- elevation of the terrain, up to 5000. Values smaller than 0 mean under water (elevation &amp;lt; 0 doesn&#039;t imply water tile, though)&lt;br /&gt;
* water -- amount of available water on tile. Very simple dependence on elevation for now.&lt;br /&gt;
* temperature -- average temperature on tile. Depends on elevation and some noise.&lt;br /&gt;
* tier_from_start -- Distance from start in starting area sizes, rounded to integers.&lt;br /&gt;
&lt;br /&gt;
You can see sheets on the generation of trees, doodads, biomes, water and tiles on this page: [AutoplaceSheets]&lt;br /&gt;
&lt;br /&gt;
== Influence Calculation ==&lt;br /&gt;
Influence of a peak is obtained by calculating a distance from each of its dimensions.&lt;br /&gt;
A sum of these individual distances is used as a distance from optimal conditions.&lt;br /&gt;
&lt;br /&gt;
Based on this distance a peak gets influence between -1 and 1, which is then multiplied&lt;br /&gt;
by the noise function, if it is specified, and by the [[#influence|influence]] constant (or by [[#influence|influence]] + [[#richness_influence|richness_influence]]&lt;br /&gt;
if calculating richness).&lt;br /&gt;
Finally this value is clamped to a range between [[#min_influence|min_influence]] and [[#max_influence|max_influence]].&lt;br /&gt;
&lt;br /&gt;
== Probability_Calculation ==&lt;br /&gt;
Probability of placing an entity at a given position is calculated as a sum of influences plus a [[#size_control_multiplier|bonus for autoplace control]], passed through a [[#sharpness|sharpening filter]]&lt;br /&gt;
and multiplied by [[#max_probability|max_probability]]&lt;br /&gt;
&lt;br /&gt;
== Richness_Calculation ==&lt;br /&gt;
If an entity is to be placed at a position and it a resource or a part of an enemy base, then richness is calculated in the next step.&lt;br /&gt;
as sum of influences * [[#richness_multiplier|richness_multiplier]] + [[#richness_base|richness_base]].&lt;br /&gt;
&lt;br /&gt;
Note, that when calculating richness, influences of individual peaks use [[#richness_influence|richness_influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
== Noise ==&lt;br /&gt;
A peak may have a noise multiplied with its influence.&lt;br /&gt;
Noise used is a 2D multioctave perlin noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ).&lt;br /&gt;
Range of the noise is approximately from -1.5 to 1.5.&lt;br /&gt;
&lt;br /&gt;
Factorio uses up to 256 different (non correlated) layers of perlin noise, a noise layer has to be defined as a prototype before use (see [[Prototype/NoiseLayer]]).&lt;br /&gt;
&lt;br /&gt;
Intended use is to have noise layers separate for different types of objects that might appear (trees vs dry_trees vs enemy-bases).&lt;br /&gt;
Also it has proven useful not to mix peaks containing noise with peaks referencing tile properties.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
If the autoplace specification has a [[#control|control]] selected, then its influence is affected by the row in map generator gui.&lt;br /&gt;
Autoplace controls must be defined before use, see [[Prototype/AutoplaceControl]].&lt;br /&gt;
&lt;br /&gt;
* Frequency -- If frequency is set to low, then it increases number of octaves for all noises in this specification&lt;br /&gt;
* Size -- Set to large adds a bonus to all the final influence, also very slightly increases number of octaves&lt;br /&gt;
* Richness -- Adds a simple multiplier to richness.&lt;br /&gt;
&lt;br /&gt;
In case you are wondering why we can &amp;quot;very slightly increase number of octaves&amp;quot; and not just add whole octaves, it is because we sacrificed a goat to gods of computer graphics and to Ken Perlin in particular.&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=108486</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=108486"/>
		<updated>2014-04-07T07:05:26Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
This is only the tip of the iceberg! &#039;&#039;&#039;A more or less complete list of mods is in the [http://www.factorioforums.com/forum/viewforum.php?f=14 Mods forum].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are invited to add other mods to this list! See down how.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mod !! Latest release !! Compatible with Factorio !! Author !! Dependencies !! Link to Forum/Download page !! Additional notes/Info&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|DyTech}} || 2.0.0 || 0.9.7+ || Dysoch || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1563] || Usage together with Inserter mod is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|F-mod}} || 1.8 || 0.8.x || ficolas || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=390] || --&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Inserters}} || 1.0.1 || 0.8.x || Heinrich, but maintained by Dysoch || base &amp;gt;= 0.7.1, ?DyTech || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1631] || Usage together with DyTech is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Treefarm}} || 0.8.4 || 0.8.x || drs9999 || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=522] || this mod add treefarm,cokery + woodprocessing and fertilizer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
Using the mods is very easy.&lt;br /&gt;
&lt;br /&gt;
# Download the mod you would like and unzip it.&lt;br /&gt;
# Copy the mod into the game&#039;s mods directory. Mods directory locations depends on your operating system.&lt;br /&gt;
#* Windows: C:\Program Files\Factorio\mods&lt;br /&gt;
#* OSx: ~/Library/Application Support/factorio/mods&lt;br /&gt;
#* Linux: ~/.factorio/mods&lt;br /&gt;
# Run the game&lt;br /&gt;
# Open the Mods menu and make sure the mod is enabled (requires restart on changes)&lt;br /&gt;
# Enjoy your installed mod&lt;br /&gt;
&lt;br /&gt;
== How to add my/another mod into this page? ==&lt;br /&gt;
&lt;br /&gt;
Two possibilities:&lt;br /&gt;
#  become user of the wiki (get an account) and add it. You can use the {{subpage|ExampleMod}}, to see, how you can structure the information about your own mod!&lt;br /&gt;
# ask in the forum, if someone would add it&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:Wiki_rules&amp;diff=108471</id>
		<title>Factorio:Wiki rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Wiki_rules&amp;diff=108471"/>
		<updated>2014-04-05T23:33:28Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: /* Pictures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is used for contributors into this wiki.&lt;br /&gt;
&lt;br /&gt;
== Get an account ==&lt;br /&gt;
&lt;br /&gt;
Just follow the instruction.&lt;br /&gt;
&lt;br /&gt;
== How to contribute? ==&lt;br /&gt;
&lt;br /&gt;
This wiki is the work of a team of some people. The wiki is created in an agile process. If someone asks something in the forum, it&#039;s a good idea to add it into the forum. No special knowledge is needed for that, just write and if it is ok, this information stars, otherwise it will be changed or removed by others. There is nothing, which you can break, because the wiki has a version history.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
* Read the wiki pages.&lt;br /&gt;
** If you don&#039;t like something, change it.&lt;br /&gt;
** If you find typos, change it.&lt;br /&gt;
** If you find something is wrong described, make a prove, that it is wrong and change it.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
* Add missing information it at the right place.&lt;br /&gt;
&lt;br /&gt;
This is in most cases easy, but sometimes could be really difficult. Ask for help, if you don&#039;t know.&lt;br /&gt;
&lt;br /&gt;
* Split the information on big pages into subpages.&lt;br /&gt;
&lt;br /&gt;
See for example the [[Railway network]].&lt;br /&gt;
&lt;br /&gt;
* If you find that a topic belongs to two pages,  then don&#039;t copy the information into the two pages, but create a new page and link.&lt;br /&gt;
&lt;br /&gt;
Best example for this is the [[Power production]] page.&lt;br /&gt;
&lt;br /&gt;
* Take the right words.&lt;br /&gt;
&lt;br /&gt;
Factorio has a set of words, which have a fixed meaning. Ask the factorio wiki, if you are unsure.&lt;br /&gt;
&lt;br /&gt;
* A pic says more than 1000 words.&lt;br /&gt;
&lt;br /&gt;
Make pictures, if possible. In some case use GIF-animations! See down.&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Making pictures out of the game ===&lt;br /&gt;
&lt;br /&gt;
Do&#039;s:&lt;br /&gt;
&lt;br /&gt;
* make pictures at day! [[Lua/Game#alwaysday|Turn on daylight]]! Use night or dawn only, if needed to explain something.&lt;br /&gt;
* use god mode! [[Lua/Player#controllertype]]. You can go to every place and don&#039;t stand in the way.&lt;br /&gt;
* you can [[Lua/Game#speed|slowdown the game]] to find the right moment for the picture.&lt;br /&gt;
* you can use also the [[Lua/Game#peacefulmode]], to be not disturbed by the natives.&lt;br /&gt;
* you can stop the game in the right moment using SHIFT-SPACE key. That blends also the grid in.&lt;br /&gt;
* learn how to use the [[Debug mode]] to add relevant information into this pic.&lt;br /&gt;
* go into the highest zoom level you possibly can.&lt;br /&gt;
&lt;br /&gt;
Dont&#039;s&lt;br /&gt;
&lt;br /&gt;
* don&#039;t make pics of ultra-complicated stuff! Add only as much elements, which are needed to understand, how that might work.&lt;br /&gt;
* don&#039;t make just a screenshot. Try to remove all unneeded informations from the pic.&lt;br /&gt;
* try not to make a photo with the character, except it should show something, facing to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2472 for more.&lt;br /&gt;
&lt;br /&gt;
=== Optimizing the picture before upload ===&lt;br /&gt;
&lt;br /&gt;
* cut as much as possible/nice.&lt;br /&gt;
* resolution should be normally not higher than 800x800 px.&lt;br /&gt;
* do not add textual information into the pics! Instead add numbers or letters in it and add the text on the wiki-page. Otherwise it isn&#039;t searchable information.&lt;br /&gt;
&lt;br /&gt;
=== Making animations ===&lt;br /&gt;
&lt;br /&gt;
: [http://blog.bahraniapps.com/?page_id=21 Gifcam]&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/MiningDrill&amp;diff=108096</id>
		<title>Prototype/MiningDrill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/MiningDrill&amp;diff=108096"/>
		<updated>2014-02-17T23:56:53Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: /* resource_searching_radius */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
A mining drill. Based on [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
This prototype inherits the properties of [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
=== animations ===&lt;br /&gt;
Type: Map of [[Types/string]] -&amp;gt; [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
The animations to use. Should look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
animations = {&lt;br /&gt;
   north = {&lt;br /&gt;
      ... animation goes here ...&lt;br /&gt;
   },&lt;br /&gt;
   south = {&lt;br /&gt;
      ... animation goes here ...&lt;br /&gt;
   },&lt;br /&gt;
   east = {&lt;br /&gt;
      ... animation goes here ...&lt;br /&gt;
   },&lt;br /&gt;
   west = {&lt;br /&gt;
      ... animation goes here ...&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== mining_speed ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The speed of this drill. Electric mining drills have 0.5. Burner mining drills have 0.35.&lt;br /&gt;
&lt;br /&gt;
=== energy_source ===&lt;br /&gt;
Type: [[Types/EnergySource]]&lt;br /&gt;
&lt;br /&gt;
The energy source of this mining drill.&lt;br /&gt;
&lt;br /&gt;
=== energy_usage ===&lt;br /&gt;
Type: [[Types/EnergyPower]]&lt;br /&gt;
&lt;br /&gt;
The amount of energy used by the drill while mining.&lt;br /&gt;
&lt;br /&gt;
=== mining_power ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Unknown. Burner mining drills have 3.5. Electric mining drills have 3.&lt;br /&gt;
&lt;br /&gt;
=== resource_searching_radius ===&lt;br /&gt;
Type: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The distance from the centre of the mining drill to search for resources in.&lt;br /&gt;
&lt;br /&gt;
This is 2.49 for electric mining drills (a 5x5 area) and 0.99 for burner mining drills (a 2x2 area). There is presumably a reason that these are not 2.5 and 1.0.&lt;br /&gt;
&lt;br /&gt;
(Dysoch) The reason is that it searches resource outside its natural boundary box, which is 0.01. (the middle of the entity) making it 2.5 and 1.0 gives it another block radius&lt;br /&gt;
&lt;br /&gt;
=== vector_to_place_result ===&lt;br /&gt;
Type: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
The position where the result is placed, when the mining drill is facing south (?).&lt;br /&gt;
&lt;br /&gt;
=== module_slots ===&lt;br /&gt;
Type: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
The number of module slots.&lt;br /&gt;
&lt;br /&gt;
=== radius_visualization_picture ===&lt;br /&gt;
Type: [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
The sprite used to show the range of the mining drill.&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Dysoch&amp;diff=107537</id>
		<title>User:Dysoch</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Dysoch&amp;diff=107537"/>
		<updated>2014-01-19T15:37:20Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DyTechNavigation}}&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=107487</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=107487"/>
		<updated>2014-01-16T14:21:05Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
Process not defined. Please look into the discussion [[Talk:Mods]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mod !! Latest release !! Compatible with Factorio !! Author !! Dependencies !! Link to Forum/Download page !! Additional notes/Info&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|DyTech}} || 1.4.0 || 0.8.4 and above || Dysoch || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1563] || Usage together with Inserter mod is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|F-mod}} || 1.7.2 || 0.8.x || ficolas || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=390] || --&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Inserters}} || 1.0.1 || 0.8.x || Heinrich, but maintained by Dysoch || base &amp;gt;= 0.7.1, ?DyTech || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1631] || Usage together with DyTech is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Treefarm}} || 0.8.4 || 0.8.x || drs9999 || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=522] || this mod add treefarm,cokery + woodprocessing and fertilizer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Use the {{subpage|ExampleMod}}, to see, how you can structure the information about your own mod!&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
Using the mods is very easy.&lt;br /&gt;
&lt;br /&gt;
# Download the mod you would like and unzip it.&lt;br /&gt;
# Copy the mod into the game&#039;s mods directory. Mods directory locations depends on your operating system.&lt;br /&gt;
#* Windows: C:\Program Files\Factorio\mods&lt;br /&gt;
#* OSx: ~/Library/Application Support/factorio/mods&lt;br /&gt;
#* Linux: ~/.factorio/mods&lt;br /&gt;
# Run the game&lt;br /&gt;
# Open the Mods menu and make sure the mod is enabled (requires restart on changes)&lt;br /&gt;
# Enjoy your installed mod&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=106988</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=106988"/>
		<updated>2013-12-24T22:06:10Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
Process not defined. Please look into the discussion [[Talk:Mods]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mod !! Latest release !! Compatible with Factorio !! Author !! Dependencies !! Link to Forum/Download page !! Additional notes/Info&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|DyTech}} || 1.1.0 || 0.8.x || Dysoch || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1563] || Usage together with Inserter mod is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|F-mod}} || 1.6.6 || 0.7.x || ficolas || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=390] || --&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Inserters}} || 1.0.1 || 0.8.x || Heinrich, but maintained by Dysoch || base &amp;gt;= 0.7.1, ?DyTech || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1631] || Usage together with DyTech is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|ExampleMod}} || 0.1 || 0.0.1 || [[User:Ssilk]] and others || base || [http://www.factorioforums.com/forum/] || you may use this {{subpage|ExampleMod|template}} to create a new mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
Using the mods is very easy.&lt;br /&gt;
&lt;br /&gt;
# Download the mod you would like and unzip it.&lt;br /&gt;
# Copy the mod into the game&#039;s mods directory. Mods directory locations depends on your operating system.&lt;br /&gt;
#* Windows: C:\Program Files\Factorio\mods&lt;br /&gt;
#* OSx: ~/Library/Application Support/factorio/mods&lt;br /&gt;
#* Linux: ~/.factorio/mods&lt;br /&gt;
# Run the game&lt;br /&gt;
# Open the Mods menu and make sure the mod is enabled (requires restart on changes)&lt;br /&gt;
# Enjoy your installed mod&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=106829</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=106829"/>
		<updated>2013-12-12T09:41:02Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
Process not defined. Please look into the discussion [[Talk:Mods]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mod !! Latest release !! Compatible with Factorio !! Author !! Dependencies !! Link to Forum/Download page !! Additional notes/Info&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/DyTech|DyTech]] || 1.0.2 || 0.8.x || Dysoch || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1563] || Usage together with Inserter mod is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/F-mod|F-mod]] || 1.6.6 || 0.7.x || ficolas || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=390] || --&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/Inserters|Inserters]] || 1.0.1 || 0.8.x || Heinrich, but maintained by Dysoch || base &amp;gt;= 0.7.1, ?DyTech || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1631] || Usage together with DyTech is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/ExampleMod|ExampleMod]] || 0.1 || 0.0.1 || [[User:Ssilk]] and others || base || [http://www.factorioforums.com/forum/] || you may use this [[Mods:ExampleMod|template]] to create a new mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
Using the mods is very easy.&lt;br /&gt;
&lt;br /&gt;
# Download the mod you would like and unzip it.&lt;br /&gt;
# Copy the mod into the game&#039;s mods directory. Mods directory locations depends on your operating system.&lt;br /&gt;
#* Windows: C:\Program Files\Factorio\mods&lt;br /&gt;
#* OSx: ~/Library/Application Support/factorio/mods&lt;br /&gt;
#* Linux: ~/.factorio/mods&lt;br /&gt;
# Run the game&lt;br /&gt;
# Open the Mods menu and make sure the mod is enabled (requires restart on changes)&lt;br /&gt;
# Enjoy your installed mod&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=106820</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=106820"/>
		<updated>2013-12-12T00:21:12Z</updated>

		<summary type="html">&lt;p&gt;Dysoch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
Process not defined. Please look into the discussion [[Talk:Mods]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mod !! Latest release !! Compatible with Factorio !! Author !! Dependencies !! Link to Forum/Download page !! Additional notes/Info&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/DyTech|DyTech]] || 1.0.1 || 0.8.x || Dysoch || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1563] || Usage together with Inserter mod is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/F-mod|F-mod]] || 1.6.6 || 0.7.x || ficolas || base || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=390] || --&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/Inserters|Inserters]] || 1.0.1 || 0.8.x || Heinrich, but maintained by Dysoch || base &amp;gt;= 0.7.1, ?DyTech || [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=1631] || Usage together with DyTech is not recommended! Inserter Mod doesnt add anything when detecting DyTech, Dytech has better and other inserters added!&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods/ExampleMod|ExampleMod]] || 0.1 || 0.0.1 || [[User:Ssilk]] and others || base || [http://www.factorioforums.com/forum/] || you may use this [[Mods:ExampleMod|template]] to create a new mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
Using the mods is very easy.&lt;br /&gt;
&lt;br /&gt;
# Download the mod you would like and unzip it.&lt;br /&gt;
# Copy the mod into the game&#039;s mods directory. Mods directory locations depends on your operating system.&lt;br /&gt;
#* Windows: C:\Program Files\Factorio\mods&lt;br /&gt;
#* OSx: ~/Library/Application Support/factorio/mods&lt;br /&gt;
#* Linux: ~/.factorio/mods&lt;br /&gt;
# Run the game&lt;br /&gt;
# Open the Mods menu and make sure the mod is enabled (requires restart on changes)&lt;br /&gt;
# Enjoy your installed mod&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Dysoch</name></author>
	</entry>
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