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		<id>https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150450</id>
		<title>Map generator/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150450"/>
		<updated>2017-09-13T19:42:58Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Predefinições automáticas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzido 18%**&amp;lt;/center&amp;gt;&lt;br /&gt;
A geração de mundo é, em resumo, uma série de configurações que definem como será o mundo quando gerado. Isso pode alterar dramaticamente a jogabilidade - um novo jogador é aconselhável para começar com as configurações padrão antes de decidir mudar seu mundo.&lt;br /&gt;
&lt;br /&gt;
==Como isso funciona==&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:MapGeneratorOverview.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Uma explicação mais técnica da mecânica de geração mundial é que o gerador de mapas gera a maior parte do mundo com um algoritmo chamado &amp;quot;Perlin Noise&amp;quot;. Em suma, funciona um pouco como as ondas no mar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Tudo acima de um nível definido define a existência (ou a inexistência) das características de algum tipo de terreno. O jogador também deve saber que o mapa não é gerado no início do jogo. Apenas as partes que vêem são geradas, todo o resto não é. O mapa será gerado gradualmente à medida que o jogador explora mais terreno. Veja abaixo para detalhes mais técnicos.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
A seguinte imagem mostra um exemplo de como o gerador mundial pode criar um novo mapa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:Default_123456789.png|thumb|left| Geração de mundo com as configurações padrão com a seed 123456789]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Predefinições automáticas ==&lt;br /&gt;
&lt;br /&gt;
A partir da versão 0.15, uma configuração pré definida pode ser escolhida em vez de configurar manualmente a geração. Existem várias opções. As diferenças do predefinido &amp;quot;padrão&amp;quot; estão em parênteses em negrito.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipientes/Tecnologia                !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da morte !! Mundo ferroviário&lt;br /&gt;
|-&lt;br /&gt;
| Dificuldade de pesquisa          || Normal || Normal || Expancivo|| Normal || Expancivo|| Normal&lt;br /&gt;
|-&lt;br /&gt;
| Dificuldade de tecnologia       || Normal || Normal || Expancivo || Normal || Expancivo|| Normal&lt;br /&gt;
|-&lt;br /&gt;
| Multiplicador do preço da tecnologia || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expanção dos inimigos                 !! Padrão!! Recursos Ricos !! Maratona!! Perigoso !! Mundo da Morte !! Mundo Ferroviário&lt;br /&gt;
|-&lt;br /&gt;
| Habilitado                        || Sim || Sim|| Sim|| Sim|| Sim|| Não&#039;&#039;&#039;(Sim)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pedaços mínimos entre novas bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Distância máxima das expanções       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho mínimo do grupo              || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho máximo do grupo               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Cooldown mínimo (Minutos)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Cooldown máximo (Minutos)       || 60 || 60 || 60 || 60 || 60 || 60&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolução do inimigo  !! Padrão!! Recursos Ricos !! Maratona!! Perigoso!! Mundo da Morte!! Mundo ferroviário&lt;br /&gt;
|-&lt;br /&gt;
| Fator de destruição   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Habilitado || Sim || Sim || Sim || Sim || Sim || Sim&lt;br /&gt;
|-&lt;br /&gt;
| Fator de Poluição || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Fator de tempo      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Poluição !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da Morte !! Mundo Ferroviário&lt;br /&gt;
|-&lt;br /&gt;
| Absorção Das Árvores || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Tacha de Difusão           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Tacha de Dissipação          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Habilitada || Sim || Sim || Sim || Sim || Sim || Sim&lt;br /&gt;
|-&lt;br /&gt;
| Dano mínimo para as árvores   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recurso !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da Morte !! Mundo ferroviário&lt;br /&gt;
|-&lt;br /&gt;
| Frequência de carvão   || Normal || Normal || Normal || Normal || Normal || Muito Baixo&lt;br /&gt;
|-&lt;br /&gt;
| Riqueza do Carvão   || Regular || Muito Boa&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho Das Minas De Carvão       || Médio || Médio || Médio || Médio || Médio || Grande&#039;&#039;&#039;(Médio)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frequência de Cobre || Normal || Normal || Normal || Normal || Normal || Muito Baixa&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Riqueza do Cobre  || Regular || Muito Boa&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho Das Minas De Cobre      || Médio || Médio || Médio || Médio || Médio || Grande&#039;&#039;&#039;(Médio)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frequência Bruta  || Normal || Normal || Normal || Normal || Normal || Muito Baixa&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Riqueza Bruta   || Regular || Muito Boa&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Tamanhos Das Minas Brutas      || Médio || Médio || Médio || Médio || Médio || Grande&#039;&#039;&#039;(Médio)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frequência das bases inimigas || Normal || Normal || Normal || Muito Alto&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Muito Alta&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Muito Baixa&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Riqueza das bases inimigas || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho das bases inimigas || Médio || Médio || Médio || Médio || Médio || Pequena&#039;&#039;&#039;(Médio)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frequência de Ferro   || Normal || Normal || Normal || Normal || Normal || Muito Baixa&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Riqueza do Ferro    || Regular || Muito Boa&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho das minas de Ferro        || Médio || Médio || Médio || Médio || Médio || Grande&#039;&#039;&#039;(Médio)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Área inicial    || Médio || Médio || Médio || Médio || Médio || Médio&lt;br /&gt;
|-&lt;br /&gt;
| Frequência de Pedra  || Normal || Normal || Normal || Normal || Normal || Muito baixa&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Riqueza da Pedra   || Regular || Muito Boa&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho das minhas de Pedra       || Médio || Médio || Médio || Médio || Médio || Grande&#039;&#039;&#039;(Médio)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frequência de Urânio || Normal || Normal || Normal || Normal || Normal || Muito Baixa&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Riqueza do Urânio || Regular || Muito Boa&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho das minas de Urânio     || Médio || Médio || Médio || Médio || Médio || Médio&lt;br /&gt;
|-&lt;br /&gt;
| Frequência da Água  || Normal || Normal || Normal || Normal || Normal || Muito Baixa&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Tamanho da água       || Médio || Médio || Médio || Médio || Médio || Grande&#039;&#039;&#039;(Médio)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manual config ==&lt;br /&gt;
&lt;br /&gt;
===Settings on the top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves. This means that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit and the number of deposits. Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
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. This also causes enemy bases to appear more often using the same distribution rules as ores - however, this can lead to rapid [[Enemies|enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot; It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes [[Enemies|enemy bases]] to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&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;
====Richness====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. Resource field richness increases by distance.&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.jpg|150x150px|thumb|Resources to mine: 22k]]&lt;br /&gt;
|[[File:Iron_richness_poor.jpg|150x150px|thumb|Resources to mine: 32k]]&lt;br /&gt;
|[[File:Iron_richness_regular.jpg|150x150px|thumb|Resources to mine: 45k]]&lt;br /&gt;
|[[File:Iron_richness_good.jpg|150x150px|thumb|Resources to mine: 64k]]&lt;br /&gt;
|[[File:Iron_richness_very_good.jpg|150x150px|thumb|Resources to mine: 90k]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
&lt;br /&gt;
* Water: How [[water]] is generated on each map.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.&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;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].&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. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. 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 / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
Definitions and terminology:&lt;br /&gt;
&lt;br /&gt;
; Map Seed: Random number generator seed&lt;br /&gt;
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. 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;
A string generally looks like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
It is a string of good length that begins with &amp;gt;&amp;gt;&amp;gt; and ends with &amp;lt;&amp;lt;&amp;lt;. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
If you wish to retrieve the map-exchange string from your world:&lt;br /&gt;
&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.&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;
==Generation==&lt;br /&gt;
&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] is in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/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;
==Generating new 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 isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
===Generating 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, and for biters to be able to see the player. 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 (Make Invisible Chunks Visible on Map)===&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 &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be other chunks also invisibly generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in &#039;limbo&#039; with no entities around the player. Staying still for a while will allow the generator to catch up.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, which is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* The world generator now has select-able presets.&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;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150449</id>
		<title>Map generator/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150449"/>
		<updated>2017-09-13T19:25:09Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Automatic presets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzido 18%**&amp;lt;/center&amp;gt;&lt;br /&gt;
A geração de mundo é, em resumo, uma série de configurações que definem como será o mundo quando gerado. Isso pode alterar dramaticamente a jogabilidade - um novo jogador é aconselhável para começar com as configurações padrão antes de decidir mudar seu mundo.&lt;br /&gt;
&lt;br /&gt;
==Como isso funciona==&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:MapGeneratorOverview.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Uma explicação mais técnica da mecânica de geração mundial é que o gerador de mapas gera a maior parte do mundo com um algoritmo chamado &amp;quot;Perlin Noise&amp;quot;. Em suma, funciona um pouco como as ondas no mar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Tudo acima de um nível definido define a existência (ou a inexistência) das características de algum tipo de terreno. O jogador também deve saber que o mapa não é gerado no início do jogo. Apenas as partes que vêem são geradas, todo o resto não é. O mapa será gerado gradualmente à medida que o jogador explora mais terreno. Veja abaixo para detalhes mais técnicos.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
A seguinte imagem mostra um exemplo de como o gerador mundial pode criar um novo mapa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:Default_123456789.png|thumb|left| Geração de mundo com as configurações padrão com a seed 123456789]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Predefinições automáticas ==&lt;br /&gt;
&lt;br /&gt;
A partir da versão 0.15, uma configuração pré definida pode ser escolhida em vez de configurar manualmente a geração. Existem várias opções. As diferenças do predefinido &amp;quot;padrão&amp;quot; estão em parênteses em negrito.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipientes/Tecnologia                !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da morte !! Mundo ferroviário&lt;br /&gt;
|-&lt;br /&gt;
| Dificuldade de pesquisa          || Normal || Normal || Expancivo|| Normal || Expancivo|| Normal&lt;br /&gt;
|-&lt;br /&gt;
| Dificuldade de tecnologia       || Normal || Normal || Expancivo || Normal || Expancivo|| Normal&lt;br /&gt;
|-&lt;br /&gt;
| Multiplicador do preço da tecnologia || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&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 !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                          || Yes || Yes || Yes || Yes || Yes || No&#039;&#039;&#039;(Yes)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Minimum chunks between new bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size               || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 || 60 || 60 || 60 || 60 || 60&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 Evolution  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Factor   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled          || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Pollution Factor || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Time Factor      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion Ratio           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation Rate          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Damage to trees   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource         !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Coal Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Coal Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Coal Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Richness  || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Copper Size      || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Crude Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Frequency || Normal || Normal || Normal || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Richness || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Size || Medium || Medium || Medium || Medium || Medium || Small&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Iron Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Starting Area    || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Stone Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stone Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Stone Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Richness || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Size     || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Water Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Water Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manual config ==&lt;br /&gt;
&lt;br /&gt;
===Settings on the top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves. This means that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit and the number of deposits. Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
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. This also causes enemy bases to appear more often using the same distribution rules as ores - however, this can lead to rapid [[Enemies|enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot; It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes [[Enemies|enemy bases]] to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&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;
====Richness====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. Resource field richness increases by distance.&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.jpg|150x150px|thumb|Resources to mine: 22k]]&lt;br /&gt;
|[[File:Iron_richness_poor.jpg|150x150px|thumb|Resources to mine: 32k]]&lt;br /&gt;
|[[File:Iron_richness_regular.jpg|150x150px|thumb|Resources to mine: 45k]]&lt;br /&gt;
|[[File:Iron_richness_good.jpg|150x150px|thumb|Resources to mine: 64k]]&lt;br /&gt;
|[[File:Iron_richness_very_good.jpg|150x150px|thumb|Resources to mine: 90k]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
&lt;br /&gt;
* Water: How [[water]] is generated on each map.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.&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;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].&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. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. 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 / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
Definitions and terminology:&lt;br /&gt;
&lt;br /&gt;
; Map Seed: Random number generator seed&lt;br /&gt;
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. 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;
A string generally looks like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
It is a string of good length that begins with &amp;gt;&amp;gt;&amp;gt; and ends with &amp;lt;&amp;lt;&amp;lt;. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
If you wish to retrieve the map-exchange string from your world:&lt;br /&gt;
&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.&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;
==Generation==&lt;br /&gt;
&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] is in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/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;
==Generating new 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 isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
===Generating 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, and for biters to be able to see the player. 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 (Make Invisible Chunks Visible on Map)===&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 &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be other chunks also invisibly generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in &#039;limbo&#039; with no entities around the player. Staying still for a while will allow the generator to catch up.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, which is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* The world generator now has select-able presets.&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;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150448</id>
		<title>Map generator/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150448"/>
		<updated>2017-09-13T19:20:53Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Como isso funciona */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzido 18%**&amp;lt;/center&amp;gt;&lt;br /&gt;
A geração de mundo é, em resumo, uma série de configurações que definem como será o mundo quando gerado. Isso pode alterar dramaticamente a jogabilidade - um novo jogador é aconselhável para começar com as configurações padrão antes de decidir mudar seu mundo.&lt;br /&gt;
&lt;br /&gt;
==Como isso funciona==&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:MapGeneratorOverview.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Uma explicação mais técnica da mecânica de geração mundial é que o gerador de mapas gera a maior parte do mundo com um algoritmo chamado &amp;quot;Perlin Noise&amp;quot;. Em suma, funciona um pouco como as ondas no mar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Tudo acima de um nível definido define a existência (ou a inexistência) das características de algum tipo de terreno. O jogador também deve saber que o mapa não é gerado no início do jogo. Apenas as partes que vêem são geradas, todo o resto não é. O mapa será gerado gradualmente à medida que o jogador explora mais terreno. Veja abaixo para detalhes mais técnicos.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
A seguinte imagem mostra um exemplo de como o gerador mundial pode criar um novo mapa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:Default_123456789.png|thumb|left| Geração de mundo com as configurações padrão com a seed 123456789]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Automatic presets ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.15, a preset may be chosen instead of manually configuring the generation. There are several options. Differences from the &amp;quot;default&amp;quot; preset are in bold parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipes/Tech                !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Recipe difficulty           || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology difficulty       || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology price multiplier || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&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 !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                          || Yes || Yes || Yes || Yes || Yes || No&#039;&#039;&#039;(Yes)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Minimum chunks between new bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size               || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 || 60 || 60 || 60 || 60 || 60&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 Evolution  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Factor   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled          || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Pollution Factor || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Time Factor      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion Ratio           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation Rate          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Damage to trees   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource         !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Coal Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Coal Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Coal Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Richness  || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Copper Size      || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Crude Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Frequency || Normal || Normal || Normal || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Richness || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Size || Medium || Medium || Medium || Medium || Medium || Small&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Iron Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Starting Area    || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Stone Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stone Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Stone Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Richness || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Size     || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Water Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Water Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manual config ==&lt;br /&gt;
&lt;br /&gt;
===Settings on the top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves. This means that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit and the number of deposits. Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
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. This also causes enemy bases to appear more often using the same distribution rules as ores - however, this can lead to rapid [[Enemies|enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot; It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes [[Enemies|enemy bases]] to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&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;
====Richness====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. Resource field richness increases by distance.&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.jpg|150x150px|thumb|Resources to mine: 22k]]&lt;br /&gt;
|[[File:Iron_richness_poor.jpg|150x150px|thumb|Resources to mine: 32k]]&lt;br /&gt;
|[[File:Iron_richness_regular.jpg|150x150px|thumb|Resources to mine: 45k]]&lt;br /&gt;
|[[File:Iron_richness_good.jpg|150x150px|thumb|Resources to mine: 64k]]&lt;br /&gt;
|[[File:Iron_richness_very_good.jpg|150x150px|thumb|Resources to mine: 90k]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
&lt;br /&gt;
* Water: How [[water]] is generated on each map.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.&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;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].&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. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. 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 / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
Definitions and terminology:&lt;br /&gt;
&lt;br /&gt;
; Map Seed: Random number generator seed&lt;br /&gt;
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. 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;
A string generally looks like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
It is a string of good length that begins with &amp;gt;&amp;gt;&amp;gt; and ends with &amp;lt;&amp;lt;&amp;lt;. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
If you wish to retrieve the map-exchange string from your world:&lt;br /&gt;
&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.&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;
==Generation==&lt;br /&gt;
&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] is in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/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;
==Generating new 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 isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
===Generating 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, and for biters to be able to see the player. 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 (Make Invisible Chunks Visible on Map)===&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 &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be other chunks also invisibly generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in &#039;limbo&#039; with no entities around the player. Staying still for a while will allow the generator to catch up.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, which is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* The world generator now has select-able presets.&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;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150447</id>
		<title>Map generator/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150447"/>
		<updated>2017-09-13T19:20:05Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Como isso funciona */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzido 18%**&amp;lt;/center&amp;gt;&lt;br /&gt;
A geração de mundo é, em resumo, uma série de configurações que definem como será o mundo quando gerado. Isso pode alterar dramaticamente a jogabilidade - um novo jogador é aconselhável para começar com as configurações padrão antes de decidir mudar seu mundo.&lt;br /&gt;
&lt;br /&gt;
==Como isso funciona==&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:MapGeneratorOverview.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Uma explicação mais técnica da mecânica de geração mundial é que o gerador de mapas gera a maior parte do mundo com um algoritmo chamado &amp;quot;Perlin Noise&amp;quot;. Em suma, funciona um pouco como as ondas no mar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Tudo acima de um nível definido define a existência (ou a inexistência) das características de algum tipo de terreno. O jogador também deve saber que o mapa não é gerado no início do jogo. Apenas as partes que vêem são geradas, todo o resto não é. O mapa será gerado gradualmente à medida que o jogador explora mais terreno. Veja abaixo para detalhes mais técnicos.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
A seguinte imagem mostra um exemplo de como o gerador mundial pode criar um novo mapa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Default_123456789.png|thumb|left| Geração de mundo com as configurações padrão com a seed 123456789]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Automatic presets ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.15, a preset may be chosen instead of manually configuring the generation. There are several options. Differences from the &amp;quot;default&amp;quot; preset are in bold parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipes/Tech                !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Recipe difficulty           || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology difficulty       || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology price multiplier || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&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 !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                          || Yes || Yes || Yes || Yes || Yes || No&#039;&#039;&#039;(Yes)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Minimum chunks between new bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size               || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 || 60 || 60 || 60 || 60 || 60&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 Evolution  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Factor   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled          || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Pollution Factor || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Time Factor      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion Ratio           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation Rate          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Damage to trees   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource         !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Coal Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Coal Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Coal Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Richness  || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Copper Size      || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Crude Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Frequency || Normal || Normal || Normal || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Richness || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Size || Medium || Medium || Medium || Medium || Medium || Small&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Iron Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Starting Area    || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Stone Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stone Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Stone Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Richness || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Size     || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Water Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Water Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manual config ==&lt;br /&gt;
&lt;br /&gt;
===Settings on the top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves. This means that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit and the number of deposits. Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
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. This also causes enemy bases to appear more often using the same distribution rules as ores - however, this can lead to rapid [[Enemies|enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot; It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes [[Enemies|enemy bases]] to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&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;
====Richness====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. Resource field richness increases by distance.&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.jpg|150x150px|thumb|Resources to mine: 22k]]&lt;br /&gt;
|[[File:Iron_richness_poor.jpg|150x150px|thumb|Resources to mine: 32k]]&lt;br /&gt;
|[[File:Iron_richness_regular.jpg|150x150px|thumb|Resources to mine: 45k]]&lt;br /&gt;
|[[File:Iron_richness_good.jpg|150x150px|thumb|Resources to mine: 64k]]&lt;br /&gt;
|[[File:Iron_richness_very_good.jpg|150x150px|thumb|Resources to mine: 90k]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
&lt;br /&gt;
* Water: How [[water]] is generated on each map.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.&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;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].&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. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. 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 / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
Definitions and terminology:&lt;br /&gt;
&lt;br /&gt;
; Map Seed: Random number generator seed&lt;br /&gt;
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. 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;
A string generally looks like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
It is a string of good length that begins with &amp;gt;&amp;gt;&amp;gt; and ends with &amp;lt;&amp;lt;&amp;lt;. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
If you wish to retrieve the map-exchange string from your world:&lt;br /&gt;
&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.&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;
==Generation==&lt;br /&gt;
&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] is in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/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;
==Generating new 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 isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
===Generating 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, and for biters to be able to see the player. 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 (Make Invisible Chunks Visible on Map)===&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 &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be other chunks also invisibly generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in &#039;limbo&#039; with no entities around the player. Staying still for a while will allow the generator to catch up.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, which is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* The world generator now has select-able presets.&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;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150446</id>
		<title>Glossary/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150446"/>
		<updated>2017-09-13T19:15:55Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzida 15%**&amp;lt;/center&amp;gt;&lt;br /&gt;
Esta página atua como um glossário geral de todos os termos utilizados no Factorio e sua comunidade. Recomendamos pesquisar a página com {{keybinding|CTRL|F}} para encontrar termos específicos. A página também está organizada alfabeticamente.&lt;br /&gt;
&lt;br /&gt;
Além disso, você pode clicar em uma letra abaixo para ser levado a letra desejada, se desejar pesquisar manualmente, também está correto.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
; 1-1, 1-2-1, 2-4, 4-8-4 e similares: Uma notação taquigráfica um tanto ambígua para configurações de trem. O primeiro número é geralmente o número de locomotivas à frente do trem, seguido pelo número de vagões de carga ou vagões fluidos e, opcionalmente, seguido pelo número de locomotivas de cauda se for um trem de duas cabeças. Em geral, os números mais pequenos são o número de locomotivas.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
; AP: Piercing de armadura, refere-se a [[Piercing rounds magazine]].&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods :Um termo que se refere aos mods feitos pelo usuário &#039;&#039;Arch666Angel&#039;&#039;, um modder popular que faz mods de dificuldade / complexidade extremamente populares que complementam os mods de bob.&lt;br /&gt;
;Angelbobs : Um termo comunitário que significa um jogo com os mods de Angel e os mods de Bob instalados.&lt;br /&gt;
;Assembly - Montagem : Outra palavra para uma [[Assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
;BP : Abreviação para [[Blueprint]].&lt;br /&gt;
;Backed-up : Refere-se a uma máquina sem saída, e assim o canal de entrada enche-se. Também pode referir-se a cintos que estão atrasados ddevido ao baixo consumo. Isto não é necessariamente uma coisa ruim.&lt;br /&gt;
;Belt balancer : Esta é uma configuração de esteiras que equilibra vários esteiras para conter a mesma quantidade de recursos, para maximizar o rendimento. Veja [[Balancers]].&lt;br /&gt;
;Belt compression : Este termo refere-se a garantir que todos os itens em uma esteira estejam logo após o outro, para garantir que nenhum espaço seja desperdiçado e a maior taxa de transferência.&lt;br /&gt;
;Blackout : Quando sua fábrica perde completamente o poder. Isso normalmente acontece à noite, quando se baseia na energia solar + acumulador, inimigos destruindo pólos elétricos vitais, ou depois de uma queda prolongada ao usar brocas de mineração elétrica e / ou inserções elétricas (em vez de suas variantes de queimador (por carvão) ).&lt;br /&gt;
;Bob&#039;s mods : Um termo que se refere aos mods feitos pelo usuário &#039;&#039;bobingabout&#039;&#039;, um modificador popular que faz modificações com dificuldade/complexidade com os mods que complementam também o Angel&#039;s mods.&lt;br /&gt;
;Bootstrap factory : A factory that&#039;s made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.&lt;br /&gt;
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]]. Sometimes also refers to the combat robots created from capsules (unlocked by researching Combat robotics 1–3).&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because you&#039;re not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|Main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Capacity : Maximum amount of items/fluid that can exist within something.&lt;br /&gt;
;Catchup : Period where a player joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.&lt;br /&gt;
;Chokepoint : Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests.&lt;br /&gt;
;Coin : An item used in the Tight Spot campaign.&lt;br /&gt;
;Compression : Like Capacity but applies to belts only.&lt;br /&gt;
;Computer : An item used in the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Daisy chaining : Some entities allow inserters to insert and remove items from the same slots, including fuel in boilers, ammo in gun turrets, science packs in labs, modules in beacons, robots in roboports, and any items in chests. &#039;Daisy chaining&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It&#039;s sometimes referred to as &#039;stealing&#039;, as in &#039;coal stealing&#039; or &#039;ammo stealing&#039;.&lt;br /&gt;
;Death world : A world generation configuration that results in a large quantity of [[Enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[Diesel locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.&lt;br /&gt;
;Dragon&#039;s teeth : A series of alternating stone wall pillars outiside the main wall fortification with the purpose of delaying the biters from reaching the wall.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
;Entity : Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
;Evolution : The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See [[Enemies#Evolution]].&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;Frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;Fuel : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
; GJ : Giga joule, a measurement of power.&lt;br /&gt;
;Ghost : A translucent preview image that designates a position for the construction of an entity. Ghosts are created when you shift+click with an entity under your cursor, when you use the [[Rail_planner#Ghost_Planner|ghost rail planner]], when an entity is destroyed after you&#039;ve researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.&lt;br /&gt;
;Gigabase : An even larger megabase, typically has RPM counts &amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
;Item Explosion : A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.&lt;br /&gt;
;Item request slot : A special request slot for machines with module slots that allows them to request the modules in the blueprint from which they were constructed. The deconstruction planner has a filter for canceling these requests.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
; kJ : Kilojoule, a measurement of power.&lt;br /&gt;
;Kovarex : The founding father of Factorio and where [[Kovarex enrichment process]] gets its name from.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Legs : [[Exoskeleton]]&lt;br /&gt;
;Loader : An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; MW : Mega watt, a measurement of power.&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]].&lt;br /&gt;
;Market : A building where you can buy items using coins. It&#039;s available in the editor and used in the Tight Spot campaign.&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or &amp;quot;RPM&amp;quot;. A base typically is considered a megabase when it can maintain 1 RPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
;No path : A common error that means that a train cannot find a valid route to a train stop. See [[Railway#No_path]].&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
; Outpost : A small base created far away from a [[#B|Bootstrap base]], usually to serve a single purpose like mining or production of a specific resource.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
;PAX (train) : Short for passenger train or player access station, another name for the [[Glossary#S|Shuttle]].&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QOL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;RPM : Shorthand for rockets per minute, usually used to meassure the size of very big bases, see [[#M|Megabase]] and [[#G|Gigabase]].&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|Sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width of 9 tiles, the width of the rocket silo.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
;Scenario : A map that has been saved via the [[Map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Seed : A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in [[#M|Map exchange strings]].&lt;br /&gt;
;Shuttle : A train for personal transportation around the factory. Sometimes called a taxi.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[Transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Small plane : An item from the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Smart furnace : A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).&lt;br /&gt;
;Spaghetti : A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all &amp;quot;spaghetti&amp;quot; factories are necessarily inefficient.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.&lt;br /&gt;
;Stacker : Also known as &#039;&#039;&#039;Parking lot&#039;&#039;&#039;. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Supply train: A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Trash can : A simple &#039;public utility&#039; of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It&#039;s useful if you need to get rid of large quantities of items (such as wood or landfill) and your logistic trash slots are full.&lt;br /&gt;
;Turret : Stationary defense weapon. There are three types of turrets in Factorio, the [[Laser turret]], [[Gun turret]], and [[Flamethrower turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
;Zoo : A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests&#039; pollution absorption and automating the destruction of items (using requester chests near the nests).&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features/pt-br&amp;diff=150440</id>
		<title>Upcoming features/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features/pt-br&amp;diff=150440"/>
		<updated>2017-09-12T22:38:58Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;{{Languages}} Esta é uma lista de adições e mudanças planejadas para a próxima versão importante do Factorio 0.16.0  == Mudanças / adições == * Trem de artilharia * M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Esta é uma lista de adições e mudanças planejadas para a próxima versão importante do Factorio 0.16.0&lt;br /&gt;
&lt;br /&gt;
== Mudanças / adições ==&lt;br /&gt;
* Trem de artilharia&lt;br /&gt;
* Melhorias GUI / UX&lt;br /&gt;
* Melhoria do portal Mod (reescrever)&lt;br /&gt;
* Melhoria da geração de mapas (relacionada aos terrenos e decorativos atualizados de alta resolução)&lt;br /&gt;
&lt;br /&gt;
== Otimizações ==&lt;br /&gt;
* Otimização de verificação de colisão e controle de colisão nos trens&lt;br /&gt;
* Otimizações relacionadas com o &amp;quot;fumo&amp;quot; adicional&lt;br /&gt;
* Otimizações relacionadas a lâmpadas&lt;br /&gt;
* Otimização da pilha de itens&lt;br /&gt;
* Otimização da lógica de atualização de rede elétrica&lt;br /&gt;
* Otimização do movimento logístico do robô&lt;br /&gt;
* Agrupe ícones de itens múltiplos em um sprite para otimizar a renderização de cintos (esteiras) saturados&lt;br /&gt;
&lt;br /&gt;
== Ajustes gerais ==&lt;br /&gt;
* Encontre uma maneira de mostrar paredes conectadas + tubos em um plano&lt;br /&gt;
* Confirmar eliminação do plano de pesquisa&lt;br /&gt;
* Esmagamento de fluidos em tubos&lt;br /&gt;
* Melhorias na interação do mapa&lt;br /&gt;
&lt;br /&gt;
== Semi-bugs ou pequenas coisas ==&lt;br /&gt;
* Um trem não bloqueará mais o seu próprio caminho com sinais de corrente&lt;br /&gt;
* Faça o alto-falante programável &amp;quot;Reprodução global&amp;quot; apenas para coisas que operam nessa força no range de distância&lt;br /&gt;
* Tornar a UI da rede elétrica menos estranha com muitos acumuladores.&lt;br /&gt;
* No futuro, os robôs de construção deixarão de seguir seu alvo de reparo quando o alvo sair da zona de construção.[https://forums.factorio.com/viewtopic.php?p=304263#p304263]&lt;br /&gt;
* Os robôs de construção agora sabem imediatamente quando seu alvo foi reparado (à mão, etc.), em vez de perceber quando eles chegam ao alvo. [https://forums.factorio.com/viewtopic.php?p=304263#p304263]&lt;br /&gt;
&lt;br /&gt;
== Veja também ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-200 Fatos da Sexta #200 Planos para 0.16.0]&lt;br /&gt;
* [[Roadmap/Coming_Releases|Lançamentos planejados]]&lt;br /&gt;
* [[Version history| Histórico de verções]]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150439</id>
		<title>Roadmap/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150439"/>
		<updated>2017-09-12T22:33:21Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Para discuções sobre este tópico, favor usar [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 este tópico no fórum]!&lt;br /&gt;
&lt;br /&gt;
Referente ao [[Roadmap/History| Histórico de lançamentos]] para o passado e [[Upcoming features| Releases próximos]] para uma lista mais detalhada de especificações.&lt;br /&gt;
&lt;br /&gt;
== Visão Geral ==&lt;br /&gt;
&lt;br /&gt;
O Roteiro foi atualizado para dois lançamentos atualizados. A versão 0.16 é dada sem uma data esperada por razões óbvias :).&lt;br /&gt;
&lt;br /&gt;
Por favor tenha em mentes que a Wube ira lançar atualizaões quando eles estiverem prontos, geralmente mais tarde do que a data em seu roteiro. Pode haver mais recursos do que existem neste roteiro. Também não está garantido que tudo será implementado (Regra de ouro: tudo demora mais do que o esperado).&lt;br /&gt;
&lt;br /&gt;
== Planejado: ==&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.16 ===&lt;br /&gt;
* Planejado:&lt;br /&gt;
** Mais coisas em alta resolução&lt;br /&gt;
** GUI re-skin e possíveis melhorias&lt;br /&gt;
** Nova geração de terreno&lt;br /&gt;
** Otimizações do cinto&lt;br /&gt;
** Trem com artilharia&lt;br /&gt;
** Melhoria do portal Mod (Reescrever)&lt;br /&gt;
** Otimizações de atualização geral&lt;br /&gt;
** Permitir carregar jogos com diferentes configurações de modificação (e baixar automaticamente os mods, se necessário)&lt;br /&gt;
&lt;br /&gt;
== Veja tembém ==&lt;br /&gt;
* [[Roadmap/History| Versões anteriores]]&lt;br /&gt;
* [[Upcoming features| Coisas que virão futuramente]]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150438</id>
		<title>Roadmap/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150438"/>
		<updated>2017-09-12T22:31:23Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Para discuções sobre este tópico, favor usar [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 este tópico no fórum]!&lt;br /&gt;
&lt;br /&gt;
Referente ao [[Roadmap/History]] para o passado e [[Upcoming features| Releases próximos]] para uma lista mais detalhada de especificações.&lt;br /&gt;
&lt;br /&gt;
== Visão Geral ==&lt;br /&gt;
&lt;br /&gt;
O Roteiro foi atualizado para dois lançamentos atualizados. A versão 0.16 é dada sem uma data esperada por razões óbvias :).&lt;br /&gt;
&lt;br /&gt;
Por favor tenha em mentes que a Wube ira lançar atualizaões quando eles estiverem prontos, geralmente mais tarde do que a data em seu roteiro. Pode haver mais recursos do que existem neste roteiro. Também não está garantido que tudo será implementado (Regra de ouro: tudo demora mais do que o esperado).&lt;br /&gt;
&lt;br /&gt;
== Planejado: ==&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.16 ===&lt;br /&gt;
* Planejado:&lt;br /&gt;
** Mais coisas em alta resolução&lt;br /&gt;
** GUI re-skin e possíveis melhorias&lt;br /&gt;
** Nova geração de terreno&lt;br /&gt;
** Otimizações do cinto&lt;br /&gt;
** Trem com artilharia&lt;br /&gt;
** Melhoria do portal Mod (Reescrever)&lt;br /&gt;
** Otimizações de atualização geral&lt;br /&gt;
** Permitir carregar jogos com diferentes configurações de modificação (e baixar automaticamente os mods, se necessário)&lt;br /&gt;
&lt;br /&gt;
== Veja tembém ==&lt;br /&gt;
* [[Roadmap/History| Versões anteriores]]&lt;br /&gt;
* [[Upcoming features| Coisas que virão futuramente]]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150437</id>
		<title>Roadmap/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150437"/>
		<updated>2017-09-12T22:30:49Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Para discuções sobre este tópico, favor usar [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 este tópico no fórum]!&lt;br /&gt;
&lt;br /&gt;
Referente ao [[Roadmap/History]] para o passado e [[Upcoming features| Releases próximos]] para uma lista mais detalhada de especificações.&lt;br /&gt;
&lt;br /&gt;
== Visão Geral ==&lt;br /&gt;
&lt;br /&gt;
O Roteiro foi atualizado para dois lançamentos atualizados. A versão 0.16 é dada sem uma data esperada por razões óbvias :).&lt;br /&gt;
&lt;br /&gt;
Por favor tenha em mentes que a Wube ira lançar atualizaões quando eles estiverem prontos, geralmente mais tarde do que a data em seu roteiro. Pode haver mais recursos do que existem neste roteiro. Também não está garantido que tudo será implementado (Regra de ouro: tudo demora mais do que o esperado).&lt;br /&gt;
&lt;br /&gt;
== Planejado: ==&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.16 ===&lt;br /&gt;
* Planejado:&lt;br /&gt;
** Mais coisas em alta resolução&lt;br /&gt;
** GUI re-skin e possíveis melhorias&lt;br /&gt;
** Nova geração de terreno&lt;br /&gt;
** Otimizações do cinto&lt;br /&gt;
** Trem com artilharia&lt;br /&gt;
** Melhoria do portal Mod (Reescrever)&lt;br /&gt;
** Otimizações de atualização geral&lt;br /&gt;
** Permitir carregar jogos com diferentes configurações de modificação (e baixar automaticamente os mods, se necessário)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Roadmap/History|Previous versions]]&lt;br /&gt;
* [[Upcoming features]]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150436</id>
		<title>Roadmap/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap/pt-br&amp;diff=150436"/>
		<updated>2017-09-12T22:25:15Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;&amp;#039;&amp;#039;For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 this forum thread]!  Refer to the Roadmap/History for the pas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 this forum thread]!&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Roadmap/History]] for the past and to [[Upcoming features]] for a more detailed list of upcoming features.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Roadmap has been updated for two releases upfront. Release 0.16 is given without an expected date for obvious reasons :).&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that Wube will release updates when they are ready, usually later than the date on their roadmap. There may be more features than there are on this roadmap. It&#039;s also not guaranteed everything will be implemented (Golden rule: everything takes longer than expected).&lt;br /&gt;
&lt;br /&gt;
== Planned: ==&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.16 ===&lt;br /&gt;
* Planned:&lt;br /&gt;
** More high res stuff&lt;br /&gt;
** GUI re-skin and possible improvements&lt;br /&gt;
** New terrain generation&lt;br /&gt;
** Belt-optimizations&lt;br /&gt;
** Artillery train&lt;br /&gt;
** Mod portal improvement (Rewrite)&lt;br /&gt;
** General update optimizations&lt;br /&gt;
** Allow loading games with different mod settings (and automatically download the mods if necessary)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Roadmap/History|Previous versions]]&lt;br /&gt;
* [[Upcoming features]]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/pt-br&amp;diff=150433</id>
		<title>Main Page/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/pt-br&amp;diff=150433"/>
		<updated>2017-09-12T22:23:31Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Official Factorio Wiki|noerror}}__NOTOC__[[Image:Factorio-logo.png|center|link=http://factorio.com/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
Bem vindo ao wiki oficial do Factorio, aonde os arquivos oficiais do jogo estarão disponíveis Factorio&amp;amp;trade;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;active-users&amp;quot;&amp;gt;{{NUMBEROFACTIVEUSERS}}&amp;lt;/span&amp;gt; editores ativos (de {{NUMBEROFUSERS}} registros) e atualmente mantendo [[Special:Statistics|{{NUMBEROFARTICLES}} arquivos]] e [[Special:ListFiles|{{NUMBEROFFILES}} imagens]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|66%|&lt;br /&gt;
|{{:Factorio:About/pt-br}}&lt;br /&gt;
}}-&lt;br /&gt;
{{ContentCell|34%|[[File:Iron axe.png|link=]] [http://www.factorio.com/buy Get the Game]|{{:Main Page/Get_the_game/pt-br‎}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ContentCell|66%|[[File:Lab.png|link=]] [[Novidades|Blog dos desenvolvedores: Fatos sobre o Factorio]]|{{:News/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Assembling machine 3.png|link=]] Últimas verções|{{:Main_Page/Latest_versions/pt-br}}}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:auto; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Itens ====&lt;br /&gt;
{{Inventory}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== O Jogo ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Transport belt.png|link=]] Iniciante | {{:Main_Page/Beginners/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Fast transport belt.png|link=]] Advançado | {{:Main_Page/Advanced/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Express transport belt.png|link=]] Mestre | {{:Main_Page/Expert/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Outras informações ====&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Processing unit.png|link=]] Novos Conteúdos|{{:Main_Page/Novos Conteúdos}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Questionmark.png|32px|link=]] Perguntas mais frequentes|{{:Main_Page/Frequently asked questions/pt-br}}|&lt;br /&gt;
[[File:Repair pack.png|link=]] Contribua com o Wiki|{{:Main_Page/Contribute/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Behemoth-spitter.png|link=]] Comunidade|{{:Main_Page/Community/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150432</id>
		<title>Main Page/Frequently asked questions/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150432"/>
		<updated>2017-09-12T22:20:48Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [http://www.factorio.com/faq  Oficial FAQ]&lt;br /&gt;
* [http://www.factorio.com/help Ajuda oficial]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=4400 Ajuda técnica]&lt;br /&gt;
* [[Install_guide/pt-br|Download e Instalação]]&lt;br /&gt;
* [[Application_directory/pt-br| Pasta do jogo]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Get_the_game/pt-br&amp;diff=150431</id>
		<title>Main Page/Get the game/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Get_the_game/pt-br&amp;diff=150431"/>
		<updated>2017-09-12T22:18:34Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;Factorio está em desenvolvimento. O jogo pode ser comprado pelo [https://www.factorio.com/buy site oficial],  [http://store.steampowered.com/app/427520/ Acesso antecipado na...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio está em desenvolvimento. O jogo pode ser comprado pelo [https://www.factorio.com/buy site oficial],  [http://store.steampowered.com/app/427520/ Acesso antecipado na Steam], [https://www.gog.com/game/factorio GOG] e no [https://www.humblebundle.com/store/factorio Humble Store]. Você também podera conferir nossa [http://www.factorio.com/demo demo] disponível.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/pt-br&amp;diff=150430</id>
		<title>Main Page/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/pt-br&amp;diff=150430"/>
		<updated>2017-09-12T22:17:11Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{DISPLAYTITLE:Official Factorio Wiki|noerror}}__NOTOC__[[Image:Factorio-logo.png|center|link=http://factorio.com/]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
Bem vindo ao wiki oficial do Factorio, aonde os arquivos oficiais do jogo estarão disponíveis Factorio&amp;amp;trade;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;active-users&amp;quot;&amp;gt;{{NUMBEROFACTIVEUSERS}}&amp;lt;/span&amp;gt; editores ativos (de {{NUMBEROFUSERS}} registros) e atualmente mantendo [[Special:Statistics|{{NUMBEROFARTICLES}} arquivos]] e [[Special:ListFiles|{{NUMBEROFFILES}} imagens]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|66%|&lt;br /&gt;
|{{:Factorio:About/pt-br}}&lt;br /&gt;
}}-&lt;br /&gt;
{{ContentCell|34%|[[File:Iron axe.png|link=]] [http://www.factorio.com/buy Get the Game]|{{:Main Page/Get_the_game/pt-br‎}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{ContentCell|66%|[[File:Lab.png|link=]] [[Novidades|Blog dos desenvolvedores: Fatos sobre o Factorio]]|{{:News/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Assembling machine 3.png|link=]] Últimas verções|{{:Main_Page/Latest_versions}}}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:auto; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Itens ====&lt;br /&gt;
{{Inventory}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== O Jogo ====&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Transport belt.png|link=]] Iniciante | {{:Main_Page/Beginners/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Fast transport belt.png|link=]] Advançado | {{:Main_Page/Advanced/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Express transport belt.png|link=]] Mestre | {{:Main_Page/Expert/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Outras informações ====&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
{{ContentCell|33%|[[File:Processing unit.png|link=]] Novos Conteúdos|{{:Main_Page/Novos Conteúdos}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|33%|[[File:Questionmark.png|32px|link=]] Perguntas mais frequentes|{{:Main_Page/Frequently asked questions/pt-br}}|&lt;br /&gt;
[[File:Repair pack.png|link=]] Contribua com o Wiki|{{:Main_Page/Contribute/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
{{ContentCell|34%|[[File:Behemoth-spitter.png|link=]] Comunidade|{{:Main_Page/Community/pt-br}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150427</id>
		<title>Main Page/Frequently asked questions/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150427"/>
		<updated>2017-09-12T22:14:40Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [http://www.factorio.com/faq  Oficial FAQ]&lt;br /&gt;
* [http://www.factorio.com/help Ajuda oficial]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=4400 Ajuda técnica]&lt;br /&gt;
* [[Install guide|Download e Instalação]]&lt;br /&gt;
* [[Application directory| Pasta do jogo]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150426</id>
		<title>Main Page/Frequently asked questions/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150426"/>
		<updated>2017-09-12T22:14:11Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [http://www.factorio.com/faq  Oficial FAQ]&lt;br /&gt;
* [http://www.factorio.com/help Ajuda oficial]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=4400 Ajuda técnica]&lt;br /&gt;
* [[Install guide|Download e Instalação]]&lt;br /&gt;
* [[Pasta do jogo]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Community/pt-br&amp;diff=150425</id>
		<title>Main Page/Community/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Community/pt-br&amp;diff=150425"/>
		<updated>2017-09-12T22:10:27Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;* [https://www.youtube.com/user/factoriovideos/videos Canal Factorio No YouTube] * [http://www.factorioforums.com/forum/ Forum do Factorio] * [http://www.twitter.com/factoriog...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://www.youtube.com/user/factoriovideos/videos Canal Factorio No YouTube]&lt;br /&gt;
* [http://www.factorioforums.com/forum/ Forum do Factorio]&lt;br /&gt;
* [http://www.twitter.com/factoriogame Twitter do Factorio]&lt;br /&gt;
* [https://www.facebook.com/Factorio Facebook do Factorio]&lt;br /&gt;
----&lt;br /&gt;
Comunidades não oficiais:&lt;br /&gt;
* [http://www.reddit.com/r/factorio/ Subreddit do Factorio]&lt;br /&gt;
* [https://discord.gg/factorio /r/factorio Discord Server]&lt;br /&gt;
* [http://webchat.esper.net/?channels=#factorio IRC]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Contribute/pt-br&amp;diff=150424</id>
		<title>Main Page/Contribute/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Contribute/pt-br&amp;diff=150424"/>
		<updated>2017-09-12T22:05:35Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;* Regras * Confira o Editor de notícias para informações sobre projetos e tarefas recorrentes. * Crie uma das Fact...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Factorio:Wiki rules|Regras]]&lt;br /&gt;
* Confira o [[Factorio:Editor noticeboard|Editor de notícias]] para informações sobre projetos e tarefas recorrentes.&lt;br /&gt;
* Crie uma das [[Factorio:Wanted pages|Páginas procuradas]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/New_content/pt-br&amp;diff=150423</id>
		<title>Main Page/New content/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/New_content/pt-br&amp;diff=150423"/>
		<updated>2017-09-12T22:02:54Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Novidades na verção 0.15.0:&#039;&#039;&#039;&lt;br /&gt;
* [[Nuclear power| Energia Nuclear]]&lt;br /&gt;
* [[Research| Pesquisa]] Revisada&lt;br /&gt;
:4 novos pacotes de ciência: [[Military science pack|Militar]], [[Production science pack|Produtivo]], [[High tech science pack|Alta tecnologia]] e [[Space science pack|Espacial]]&lt;br /&gt;
* [[Blueprint]] Pasta remodelada&lt;br /&gt;
:Permite manter os planos dos jogadores entre os saltos de jogos individuais e permite a partilha de planos em jogos para vários jogadores&lt;br /&gt;
&lt;br /&gt;
O changelog completo poderá ser encontrado [[Version_history|aqui]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150422</id>
		<title>Main Page/Frequently asked questions/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Frequently_asked_questions/pt-br&amp;diff=150422"/>
		<updated>2017-09-12T22:00:21Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;* [http://www.factorio.com/faq  Oficial FAQ] * [http://www.factorio.com/help Ajuda oficial] * [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=4400 Ajuda técnica] *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [http://www.factorio.com/faq  Oficial FAQ]&lt;br /&gt;
* [http://www.factorio.com/help Ajuda oficial]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=4400 Ajuda técnica]&lt;br /&gt;
* [[Install guide|Download and Installation]]&lt;br /&gt;
* [[Application directory]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining/pt-br&amp;diff=150421</id>
		<title>Mining/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining/pt-br&amp;diff=150421"/>
		<updated>2017-09-12T21:59:03Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Tipos de brocas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Mining drill/pt-br|Brocas de mineração]] são usadas para automatizar a extraçao de recursos. Brocas são o primeiro passo para automatizar a fabricação, contudo os recursos devem ser fundidos na [[furnace/pt-br|fornalha]] para ter utilidade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fórmula da velocidade de mineração&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal e recursos mineráveis tem uma classificação de &amp;quot;dificuldade de mineração&amp;quot;. Essa classificação ao qual a produção está sujeita é calculada por:&lt;br /&gt;
&lt;br /&gt;
 (Poder de mineração - Dificuldade de mineração) * Velocidade / Tempo de mineração = produção (em recursos/s)&lt;br /&gt;
&lt;br /&gt;
Poder de mineração e velocidade são admnistrados pelo minerador enquanto dificuldade e tempo são funções do metal ou do mineral.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tipos de brocas ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Custo total !! Poder de mineração !! Velocidade de mineração !! Poder máximo !! Área de cobertura&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill|Mineradora a Combustão}} || {{Icon|Iron plate|9|iron_plate}} {{icon|stone|5|stone}} || 2.5 || 0.35 || 300 W ([[Fuel|burner]]) || 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill|Mineradora Elétrica}} || {{Icon|Iron plate|23|iron_plate}} {{Icon|Copper plate|4.5|copper_plate}} || 3 || 0.5 || 90 W ([[Electric network|electric]]) || 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note que a Broca de mineração a carvão (Burner mining drill) cobre exatamente o seu tamanho (2x2, e sua área de cobertura também é 2x2), enquanto que a Broca de mineração elétrica (Electric mining drill) é um pouco maior(tamanho 3x3, mas sua área de cobertura é de 5x5). Sepre que possível coloque a Broca de mineração elétrica mais no centro da fonte dos recursos, mas nas bordas da fonte você deve espalhar mais para obter um maior campo de extração, a fim de obter uma maior quantidade de recursos por minerador.&lt;br /&gt;
&lt;br /&gt;
Diferente do outros equipamentos, brocas de mineração irão gerar recursos e expelí-los diretamente sem precisar de um [[inserter/pt-br| insersor]] para coletá-lo.É viável utilizar correias transportadores para movimentar os recursos.&lt;br /&gt;
&lt;br /&gt;
== Veja também ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5830 Instalação eficiente de robôs mineradores].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=2569 Mineração extrema].&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining/pt-br&amp;diff=150420</id>
		<title>Mining/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining/pt-br&amp;diff=150420"/>
		<updated>2017-09-12T21:57:47Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Tipos de brocas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Mining drill/pt-br|Brocas de mineração]] são usadas para automatizar a extraçao de recursos. Brocas são o primeiro passo para automatizar a fabricação, contudo os recursos devem ser fundidos na [[furnace/pt-br|fornalha]] para ter utilidade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fórmula da velocidade de mineração&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal e recursos mineráveis tem uma classificação de &amp;quot;dificuldade de mineração&amp;quot;. Essa classificação ao qual a produção está sujeita é calculada por:&lt;br /&gt;
&lt;br /&gt;
 (Poder de mineração - Dificuldade de mineração) * Velocidade / Tempo de mineração = produção (em recursos/s)&lt;br /&gt;
&lt;br /&gt;
Poder de mineração e velocidade são admnistrados pelo minerador enquanto dificuldade e tempo são funções do metal ou do mineral.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tipos de brocas ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Custo total !! Poder de mineração !! Velocidade de mineração !! Poder máximo !! Área de cobertura&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill|Burner mining drill}} || {{Icon|Iron plate|9|iron_plate}} {{icon|stone|5|stone}} || 2.5 || 0.35 || 300 W ([[Fuel|burner]]) || 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill|Electric mining drill}} || {{Icon|Iron plate|23|iron_plate}} {{Icon|Copper plate|4.5|copper_plate}} || 3 || 0.5 || 90 W ([[Electric network|electric]]) || 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note que a Broca de mineração a carvão(Burner mining drill) cobre exatamente o seu tamanho (2x2, e sua área de cobertura também é 2x2), enquanto que a Broca de mineração elétrica(Electric mining drill) é um pouco maior(tamanho 3x3, mas sua área de cobertura é de 5x5). Sepre que possível coloque a Broca de mineração elétrica mais no centro da fonte dos recursos, mas nas bordas da fonte você deve espalhar mais para obter um maior campo de extração, a fim de obter uma maior quantidade de recursos por minerador.&lt;br /&gt;
&lt;br /&gt;
Diferente do outros equipamentos, brocas de mineração irão gerar recursos e expelí-los diretamente sem precisar de um [[inserter/pt-br| insersor]] para coletá-lo.É viável utilizar correias transportadores para movimentar os recursos.&lt;br /&gt;
&lt;br /&gt;
== Veja também ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5830 Instalação eficiente de robôs mineradores].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=2569 Mineração extrema].&lt;br /&gt;
&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150419</id>
		<title>Map generator/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150419"/>
		<updated>2017-09-12T21:55:30Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzido 18%**&amp;lt;/center&amp;gt;&lt;br /&gt;
A geração de mundo é, em resumo, uma série de configurações que definem como será o mundo quando gerado. Isso pode alterar dramaticamente a jogabilidade - um novo jogador é aconselhável para começar com as configurações padrão antes de decidir mudar seu mundo.&lt;br /&gt;
&lt;br /&gt;
==Como isso funciona==&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:MapGeneratorOverview.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Uma explicação mais técnica da mecânica de geração mundial é que o gerador de mapas gera a maior parte do mundo com um algoritmo chamado &amp;quot;Perlin Noise&amp;quot;. Em suma, funciona um pouco como as ondas no mar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain. The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
The following image shows an example how the world generator might create a new map.&lt;br /&gt;
&lt;br /&gt;
[[File:Default_123456789.png|thumb|left| World generation on default settings with map seed 123456789]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Automatic presets ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.15, a preset may be chosen instead of manually configuring the generation. There are several options. Differences from the &amp;quot;default&amp;quot; preset are in bold parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipes/Tech                !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Recipe difficulty           || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology difficulty       || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology price multiplier || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&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 !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                          || Yes || Yes || Yes || Yes || Yes || No&#039;&#039;&#039;(Yes)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Minimum chunks between new bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size               || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 || 60 || 60 || 60 || 60 || 60&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 Evolution  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Factor   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled          || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Pollution Factor || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Time Factor      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion Ratio           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation Rate          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Damage to trees   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource         !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Coal Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Coal Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Coal Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Richness  || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Copper Size      || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Crude Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Frequency || Normal || Normal || Normal || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Richness || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Size || Medium || Medium || Medium || Medium || Medium || Small&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Iron Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Starting Area    || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Stone Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stone Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Stone Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Richness || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Size     || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Water Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Water Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manual config ==&lt;br /&gt;
&lt;br /&gt;
===Settings on the top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves. This means that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit and the number of deposits. Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
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. This also causes enemy bases to appear more often using the same distribution rules as ores - however, this can lead to rapid [[Enemies|enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot; It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes [[Enemies|enemy bases]] to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&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;
====Richness====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. Resource field richness increases by distance.&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.jpg|150x150px|thumb|Resources to mine: 22k]]&lt;br /&gt;
|[[File:Iron_richness_poor.jpg|150x150px|thumb|Resources to mine: 32k]]&lt;br /&gt;
|[[File:Iron_richness_regular.jpg|150x150px|thumb|Resources to mine: 45k]]&lt;br /&gt;
|[[File:Iron_richness_good.jpg|150x150px|thumb|Resources to mine: 64k]]&lt;br /&gt;
|[[File:Iron_richness_very_good.jpg|150x150px|thumb|Resources to mine: 90k]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
&lt;br /&gt;
* Water: How [[water]] is generated on each map.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.&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;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].&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. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. 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 / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
Definitions and terminology:&lt;br /&gt;
&lt;br /&gt;
; Map Seed: Random number generator seed&lt;br /&gt;
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. 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;
A string generally looks like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
It is a string of good length that begins with &amp;gt;&amp;gt;&amp;gt; and ends with &amp;lt;&amp;lt;&amp;lt;. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
If you wish to retrieve the map-exchange string from your world:&lt;br /&gt;
&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.&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;
==Generation==&lt;br /&gt;
&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] is in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/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;
==Generating new 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 isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
===Generating 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, and for biters to be able to see the player. 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 (Make Invisible Chunks Visible on Map)===&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 &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be other chunks also invisibly generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in &#039;limbo&#039; with no entities around the player. Staying still for a while will allow the generator to catch up.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, which is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* The world generator now has select-able presets.&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;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150418</id>
		<title>Map generator/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150418"/>
		<updated>2017-09-12T21:55:16Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzido 18%&amp;lt;/center&amp;gt;&lt;br /&gt;
A geração de mundo é, em resumo, uma série de configurações que definem como será o mundo quando gerado. Isso pode alterar dramaticamente a jogabilidade - um novo jogador é aconselhável para começar com as configurações padrão antes de decidir mudar seu mundo.&lt;br /&gt;
&lt;br /&gt;
==Como isso funciona==&lt;br /&gt;
&amp;lt;center&amp;gt;: [[File:MapGeneratorOverview.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Uma explicação mais técnica da mecânica de geração mundial é que o gerador de mapas gera a maior parte do mundo com um algoritmo chamado &amp;quot;Perlin Noise&amp;quot;. Em suma, funciona um pouco como as ondas no mar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain. The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
The following image shows an example how the world generator might create a new map.&lt;br /&gt;
&lt;br /&gt;
[[File:Default_123456789.png|thumb|left| World generation on default settings with map seed 123456789]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Automatic presets ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.15, a preset may be chosen instead of manually configuring the generation. There are several options. Differences from the &amp;quot;default&amp;quot; preset are in bold parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipes/Tech                !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Recipe difficulty           || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology difficulty       || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology price multiplier || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&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 !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                          || Yes || Yes || Yes || Yes || Yes || No&#039;&#039;&#039;(Yes)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Minimum chunks between new bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size               || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 || 60 || 60 || 60 || 60 || 60&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 Evolution  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Factor   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled          || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Pollution Factor || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Time Factor      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion Ratio           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation Rate          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Damage to trees   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource         !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Coal Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Coal Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Coal Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Richness  || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Copper Size      || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Crude Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Frequency || Normal || Normal || Normal || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Richness || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Size || Medium || Medium || Medium || Medium || Medium || Small&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Iron Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Starting Area    || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Stone Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stone Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Stone Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Richness || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Size     || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Water Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Water Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manual config ==&lt;br /&gt;
&lt;br /&gt;
===Settings on the top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves. This means that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit and the number of deposits. Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
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. This also causes enemy bases to appear more often using the same distribution rules as ores - however, this can lead to rapid [[Enemies|enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot; It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes [[Enemies|enemy bases]] to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&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;
====Richness====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. Resource field richness increases by distance.&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.jpg|150x150px|thumb|Resources to mine: 22k]]&lt;br /&gt;
|[[File:Iron_richness_poor.jpg|150x150px|thumb|Resources to mine: 32k]]&lt;br /&gt;
|[[File:Iron_richness_regular.jpg|150x150px|thumb|Resources to mine: 45k]]&lt;br /&gt;
|[[File:Iron_richness_good.jpg|150x150px|thumb|Resources to mine: 64k]]&lt;br /&gt;
|[[File:Iron_richness_very_good.jpg|150x150px|thumb|Resources to mine: 90k]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
&lt;br /&gt;
* Water: How [[water]] is generated on each map.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.&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;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].&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. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. 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 / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
Definitions and terminology:&lt;br /&gt;
&lt;br /&gt;
; Map Seed: Random number generator seed&lt;br /&gt;
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. 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;
A string generally looks like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
It is a string of good length that begins with &amp;gt;&amp;gt;&amp;gt; and ends with &amp;lt;&amp;lt;&amp;lt;. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
If you wish to retrieve the map-exchange string from your world:&lt;br /&gt;
&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.&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;
==Generation==&lt;br /&gt;
&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] is in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/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;
==Generating new 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 isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
===Generating 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, and for biters to be able to see the player. 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 (Make Invisible Chunks Visible on Map)===&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 &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be other chunks also invisibly generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in &#039;limbo&#039; with no entities around the player. Staying still for a while will allow the generator to catch up.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, which is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* The world generator now has select-able presets.&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;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Game_modes_and_options/pt-br&amp;diff=150417</id>
		<title>Game modes and options/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Game_modes_and_options/pt-br&amp;diff=150417"/>
		<updated>2017-09-12T21:51:12Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Esta página contem uma lista de todos os modos de jogo atuais no Factorio.&lt;br /&gt;
&lt;br /&gt;
* Um jogador&lt;br /&gt;
: O jogo base. Jogue sozinho, construa sua base e defende-a da vida nativa do inimigo!&lt;br /&gt;
* [[Multiplayer| Online]]&lt;br /&gt;
: Jogue o Factorio com os amigos e construa sua fábrica juntos&lt;br /&gt;
* [[Scenario system|Modo Cenário]]&lt;br /&gt;
: Jogue cenários pré-construídos por usuários ou desenvolvedores. Incluído no jogo base:&lt;br /&gt;
:: Jogo Livre - Jogo sozinho Normal - lance uma satélite para vencer.&lt;br /&gt;
:: PvP - Batalhe com seus amigos.&lt;br /&gt;
:: Sandbox - Livre para jogar, varias trapaças disponíveis para pular para o estágio que você quer construir.&lt;br /&gt;
:: Desafio - Desafio temporizado para produzir e entregar itens especificados para cada nível.&lt;br /&gt;
:: Trabalho em equipo - Cenário de desafio multijogador onde as equipes competem em tarefas randomizadas, incluindo produção ou pesquisa de itens.&lt;br /&gt;
:: Defesa de ondas - Defenda seu silo de foguetes para 20 ondas e lance um satélite no espaço.&lt;br /&gt;
* Campanha&lt;br /&gt;
: Jogue o conjunto de cenários que vêm com o jogo por padrão. A coisa mais próxima de uma história que o Factorio tem.&lt;br /&gt;
:: Primeiros passos - Tutorial sobre várias mecânicas de nível de entrada, como construção e mineração.&lt;br /&gt;
:: Nova esperança - A partir de onde Primeiros Passos termina, você procura o computador da nave quebrou.&lt;br /&gt;
:: Loucura no cinto de transporte - Teste suas habilidades de layout do cinto conectando caixas numa pequena ilha&lt;br /&gt;
:: Ponto apertado - Compre terra e máquinas, venda seu produto final.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150416</id>
		<title>Glossary/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150416"/>
		<updated>2017-09-12T21:23:15Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzida 15%**&amp;lt;/center&amp;gt;&lt;br /&gt;
Esta página atua como um glossário geral de todos os termos utilizados no Factorio e sua comunidade. Recomendamos pesquisar a página com {{keybinding|CTRL|F}} para encontrar termos específicos. A página também está organizada alfabeticamente.&lt;br /&gt;
&lt;br /&gt;
Além disso, você pode clicar em uma letra abaixo para ser levado a letra desejada, se desejar pesquisar manualmente, também está correto.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
; 1-1, 1-2-1, 2-4, 4-8-4 e similares: Uma notação taquigráfica um tanto ambígua para configurações de trem. O primeiro número é geralmente o número de locomotivas à frente do trem, seguido pelo número de vagões de carga ou vagões fluidos e, opcionalmente, seguido pelo número de locomotivas de cauda se for um trem de duas cabeças. Em geral, os números mais pequenos são o número de locomotivas.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
; AP: Piercing de armadura, refere-se a [[Piercing rounds magazine]].&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods :Um termo que se refere aos mods feitos pelo usuário &#039;&#039;Arch666Angel&#039;&#039;, um modder popular que faz mods de dificuldade / complexidade extremamente populares que complementam os mods de bob.&lt;br /&gt;
;Angelbobs : Um termo comunitário que significa um jogo com os mods de Angel e os mods de Bob instalados.&lt;br /&gt;
;Assembly - Montagem : Outra palavra para uma [[Assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
;BP : Short for [[Blueprint]].&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts being backlogged due to low consumption. This is not necessarily a bad thing.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bootstrap factory : A factory that&#039;s made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.&lt;br /&gt;
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]]. Sometimes also refers to the combat robots created from capsules (unlocked by researching Combat robotics 1–3).&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because you&#039;re not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|Main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Capacity : Maximum amount of items/fluid that can exist within something.&lt;br /&gt;
;Catchup : Period where a player joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.&lt;br /&gt;
;Chokepoint : Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests.&lt;br /&gt;
;Coin : An item used in the Tight Spot campaign.&lt;br /&gt;
;Compression : Like Capacity but applies to belts only.&lt;br /&gt;
;Computer : An item used in the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Daisy chaining : Some entities allow inserters to insert and remove items from the same slots, including fuel in boilers, ammo in gun turrets, science packs in labs, modules in beacons, robots in roboports, and any items in chests. &#039;Daisy chaining&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It&#039;s sometimes referred to as &#039;stealing&#039;, as in &#039;coal stealing&#039; or &#039;ammo stealing&#039;.&lt;br /&gt;
;Death world : A world generation configuration that results in a large quantity of [[Enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[Diesel locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.&lt;br /&gt;
;Dragon&#039;s teeth : A series of alternating stone wall pillars outiside the main wall fortification with the purpose of delaying the biters from reaching the wall.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
;Entity : Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
;Evolution : The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See [[Enemies#Evolution]].&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;Frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;Fuel : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
; GJ : Giga joule, a measurement of power.&lt;br /&gt;
;Ghost : A translucent preview image that designates a position for the construction of an entity. Ghosts are created when you shift+click with an entity under your cursor, when you use the [[Rail_planner#Ghost_Planner|ghost rail planner]], when an entity is destroyed after you&#039;ve researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.&lt;br /&gt;
;Gigabase : An even larger megabase, typically has RPM counts &amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
;Item Explosion : A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.&lt;br /&gt;
;Item request slot : A special request slot for machines with module slots that allows them to request the modules in the blueprint from which they were constructed. The deconstruction planner has a filter for canceling these requests.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
; kJ : Kilojoule, a measurement of power.&lt;br /&gt;
;Kovarex : The founding father of Factorio and where [[Kovarex enrichment process]] gets its name from.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Legs : [[Exoskeleton]]&lt;br /&gt;
;Loader : An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; MW : Mega watt, a measurement of power.&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]].&lt;br /&gt;
;Market : A building where you can buy items using coins. It&#039;s available in the editor and used in the Tight Spot campaign.&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or &amp;quot;RPM&amp;quot;. A base typically is considered a megabase when it can maintain 1 RPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
;No path : A common error that means that a train cannot find a valid route to a train stop. See [[Railway#No_path]].&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
; Outpost : A small base created far away from a [[#B|Bootstrap base]], usually to serve a single purpose like mining or production of a specific resource.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
;PAX (train) : Short for passenger train or player access station, another name for the [[Glossary#S|Shuttle]].&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QOL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;RPM : Shorthand for rockets per minute, usually used to meassure the size of very big bases, see [[#M|Megabase]] and [[#G|Gigabase]].&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|Sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width of 9 tiles, the width of the rocket silo.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
;Scenario : A map that has been saved via the [[Map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Seed : A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in [[#M|Map exchange strings]].&lt;br /&gt;
;Shuttle : A train for personal transportation around the factory. Sometimes called a taxi.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[Transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Small plane : An item from the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Smart furnace : A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).&lt;br /&gt;
;Spaghetti : A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all &amp;quot;spaghetti&amp;quot; factories are necessarily inefficient.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.&lt;br /&gt;
;Stacker : Also known as &#039;&#039;&#039;Parking lot&#039;&#039;&#039;. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Supply train: A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Trash can : A simple &#039;public utility&#039; of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It&#039;s useful if you need to get rid of large quantities of items (such as wood or landfill) and your logistic trash slots are full.&lt;br /&gt;
;Turret : Stationary defense weapon. There are three types of turrets in Factorio, the [[Laser turret]], [[Gun turret]], and [[Flamethrower turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
;Zoo : A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests&#039; pollution absorption and automating the destruction of items (using requester chests near the nests).&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150415</id>
		<title>Glossary/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150415"/>
		<updated>2017-09-12T21:22:43Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzida 15%**&amp;lt;/center&amp;gt;&lt;br /&gt;
Esta página atua como um glossário geral de todos os termos utilizados no Factorio e sua comunidade. Recomendamos pesquisar a página com {{keybinding|CTRL|F}} para encontrar termos específicos. A página também está organizada alfabeticamente.&lt;br /&gt;
&lt;br /&gt;
Além disso, você pode clicar em uma letra abaixo para ser levado a letra desejada, se desejar pesquisar manualmente, também está correto.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
; 1-1, 1-2-1, 2-4, 4-8-4 e similares: Uma notação taquigráfica um tanto ambígua para configurações de trem. O primeiro número é geralmente o número de locomotivas à frente do trem, seguido pelo número de vagões de carga ou vagões fluidos e, opcionalmente, seguido pelo número de locomotivas de cauda se for um trem de duas cabeças. Em geral, os números mais pequenos são o número de locomotivas.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
; AP: piercing de armadura, refere-se a [[Piercing rounds magazine]].&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods :Um termo que se refere aos mods feitos pelo usuário &#039;&#039;Arch666Angel&#039;&#039;, um modder popular que faz mods de dificuldade / complexidade extremamente populares que complementam os mods de bob.&lt;br /&gt;
;Angelbobs : Um termo comunitário que significa um jogo com os mods de Angel e os mods de Bob instalados.&lt;br /&gt;
;Assembly - Montagem : Outra palavra para uma [[Assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
;BP : Short for [[Blueprint]].&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts being backlogged due to low consumption. This is not necessarily a bad thing.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bootstrap factory : A factory that&#039;s made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.&lt;br /&gt;
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]]. Sometimes also refers to the combat robots created from capsules (unlocked by researching Combat robotics 1–3).&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because you&#039;re not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|Main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Capacity : Maximum amount of items/fluid that can exist within something.&lt;br /&gt;
;Catchup : Period where a player joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.&lt;br /&gt;
;Chokepoint : Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests.&lt;br /&gt;
;Coin : An item used in the Tight Spot campaign.&lt;br /&gt;
;Compression : Like Capacity but applies to belts only.&lt;br /&gt;
;Computer : An item used in the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Daisy chaining : Some entities allow inserters to insert and remove items from the same slots, including fuel in boilers, ammo in gun turrets, science packs in labs, modules in beacons, robots in roboports, and any items in chests. &#039;Daisy chaining&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It&#039;s sometimes referred to as &#039;stealing&#039;, as in &#039;coal stealing&#039; or &#039;ammo stealing&#039;.&lt;br /&gt;
;Death world : A world generation configuration that results in a large quantity of [[Enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[Diesel locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.&lt;br /&gt;
;Dragon&#039;s teeth : A series of alternating stone wall pillars outiside the main wall fortification with the purpose of delaying the biters from reaching the wall.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
;Entity : Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
;Evolution : The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See [[Enemies#Evolution]].&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;Frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;Fuel : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
; GJ : Giga joule, a measurement of power.&lt;br /&gt;
;Ghost : A translucent preview image that designates a position for the construction of an entity. Ghosts are created when you shift+click with an entity under your cursor, when you use the [[Rail_planner#Ghost_Planner|ghost rail planner]], when an entity is destroyed after you&#039;ve researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.&lt;br /&gt;
;Gigabase : An even larger megabase, typically has RPM counts &amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
;Item Explosion : A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.&lt;br /&gt;
;Item request slot : A special request slot for machines with module slots that allows them to request the modules in the blueprint from which they were constructed. The deconstruction planner has a filter for canceling these requests.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
; kJ : Kilojoule, a measurement of power.&lt;br /&gt;
;Kovarex : The founding father of Factorio and where [[Kovarex enrichment process]] gets its name from.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Legs : [[Exoskeleton]]&lt;br /&gt;
;Loader : An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; MW : Mega watt, a measurement of power.&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]].&lt;br /&gt;
;Market : A building where you can buy items using coins. It&#039;s available in the editor and used in the Tight Spot campaign.&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or &amp;quot;RPM&amp;quot;. A base typically is considered a megabase when it can maintain 1 RPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
;No path : A common error that means that a train cannot find a valid route to a train stop. See [[Railway#No_path]].&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
; Outpost : A small base created far away from a [[#B|Bootstrap base]], usually to serve a single purpose like mining or production of a specific resource.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
;PAX (train) : Short for passenger train or player access station, another name for the [[Glossary#S|Shuttle]].&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QOL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;RPM : Shorthand for rockets per minute, usually used to meassure the size of very big bases, see [[#M|Megabase]] and [[#G|Gigabase]].&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|Sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width of 9 tiles, the width of the rocket silo.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
;Scenario : A map that has been saved via the [[Map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Seed : A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in [[#M|Map exchange strings]].&lt;br /&gt;
;Shuttle : A train for personal transportation around the factory. Sometimes called a taxi.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[Transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Small plane : An item from the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Smart furnace : A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).&lt;br /&gt;
;Spaghetti : A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all &amp;quot;spaghetti&amp;quot; factories are necessarily inefficient.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.&lt;br /&gt;
;Stacker : Also known as &#039;&#039;&#039;Parking lot&#039;&#039;&#039;. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Supply train: A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Trash can : A simple &#039;public utility&#039; of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It&#039;s useful if you need to get rid of large quantities of items (such as wood or landfill) and your logistic trash slots are full.&lt;br /&gt;
;Turret : Stationary defense weapon. There are three types of turrets in Factorio, the [[Laser turret]], [[Gun turret]], and [[Flamethrower turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
;Zoo : A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests&#039; pollution absorption and automating the destruction of items (using requester chests near the nests).&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150414</id>
		<title>Glossary/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150414"/>
		<updated>2017-09-12T21:21:55Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;**Traduzida 15%**&amp;lt;/center&amp;gt;&lt;br /&gt;
Esta página atua como um glossário geral de todos os termos utilizados no Factorio e sua comunidade. Recomendamos pesquisar a página com {{keybinding|CTRL|F}} para encontrar termos específicos. A página também está organizada alfabeticamente.&lt;br /&gt;
&lt;br /&gt;
Além disso, você pode clicar em uma letra abaixo para ser levado a letra desejada, se desejar pesquisar manualmente, também está correto.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
; 1-1, 1-2-1, 2-4, 4-8-4 e similares: Uma notação taquigráfica um tanto ambígua para configurações de trem. O primeiro número é geralmente o número de locomotivas à frente do trem, seguido pelo número de vagões de carga ou vagões fluidos e, opcionalmente, seguido pelo número de locomotivas de cauda se for um trem de duas cabeças. Em geral, os números mais pequenos são o número de locomotivas.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
; AP: piercing de armadura, refere-se a [[Piercing rounds magazine]].&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods :Um termo que se refere aos mods feitos pelo usuário &#039;&#039;Arch666Angel&#039;&#039;, um modder popular que faz mods de dificuldade / complexidade extremamente populares que complementam os mods de bob.&lt;br /&gt;
;Angelbobs : Um termo comunitário que significa um jogo com os mods de Angel e os mods de Bob instalados.&lt;br /&gt;
;Assembly - Montagem : Outra palavra para um[[Assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
;BP : Short for [[Blueprint]].&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts being backlogged due to low consumption. This is not necessarily a bad thing.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bootstrap factory : A factory that&#039;s made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.&lt;br /&gt;
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]]. Sometimes also refers to the combat robots created from capsules (unlocked by researching Combat robotics 1–3).&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because you&#039;re not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|Main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Capacity : Maximum amount of items/fluid that can exist within something.&lt;br /&gt;
;Catchup : Period where a player joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.&lt;br /&gt;
;Chokepoint : Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests.&lt;br /&gt;
;Coin : An item used in the Tight Spot campaign.&lt;br /&gt;
;Compression : Like Capacity but applies to belts only.&lt;br /&gt;
;Computer : An item used in the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Daisy chaining : Some entities allow inserters to insert and remove items from the same slots, including fuel in boilers, ammo in gun turrets, science packs in labs, modules in beacons, robots in roboports, and any items in chests. &#039;Daisy chaining&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It&#039;s sometimes referred to as &#039;stealing&#039;, as in &#039;coal stealing&#039; or &#039;ammo stealing&#039;.&lt;br /&gt;
;Death world : A world generation configuration that results in a large quantity of [[Enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[Diesel locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.&lt;br /&gt;
;Dragon&#039;s teeth : A series of alternating stone wall pillars outiside the main wall fortification with the purpose of delaying the biters from reaching the wall.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
;Entity : Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
;Evolution : The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See [[Enemies#Evolution]].&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;Frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;Fuel : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
; GJ : Giga joule, a measurement of power.&lt;br /&gt;
;Ghost : A translucent preview image that designates a position for the construction of an entity. Ghosts are created when you shift+click with an entity under your cursor, when you use the [[Rail_planner#Ghost_Planner|ghost rail planner]], when an entity is destroyed after you&#039;ve researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.&lt;br /&gt;
;Gigabase : An even larger megabase, typically has RPM counts &amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
;Item Explosion : A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.&lt;br /&gt;
;Item request slot : A special request slot for machines with module slots that allows them to request the modules in the blueprint from which they were constructed. The deconstruction planner has a filter for canceling these requests.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
; kJ : Kilojoule, a measurement of power.&lt;br /&gt;
;Kovarex : The founding father of Factorio and where [[Kovarex enrichment process]] gets its name from.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Legs : [[Exoskeleton]]&lt;br /&gt;
;Loader : An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; MW : Mega watt, a measurement of power.&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]].&lt;br /&gt;
;Market : A building where you can buy items using coins. It&#039;s available in the editor and used in the Tight Spot campaign.&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or &amp;quot;RPM&amp;quot;. A base typically is considered a megabase when it can maintain 1 RPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
;No path : A common error that means that a train cannot find a valid route to a train stop. See [[Railway#No_path]].&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
; Outpost : A small base created far away from a [[#B|Bootstrap base]], usually to serve a single purpose like mining or production of a specific resource.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
;PAX (train) : Short for passenger train or player access station, another name for the [[Glossary#S|Shuttle]].&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QOL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;RPM : Shorthand for rockets per minute, usually used to meassure the size of very big bases, see [[#M|Megabase]] and [[#G|Gigabase]].&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|Sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width of 9 tiles, the width of the rocket silo.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
;Scenario : A map that has been saved via the [[Map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Seed : A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in [[#M|Map exchange strings]].&lt;br /&gt;
;Shuttle : A train for personal transportation around the factory. Sometimes called a taxi.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[Transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Small plane : An item from the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Smart furnace : A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).&lt;br /&gt;
;Spaghetti : A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all &amp;quot;spaghetti&amp;quot; factories are necessarily inefficient.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.&lt;br /&gt;
;Stacker : Also known as &#039;&#039;&#039;Parking lot&#039;&#039;&#039;. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Supply train: A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Trash can : A simple &#039;public utility&#039; of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It&#039;s useful if you need to get rid of large quantities of items (such as wood or landfill) and your logistic trash slots are full.&lt;br /&gt;
;Turret : Stationary defense weapon. There are three types of turrets in Factorio, the [[Laser turret]], [[Gun turret]], and [[Flamethrower turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
;Zoo : A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests&#039; pollution absorption and automating the destruction of items (using requester chests near the nests).&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Expert/pt-br&amp;diff=150413</id>
		<title>Main Page/Expert/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Expert/pt-br&amp;diff=150413"/>
		<updated>2017-09-12T20:20:58Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;*  Mecânicas de mineração *  Rede de circuitos **  Tutorial de combinações ** Circuit-network_C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Mining/pt-br| Mecânicas de mineração]]&lt;br /&gt;
* [[Circuit_network/pt-br| Rede de circuitos]]&lt;br /&gt;
** [[Combinator_Tutorial/pt-br| Tutorial de combinações]]&lt;br /&gt;
** [[Circuit-network_Cookbook/pt-br| Rede se circuitos cookbook]]&lt;br /&gt;
* [[Debug_mode/pt-br| Modo de debug]]&lt;br /&gt;
* [[Modding/pt-br| Modificando]]&lt;br /&gt;
* [[Console/pt-br| Console]]&lt;br /&gt;
* [[Map_editor/pt-br| Editor de mapa]]&lt;br /&gt;
* [[Units/pt-br| Unidades Físicas]]&lt;br /&gt;
** [[Energy_and_Work/pt-br| Energia e trabalho]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Advanced/pt-br&amp;diff=150412</id>
		<title>Main Page/Advanced/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Advanced/pt-br&amp;diff=150412"/>
		<updated>2017-09-12T20:18:01Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Transporte :&lt;br /&gt;
** [[Belt_transport_system/pt-br| Sistemas de transporte]]&lt;br /&gt;
** [[Inserters/pt-br| Insersores]]&lt;br /&gt;
** [[Railway/pt-br| Estradas de ferro]]&lt;br /&gt;
** [[Logistic_network/pt-br| Redes de logísticas]]&lt;br /&gt;
* [[Stack/pt-br| Staks]] e [[Storage/pt-br| Armazenamento]]&lt;br /&gt;
* [[Electric_system/pt-br| Sistemas elétricos]]&lt;br /&gt;
* [[Pollution/pt| Poluição]]&lt;br /&gt;
* [[Fluid_system/pt-br| Fuidos]]&lt;br /&gt;
* [[Robotic_network/pt-br| Rede de robótica]]&lt;br /&gt;
* [[Module/pt-br| Módulos]]&lt;br /&gt;
* [[Damage/pt-br| Dano e resistencias]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Advanced/pt-br&amp;diff=150411</id>
		<title>Main Page/Advanced/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Advanced/pt-br&amp;diff=150411"/>
		<updated>2017-09-12T20:17:01Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Transport&lt;br /&gt;
** [[Belt_transport_system/pt-br| Sistemas de transporte]]&lt;br /&gt;
** [[Inserters/pt-br| Insersores]]&lt;br /&gt;
** [[Railway/pt-br| Estradas de ferro]]&lt;br /&gt;
** [[Logistic_network/pt-br| Redes de logísticas]]&lt;br /&gt;
* [[Stack/pt-br| Staks]] e [[Storage/pt-br| Armazenamento]]&lt;br /&gt;
* [[Electric_system/pt-br| Sistemas elétricos]]&lt;br /&gt;
* [[Pollution/pt| Poluição]]&lt;br /&gt;
* [[Fluid_system/pt-br| Fuidos]]&lt;br /&gt;
* [[Robotic_network/pt-br| Rede de robótica]]&lt;br /&gt;
* [[Module/pt-br| Módulos]]&lt;br /&gt;
* [[Damage/pt-br| Dano e resistencias]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Advanced/pt-br&amp;diff=150410</id>
		<title>Main Page/Advanced/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Advanced/pt-br&amp;diff=150410"/>
		<updated>2017-09-12T20:16:34Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;* Transport **  Sistemas de transporte **  Insersores **  Estradas de ferro ** Logistic_network/pt-br|...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Transport&lt;br /&gt;
** [[Belt_transport_system/pt-br| Sistemas de transporte]]&lt;br /&gt;
** [[Inserters/pt-br| Insersores]]&lt;br /&gt;
** [[Railway/pt-br| Estradas de ferro]]&lt;br /&gt;
** [[Logistic_network/pt-br| Redes de logísticas]]&lt;br /&gt;
* [[Stack/pt-br| Staks]] e [[Storage/pt-br| Armazenamento]]&lt;br /&gt;
* [[Electric_system/pt-br| Sistemas elétricos]]&lt;br /&gt;
* [[Pollution/pt| Poluição]]&lt;br /&gt;
* [[Fluid_system| Fuidos]]&lt;br /&gt;
* [[Robotic_network/pt-br| Rede de robótica]]&lt;br /&gt;
* [[Module/pt-br| Módulos]]&lt;br /&gt;
* [[Damage/pt-br| Dano e resistencias]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150409</id>
		<title>Tutorials/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150409"/>
		<updated>2017-09-12T20:07:43Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Lista de tutoriais na comunidade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Esta página lista todos os guias e tutoriais para iniciantes no Factorio. Por favor, sinta-se livre para escrever o seu proprio guia, que será bem útil para os leitores iniciante. E sinta-se livre para excluir os tutoriais obsoletos.&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais no Wiki ==&lt;br /&gt;
{{Special:PrefixIndex/Tutorial:}}&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais na comunidade ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observe que, devido à natureza orientada pela comunidade desta página, os vídeos não podem ser confiadamente verificados quanto à qualidade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Versão !! Data !! Comentário&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLUJbZsQQK-__AvAIuJXI1h-ZaO--RXh6u Tutoriais de iniciante com o TellesGeek]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-09-06&lt;br /&gt;
|Série de vídeos explicando tudo desde o inicio da aventura !&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ta6PnPC7MOI Priority Splitters: Máxima taxa de transferência de seu ônibus principal]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-06-05&lt;br /&gt;
| Vídeo único sobre splitters de prioridade&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z Tutoriais de vídeo do Factorio do CaptainKonzept]&lt;br /&gt;
| v0.13&lt;br /&gt;
| 2016-09-03&lt;br /&gt;
|Série de vídeo sobre Circuit Logic, Smart Steam Power, Smart Oil Cracking, Smart Trains e muito mais&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Estrategias Iniciais ===&lt;br /&gt;
[[File:Starting_screen.PNG|thumb|right|Seus itens iniciais, [[iron_plate| Placas de ferro]], um [[burner_mining_drill| Mineradora a Combustão]] e uma [[stone_furnace| Fornalha de pedra]] ]]&lt;br /&gt;
&lt;br /&gt;
Quando um [[player| jogador]] é criado, ele inicia com uma pequena quantia de itens: 8 [[iron plate| barras de ferro]], uma [[burner mining drill| mineradora a combustão]] e uma [[stone furnace| fornalha de pedra]], usando essas ferramentas o jogador poderá iniciar seu cultivo de recursos por perto como [[coal| carvão]], um tipo de combustível que pode ser usado para ligar sua Fornalha de pedra e sua Mineradora de combustão.&lt;br /&gt;
&lt;br /&gt;
Você poderá usar a Mineradora a combustão para minerar recursos por perto [[iron plate|Ferro]], [[copper ore|Bronze]] e [[coal|Carvão]]&lt;br /&gt;
&lt;br /&gt;
=== Explorando o mapa ===&lt;br /&gt;
Enquanto o mapa no qual o jogador é lançado é gerado aleatoriamente na criação mundial, eventualmente, explorar o mapa será de vital importância para obter mais recursos, e.g. [[iron ore| minério de ferro ]], [[copper ore| minério de bronze]].O mapa pode ser explorado usando um [[radar]], ou pesquisando a área usando seu personagem, no entanto [[enemies| inimigos]] pode ser um perigo para qualquer explorador.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150408</id>
		<title>Tutorials/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150408"/>
		<updated>2017-09-12T20:07:08Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Explorando o mapa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Esta página lista todos os guias e tutoriais para iniciantes no Factorio. Por favor, sinta-se livre para escrever o seu proprio guia, que será bem útil para os leitores iniciante. E sinta-se livre para excluir os tutoriais obsoletos.&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais no Wiki ==&lt;br /&gt;
{{Special:PrefixIndex/Tutorial:}}&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais na comunidade ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observe que, devido à natureza orientada pela comunidade desta página, os vídeos não podem ser confiadamente verificados quanto à qualidade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Versão !! Data !! Comentário&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ta6PnPC7MOI Priority Splitters: Máxima taxa de transferência de seu ônibus principal]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-06-05&lt;br /&gt;
| Vídeo único sobre splitters de prioridade&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLUJbZsQQK-__AvAIuJXI1h-ZaO--RXh6u Tutoriais de iniciante com o TellesGeek]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-09-06&lt;br /&gt;
|Série de vídeos explicando tudo desde o inicio da aventura !&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z Tutoriais de vídeo do Factorio do CaptainKonzept]&lt;br /&gt;
| v0.13&lt;br /&gt;
| 2016-09-03&lt;br /&gt;
|Série de vídeo sobre Circuit Logic, Smart Steam Power, Smart Oil Cracking, Smart Trains e muito mais&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Estrategias Iniciais ===&lt;br /&gt;
[[File:Starting_screen.PNG|thumb|right|Seus itens iniciais, [[iron_plate| Placas de ferro]], um [[burner_mining_drill| Mineradora a Combustão]] e uma [[stone_furnace| Fornalha de pedra]] ]]&lt;br /&gt;
&lt;br /&gt;
Quando um [[player| jogador]] é criado, ele inicia com uma pequena quantia de itens: 8 [[iron plate| barras de ferro]], uma [[burner mining drill| mineradora a combustão]] e uma [[stone furnace| fornalha de pedra]], usando essas ferramentas o jogador poderá iniciar seu cultivo de recursos por perto como [[coal| carvão]], um tipo de combustível que pode ser usado para ligar sua Fornalha de pedra e sua Mineradora de combustão.&lt;br /&gt;
&lt;br /&gt;
Você poderá usar a Mineradora a combustão para minerar recursos por perto [[iron plate|Ferro]], [[copper ore|Bronze]] e [[coal|Carvão]]&lt;br /&gt;
&lt;br /&gt;
=== Explorando o mapa ===&lt;br /&gt;
Enquanto o mapa no qual o jogador é lançado é gerado aleatoriamente na criação mundial, eventualmente, explorar o mapa será de vital importância para obter mais recursos, e.g. [[iron ore| minério de ferro ]], [[copper ore| minério de bronze]].O mapa pode ser explorado usando um [[radar]], ou pesquisando a área usando seu personagem, no entanto [[enemies| inimigos]] pode ser um perigo para qualquer explorador.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150407</id>
		<title>Tutorials/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150407"/>
		<updated>2017-09-12T20:06:23Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Explorando o mapa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Esta página lista todos os guias e tutoriais para iniciantes no Factorio. Por favor, sinta-se livre para escrever o seu proprio guia, que será bem útil para os leitores iniciante. E sinta-se livre para excluir os tutoriais obsoletos.&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais no Wiki ==&lt;br /&gt;
{{Special:PrefixIndex/Tutorial:}}&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais na comunidade ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observe que, devido à natureza orientada pela comunidade desta página, os vídeos não podem ser confiadamente verificados quanto à qualidade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Versão !! Data !! Comentário&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ta6PnPC7MOI Priority Splitters: Máxima taxa de transferência de seu ônibus principal]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-06-05&lt;br /&gt;
| Vídeo único sobre splitters de prioridade&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLUJbZsQQK-__AvAIuJXI1h-ZaO--RXh6u Tutoriais de iniciante com o TellesGeek]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-09-06&lt;br /&gt;
|Série de vídeos explicando tudo desde o inicio da aventura !&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z Tutoriais de vídeo do Factorio do CaptainKonzept]&lt;br /&gt;
| v0.13&lt;br /&gt;
| 2016-09-03&lt;br /&gt;
|Série de vídeo sobre Circuit Logic, Smart Steam Power, Smart Oil Cracking, Smart Trains e muito mais&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Estrategias Iniciais ===&lt;br /&gt;
[[File:Starting_screen.PNG|thumb|right|Seus itens iniciais, [[iron_plate| Placas de ferro]], um [[burner_mining_drill| Mineradora a Combustão]] e uma [[stone_furnace| Fornalha de pedra]] ]]&lt;br /&gt;
&lt;br /&gt;
Quando um [[player| jogador]] é criado, ele inicia com uma pequena quantia de itens: 8 [[iron plate| barras de ferro]], uma [[burner mining drill| mineradora a combustão]] e uma [[stone furnace| fornalha de pedra]], usando essas ferramentas o jogador poderá iniciar seu cultivo de recursos por perto como [[coal| carvão]], um tipo de combustível que pode ser usado para ligar sua Fornalha de pedra e sua Mineradora de combustão.&lt;br /&gt;
&lt;br /&gt;
Você poderá usar a Mineradora a combustão para minerar recursos por perto [[iron plate|Ferro]], [[copper ore|Bronze]] e [[coal|Carvão]]&lt;br /&gt;
&lt;br /&gt;
=== Explorando o mapa ===&lt;br /&gt;
Enquanto o mapa no qual o jogador é lançado é gerado aleatoriamente na criação mundial, eventualmente, explorar o mapa será de vital importância para obter mais recursos, e.g. [[minério de ferro |iron ore]], [[minério de bronze|copper ore]].O mapa pode ser explorado usando um [[radar]], ou pesquisando a área usando seu personagem, no entanto [[inimigos |enemies]] pode ser um perigo para qualquer explorador.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150406</id>
		<title>Tutorials/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150406"/>
		<updated>2017-09-12T20:04:11Z</updated>

		<summary type="html">&lt;p&gt;JottaR: /* Estrategias Iniciais */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Esta página lista todos os guias e tutoriais para iniciantes no Factorio. Por favor, sinta-se livre para escrever o seu proprio guia, que será bem útil para os leitores iniciante. E sinta-se livre para excluir os tutoriais obsoletos.&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais no Wiki ==&lt;br /&gt;
{{Special:PrefixIndex/Tutorial:}}&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais na comunidade ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observe que, devido à natureza orientada pela comunidade desta página, os vídeos não podem ser confiadamente verificados quanto à qualidade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Versão !! Data !! Comentário&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ta6PnPC7MOI Priority Splitters: Máxima taxa de transferência de seu ônibus principal]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-06-05&lt;br /&gt;
| Vídeo único sobre splitters de prioridade&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLUJbZsQQK-__AvAIuJXI1h-ZaO--RXh6u Tutoriais de iniciante com o TellesGeek]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-09-06&lt;br /&gt;
|Série de vídeos explicando tudo desde o inicio da aventura !&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z Tutoriais de vídeo do Factorio do CaptainKonzept]&lt;br /&gt;
| v0.13&lt;br /&gt;
| 2016-09-03&lt;br /&gt;
|Série de vídeo sobre Circuit Logic, Smart Steam Power, Smart Oil Cracking, Smart Trains e muito mais&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Estrategias Iniciais ===&lt;br /&gt;
[[File:Starting_screen.PNG|thumb|right|Seus itens iniciais, [[iron_plate| Placas de ferro]], um [[burner_mining_drill| Mineradora a Combustão]] e uma [[stone_furnace| Fornalha de pedra]] ]]&lt;br /&gt;
&lt;br /&gt;
Quando um [[player| jogador]] é criado, ele inicia com uma pequena quantia de itens: 8 [[iron plate| barras de ferro]], uma [[burner mining drill| mineradora a combustão]] e uma [[stone furnace| fornalha de pedra]], usando essas ferramentas o jogador poderá iniciar seu cultivo de recursos por perto como [[coal| carvão]], um tipo de combustível que pode ser usado para ligar sua Fornalha de pedra e sua Mineradora de combustão.&lt;br /&gt;
&lt;br /&gt;
Você poderá usar a Mineradora a combustão para minerar recursos por perto [[iron plate|Ferro]], [[copper ore|Bronze]] e [[coal|Carvão]]&lt;br /&gt;
&lt;br /&gt;
=== Explorando o mapa ===&lt;br /&gt;
Enquanto o mapa no qual o jogador é lançado é gerado aleatoriamente na criação mundial, eventualmente, explorar o mapa será de vital importância para obter mais recursos, e.g. [[iron ore]], [[copper ore]].O mapa pode ser explorado usando um [[radar]], ou pesquisando a área usando seu personagem, no entanto [[enemies]] pode ser um perigo para qualquer explorador.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150405</id>
		<title>Tutorials/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150405"/>
		<updated>2017-09-12T20:00:16Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Esta página lista todos os guias e tutoriais para iniciantes no Factorio. Por favor, sinta-se livre para escrever o seu proprio guia, que será bem útil para os leitores iniciante. E sinta-se livre para excluir os tutoriais obsoletos.&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais no Wiki ==&lt;br /&gt;
{{Special:PrefixIndex/Tutorial:}}&lt;br /&gt;
&lt;br /&gt;
== Lista de tutoriais na comunidade ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observe que, devido à natureza orientada pela comunidade desta página, os vídeos não podem ser confiadamente verificados quanto à qualidade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Versão !! Data !! Comentário&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ta6PnPC7MOI Priority Splitters: Máxima taxa de transferência de seu ônibus principal]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-06-05&lt;br /&gt;
| Vídeo único sobre splitters de prioridade&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLUJbZsQQK-__AvAIuJXI1h-ZaO--RXh6u Tutoriais de iniciante com o TellesGeek]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-09-06&lt;br /&gt;
|Série de vídeos explicando tudo desde o inicio da aventura !&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z Tutoriais de vídeo do Factorio do CaptainKonzept]&lt;br /&gt;
| v0.13&lt;br /&gt;
| 2016-09-03&lt;br /&gt;
|Série de vídeo sobre Circuit Logic, Smart Steam Power, Smart Oil Cracking, Smart Trains e muito mais&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Estrategias Iniciais ===&lt;br /&gt;
{{Main|Tutorial:Quick start guide}}&lt;br /&gt;
[[File:Starting_screen.PNG|thumb|right|Seus itens iniciais, [[iron_plate/pt-br| Placa de ferro]]s, um [[burner_mining_drill/pt-br| Mineradora a Combustão]] e uma [[stone_furnace/pt-br| Fornalha de pedra]] ]]&lt;br /&gt;
&lt;br /&gt;
Quando um [[player]] é criado, ele inicia com uma pequena quantia de itens: 8 [[iron plate]]s, um [[burner mining drill]] e uma [[stone furnace]], usando essas ferramentas o jogador poderá iniciar seu cultivo de recursos por perto [[coal]], um tipo de combustível que pode ser usado para ligar sua Fornalha de pedra e sua Mineradora de combustão.&lt;br /&gt;
&lt;br /&gt;
Você poderá usar a Mineradora a combustão para minerar recursos por perto [[iron plate|Ferro]], [[copper ore|Bronze]] e [[coal|Carvão]]&lt;br /&gt;
&lt;br /&gt;
=== Explorando o mapa ===&lt;br /&gt;
Enquanto o mapa no qual o jogador é lançado é gerado aleatoriamente na criação mundial, eventualmente, explorar o mapa será de vital importância para obter mais recursos, e.g. [[iron ore]], [[copper ore]].O mapa pode ser explorado usando um [[radar]], ou pesquisando a área usando seu personagem, no entanto [[enemies]] pode ser um perigo para qualquer explorador.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150402</id>
		<title>Main Page/Beginners/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150402"/>
		<updated>2017-09-12T19:12:21Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Tutorials/pt-br|Tutoriais]]&lt;br /&gt;
* [[Glossary/pt-br|Lista de termos comuns do jogo e da comunidade]]&lt;br /&gt;
* [[Game_modes_and_options/pt-br| Modos de Jogo e Opções]]&lt;br /&gt;
** [[World_generator/pt-br| Geração De Mundo]]&lt;br /&gt;
** [[Campaign/pt-br| Campanha]]&lt;br /&gt;
** [[Multiplayer/pt-br| Online]]&lt;br /&gt;
* [[Crafting/pt-br| Construção]]&lt;br /&gt;
* [[Power_production/pt-br| Produção De Energia]]&lt;br /&gt;
* [[Research/pt-br| Pesquisa]]&lt;br /&gt;
** [[Technologies/pt-br| Tecnologias]]&lt;br /&gt;
* [[Enemies/pt-br| Inimigos]]&lt;br /&gt;
** [[Defense/pt-br| Defesa]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150401</id>
		<title>Main Page/Beginners/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150401"/>
		<updated>2017-09-12T19:08:41Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Tutorials/pt-br|Tutoriais]]&lt;br /&gt;
* [[Glossary/pt-br|Lista de termos comuns do jogo e da comunidade]]&lt;br /&gt;
* [[Game_modes_and_options/pt-br| Modos de Jogo e Opções]]&lt;br /&gt;
** [[World generator]]&lt;br /&gt;
** [[Campaign]]&lt;br /&gt;
** [[Multiplayer]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
** [[Technologies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
** [[Defense]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150398</id>
		<title>Map generator/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator/pt-br&amp;diff=150398"/>
		<updated>2017-09-12T19:02:41Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;{{Languages}} World generation is, in short, a number of settings which define what the world will look like once generated. This can dramatically alter gameplay- a new player...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
World generation is, in short, a number of settings which define what the world will look like once generated. 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;
&lt;br /&gt;
==How it works==&lt;br /&gt;
: [[File:MapGeneratorOverview.png]]&lt;br /&gt;
A more technical explanation of world generation mechanics is that the map generator generates most parts of the world with an algorithm named &amp;quot;Perlin Noise&amp;quot;. In short, it works a bit like the waves in the sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Everything above a defined level defines the existing (or non-existing) features of some type of terrain. The player should also know that the map is not generated at game start. Only the parts they see are generated, everything else is not. The map will be generated gradually as the player explores more terrain. See below for more technical details.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
The following image shows an example how the world generator might create a new map.&lt;br /&gt;
&lt;br /&gt;
[[File:Default_123456789.png|thumb|left| World generation on default settings with map seed 123456789]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Automatic presets ==&lt;br /&gt;
&lt;br /&gt;
As of version 0.15, a preset may be chosen instead of manually configuring the generation. There are several options. Differences from the &amp;quot;default&amp;quot; preset are in bold parentheses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipes/Tech                !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Recipe difficulty           || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology difficulty       || Normal || Normal || Expensive || Normal || Expensive || Normal&lt;br /&gt;
|-&lt;br /&gt;
| Technology price multiplier || 1 || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1 || 4&#039;&#039;&#039;(+3)&#039;&#039;&#039; || 1&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 !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                          || Yes || Yes || Yes || Yes || Yes || No&#039;&#039;&#039;(Yes)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Minimum chunks between new bases || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Maximum expansion distance       || 7 || 7 || 7 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Minimum group size               || 5 || 5 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size               || 20 || 20 || 20 || 20 || 20 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes)       || 4 || 4 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes)       || 60 || 60 || 60 || 60 || 60 || 60&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 Evolution  !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Factor   || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000&lt;br /&gt;
|-&lt;br /&gt;
| Enabled          || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Pollution Factor || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000005)&#039;&#039;&#039; || 0.00001500&lt;br /&gt;
|-&lt;br /&gt;
| Time Factor      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00002000&#039;&#039;&#039;(+0.000016)&#039;&#039;&#039; || 0.00000200&#039;&#039;&#039;(-0.000002)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 500 || 500 || 500 || 500 || 500 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion Ratio           || 2% || 2% || 2% || 2% || 2% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Dissipation Rate          || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Enabled                   || Yes || Yes || Yes || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Damage to trees   || 3500 || 3500 || 3500 || 3500 || 3500 || 3500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Resource         !! Default !! Rich Resources !! Marathon !! Dangerous !! Death World !! Rail World&lt;br /&gt;
|-&lt;br /&gt;
| Coal Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Coal Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Coal Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Copper Richness  || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Copper Size      || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Crude Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Crude Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Frequency || Normal || Normal || Normal || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very High&#039;&#039;&#039;(Normal)&#039;&#039;&#039; || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Richness || Regular || Regular || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Enemy Bases Size || Medium || Medium || Medium || Medium || Medium || Small&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Frequency   || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Richness    || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Iron Size        || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Starting Area    || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Stone Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stone Richness   || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Stone Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Frequency || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Richness || Regular || Very Good&#039;&#039;&#039;(Regular)&#039;&#039;&#039; || Regular || Regular || Regular || Regular&lt;br /&gt;
|-&lt;br /&gt;
| Uranium Size     || Medium || Medium || Medium || Medium || Medium || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Water Frequency  || Normal || Normal || Normal || Normal || Normal || Very Low&#039;&#039;&#039;(Normal)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Water Size       || Medium || Medium || Medium || Medium || Medium || Big&#039;&#039;&#039;(Medium)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manual config ==&lt;br /&gt;
&lt;br /&gt;
===Settings on the top row===&lt;br /&gt;
====Frequency====&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;not&#039;&#039;&#039;, how frequent ore, coal, oil etc. is, instead determining the number of individual deposits the player will encounter.&lt;br /&gt;
&lt;br /&gt;
This defines the wavelength of the wave-generators used by the Perlin Noise algorithm above, but not the total size of all the waves. This means that frequency doesn&#039;t modify the amount of resources on a tile, instead modifying the area of each deposit and the number of deposits. Additionally, changing frequency doesn&#039;t affect the average amount of resources in a limited map, only their distribution.&lt;br /&gt;
&lt;br /&gt;
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. This also causes enemy bases to appear more often using the same distribution rules as ores - however, this can lead to rapid [[Enemies|enemy]] expansion due to the much higher number of nest clusters.&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
&lt;br /&gt;
This defines the size of generated ore patches and water through defining &amp;quot;levels.&amp;quot; It increases the average diameter of ore patches and lakes, allowing one to adjust the size of both of these.&lt;br /&gt;
&lt;br /&gt;
It&#039;s as simple as it seems- Small size would mean small ore patches and water masses, large means large ore patches and water masses. Note that this is effected by frequency, though it is presumably able to increase the total ore and water of the world where frequency simply re-balances it.&lt;br /&gt;
&lt;br /&gt;
Finally, this causes [[Enemies|enemy bases]] to spawn larger, though bases created through the &amp;quot;natural process&amp;quot; of expansion are going to adhere to different rules.&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;
====Richness====&lt;br /&gt;
&lt;br /&gt;
This defines the actual content of every ore patch and oil field. Resource field richness increases by distance.&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.jpg|150x150px|thumb|Resources to mine: 22k]]&lt;br /&gt;
|[[File:Iron_richness_poor.jpg|150x150px|thumb|Resources to mine: 32k]]&lt;br /&gt;
|[[File:Iron_richness_regular.jpg|150x150px|thumb|Resources to mine: 45k]]&lt;br /&gt;
|[[File:Iron_richness_good.jpg|150x150px|thumb|Resources to mine: 64k]]&lt;br /&gt;
|[[File:Iron_richness_very_good.jpg|150x150px|thumb|Resources to mine: 90k]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The left column===&lt;br /&gt;
&lt;br /&gt;
* Water: How [[water]] is generated on each map.&lt;br /&gt;
* Copper, Stone, Coal, Crude oil: Resources required to progress in the game. See above for more detailed explanations about each of these changes.&lt;br /&gt;
* Enemy bases: How many and how large starting bases are. Note that new bases are created over time, making low enemy base counts somewhat less significant.&lt;br /&gt;
&lt;br /&gt;
===Starting area===&lt;br /&gt;
&lt;br /&gt;
This is a value defining a special area around the central coordinates of the map which will have different ore frequency, etc, from the rest of the map. Generally, this results in at least one confirmed ore source, always results in a water source, and always removes biter nests from spawning for an area around spawn. The settings of this area usually guarantee better starting conditions, although the player may choose to make this area small to increase the challenge of the game.&lt;br /&gt;
&lt;br /&gt;
It is generally a good idea for the player to explore a bit outside this area before they begin to build. While this area will almost always appear very fertile, it&#039;s possible that map generation will have made a situation where it is impossible to beat the game, such as missing [[oil]], too many biters to defend, etc.&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;
===Peaceful mode===&lt;br /&gt;
The [[Enemies]] don&#039;t begin fights, only responding if the player hits them. This can be also switched on during the game- look into [[Console|Console commands]].&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. This is recommended for multiplayer servers running on weaker machines or players seeking extra challenge. 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 / Map Exchange String===&lt;br /&gt;
&lt;br /&gt;
Definitions and terminology:&lt;br /&gt;
&lt;br /&gt;
; Map Seed: Random number generator seed&lt;br /&gt;
; Map Exchange String: All settings for the map creation (Map Seed, settings for resources, settings for size, etc.)&lt;br /&gt;
&lt;br /&gt;
====Map Seed====&lt;br /&gt;
This is the starting value for the random number generator that Factorio uses for generating the world. 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;
A string generally looks like so:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt;AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl&lt;br /&gt;
 AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl&lt;br /&gt;
 yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA&lt;br /&gt;
 ADAFR8w0Q=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
It is a string of good length that begins with &amp;gt;&amp;gt;&amp;gt; and ends with &amp;lt;&amp;lt;&amp;lt;. Many facilities exist within the community for sharing exchange strings. The map exchange string can be used in the map-generator: there is an extra field where the player can paste this string into. On windows computers, this may be done by selecting a string, right-clicking or pressing Control + C, then put it into the string field for the world generator with Control + V.&lt;br /&gt;
&lt;br /&gt;
If you wish to retrieve the map-exchange string from your world:&lt;br /&gt;
&lt;br /&gt;
In the Load Game dialog select the game whose string you want, then click the Map Exchange String button in the lower left corner. When the string pops up, highlight it with your mouse and press Control-C to copy it. (Command-C on Mac.) You can now paste it in the map generator to create a copy of that world, or send it to a friend.&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;
==Generation==&lt;br /&gt;
&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] is in the API documentation.&lt;br /&gt;
&lt;br /&gt;
From the [http://www.factorioforums.com/forum/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;
==Generating new 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 isn&#039;t generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
===Generating 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, and for biters to be able to see the player. 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 (Make Invisible Chunks Visible on Map)===&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 &#039;&#039;&#039;[[Radar#Charting|charted]]&#039;&#039;&#039;, which means when it is &amp;quot;touched&amp;quot; by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the &#039;&#039;&#039;[[Radar]]&#039;&#039;&#039; entity. When a visible chunk is generated there might be other chunks also invisibly generated.&lt;br /&gt;
&lt;br /&gt;
An invisible chunk is eventually not made visible, even if you are so close, that you are able to see it in the character view (a black fog of war). This is, because of the above rule: a chunk is made visible, if it is touched by radar. Not character visibility. The players radar (or any radar) needs to be in range of that chunk to make it visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploring ===&lt;br /&gt;
&lt;br /&gt;
If the player arrives at the current visible borders the needed chunks are generated. As the [[player]] explores, a radius of about 3 chunks are continually loaded around them. As this can take a while on lower end machines, it is possible to outrun the world generator and end up in &#039;limbo&#039; with no entities around the player. Staying still for a while will allow the generator to catch up.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Size and used Memory===&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2000 x 2000 kilometers (a quadrant with 2,000,000 tiles side-length, an area of 4,000,000,000,000 quadrant-tiles). This is between the size of India and Australia. It would take around 240 [[game-second|game-minutes]] (=4 hours) by train to reach that border from the center. This means that the world is essentially endless.&lt;br /&gt;
&lt;br /&gt;
Because only chunks are generated around the area that is revealed by radar, it is with current computers possible to reach that border. This is, because the needed memory size of the map is limited only by the generated number of chunks in the game. Which is not so much if you allocate just a small stripe of land.&lt;br /&gt;
&lt;br /&gt;
The generated chunks are mapped and stored in the player&#039;s RAM, which is the limiting factor.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* The world generator now has select-able presets.&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;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1593 Thread about definition of map map exchange string/seed]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6447&amp;amp;p=50336#p50318 Definition of string and seed]&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Game_modes_and_options/pt-br&amp;diff=150397</id>
		<title>Game modes and options/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Game_modes_and_options/pt-br&amp;diff=150397"/>
		<updated>2017-09-12T19:01:43Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;{{Languages}}  This page is a list of all current game-modes in Factorio.  * Singleplayer : The base game. Play alone, building your base and defending it from the enemy nativ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
This page is a list of all current game-modes in Factorio.&lt;br /&gt;
&lt;br /&gt;
* Singleplayer&lt;br /&gt;
: The base game. Play alone, building your base and defending it from the enemy native life!&lt;br /&gt;
* [[Multiplayer]]&lt;br /&gt;
: Play Factorio with friends and build your factory together.&lt;br /&gt;
* [[Scenario system|Scenario mode]]&lt;br /&gt;
: Play pre-built scenarios made by users or the developers. Included with the base game:&lt;br /&gt;
:: Freeplay - Normal single player - launch a satellite to win.&lt;br /&gt;
:: PvP - Blow up your friends.&lt;br /&gt;
:: Sandbox - Free-form play, various cheats available to skip to the stage you want to build.&lt;br /&gt;
:: Supply Challenge - Timed challenge to produce and deliver specified items for each level.&lt;br /&gt;
:: Team Production - Multiplayer challenge scenario where teams compete on randomised tasks including item production or research.&lt;br /&gt;
:: Wave Defense - Defend your rocket silo for 20 waves and launch a satellite into space.&lt;br /&gt;
* Campaign&lt;br /&gt;
: Play the set of scenarios that come with the game by default. The closest thing to a story Factorio has.&lt;br /&gt;
:: First steps - Tutorial on various entry level mechanics like crafting and mining.&lt;br /&gt;
:: New hope - Carrying on from where First Steps ends, you search for the crashed ship&#039;s computer.&lt;br /&gt;
:: Transport belt madness - Test your belt layout skills by connecting chests on a small island&lt;br /&gt;
:: Tight spot - Buy land and machines, sell your final product.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150389</id>
		<title>Glossary/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary/pt-br&amp;diff=150389"/>
		<updated>2017-09-12T18:54:46Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;{{Languages}} __NOTOC__  This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with {{keybinding|CTRL|F}} to fi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with {{keybinding|CTRL|F}} to find specific terms. The page is also organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
;1-1, 1-2-1, 2-4, 4-8-4 and similar : A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of locomotives at the head of the train, followed by the number of cargo wagons or fluid wagons, and optionally followed by the number of tail locomotives if it&#039;s a double-headed train. In general, the smaller numbers are the number of locomotives.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
; AP : Armor piercing, refers to [[Piercing rounds magazine]].&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods : A term referring to the mods made by user &#039;&#039;Arch666Angel&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement bob&#039;s mods.&lt;br /&gt;
;Angelbobs : A community term that means a game with both Angel&#039;s mods and Bob&#039;s mods installed.&lt;br /&gt;
;Assembly : Another word for an [[Assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
;BP : Short for [[Blueprint]].&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts being backlogged due to low consumption. This is not necessarily a bad thing.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bootstrap factory : A factory that&#039;s made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.&lt;br /&gt;
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]]. Sometimes also refers to the combat robots created from capsules (unlocked by researching Combat robotics 1–3).&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because you&#039;re not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|Main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Capacity : Maximum amount of items/fluid that can exist within something.&lt;br /&gt;
;Catchup : Period where a player joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.&lt;br /&gt;
;Chokepoint : Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests.&lt;br /&gt;
;Coin : An item used in the Tight Spot campaign.&lt;br /&gt;
;Compression : Like Capacity but applies to belts only.&lt;br /&gt;
;Computer : An item used in the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Daisy chaining : Some entities allow inserters to insert and remove items from the same slots, including fuel in boilers, ammo in gun turrets, science packs in labs, modules in beacons, robots in roboports, and any items in chests. &#039;Daisy chaining&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It&#039;s sometimes referred to as &#039;stealing&#039;, as in &#039;coal stealing&#039; or &#039;ammo stealing&#039;.&lt;br /&gt;
;Death world : A world generation configuration that results in a large quantity of [[Enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[Diesel locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.&lt;br /&gt;
;Dragon&#039;s teeth : A series of alternating stone wall pillars outiside the main wall fortification with the purpose of delaying the biters from reaching the wall.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
;Entity : Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
;Evolution : The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See [[Enemies#Evolution]].&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;Frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;Fuel : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
; GJ : Giga joule, a measurement of power.&lt;br /&gt;
;Ghost : A translucent preview image that designates a position for the construction of an entity. Ghosts are created when you shift+click with an entity under your cursor, when you use the [[Rail_planner#Ghost_Planner|ghost rail planner]], when an entity is destroyed after you&#039;ve researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.&lt;br /&gt;
;Gigabase : An even larger megabase, typically has RPM counts &amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
;Item Explosion : A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.&lt;br /&gt;
;Item request slot : A special request slot for machines with module slots that allows them to request the modules in the blueprint from which they were constructed. The deconstruction planner has a filter for canceling these requests.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
; kJ : Kilojoule, a measurement of power.&lt;br /&gt;
;Kovarex : The founding father of Factorio and where [[Kovarex enrichment process]] gets its name from.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Legs : [[Exoskeleton]]&lt;br /&gt;
;Loader : An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; MW : Mega watt, a measurement of power.&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]].&lt;br /&gt;
;Market : A building where you can buy items using coins. It&#039;s available in the editor and used in the Tight Spot campaign.&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or &amp;quot;RPM&amp;quot;. A base typically is considered a megabase when it can maintain 1 RPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
;No path : A common error that means that a train cannot find a valid route to a train stop. See [[Railway#No_path]].&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
; Outpost : A small base created far away from a [[#B|Bootstrap base]], usually to serve a single purpose like mining or production of a specific resource.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
;PAX (train) : Short for passenger train or player access station, another name for the [[Glossary#S|Shuttle]].&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QOL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;RPM : Shorthand for rockets per minute, usually used to meassure the size of very big bases, see [[#M|Megabase]] and [[#G|Gigabase]].&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|Sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width of 9 tiles, the width of the rocket silo.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
;Scenario : A map that has been saved via the [[Map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Seed : A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in [[#M|Map exchange strings]].&lt;br /&gt;
;Shuttle : A train for personal transportation around the factory. Sometimes called a taxi.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[Transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Small plane : An item from the New Hope campaign. (No further spoilers.)&lt;br /&gt;
;Smart furnace : A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).&lt;br /&gt;
;Spaghetti : A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all &amp;quot;spaghetti&amp;quot; factories are necessarily inefficient.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.&lt;br /&gt;
;Stacker : Also known as &#039;&#039;&#039;Parking lot&#039;&#039;&#039;. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Supply train: A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Trash can : A simple &#039;public utility&#039; of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It&#039;s useful if you need to get rid of large quantities of items (such as wood or landfill) and your logistic trash slots are full.&lt;br /&gt;
;Turret : Stationary defense weapon. There are three types of turrets in Factorio, the [[Laser turret]], [[Gun turret]], and [[Flamethrower turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
;Zoo : A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests&#039; pollution absorption and automating the destruction of items (using requester chests near the nests).&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150388</id>
		<title>Main Page/Beginners/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150388"/>
		<updated>2017-09-12T18:51:27Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://wiki.factorio.com/Tutorial/pt-br/ Tutorial]&lt;br /&gt;
* [[Glossary|List of common game and community terms]]&lt;br /&gt;
* [[Game modes and options]]&lt;br /&gt;
** [[World generator]]&lt;br /&gt;
** [[Campaign]]&lt;br /&gt;
** [[Multiplayer]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
** [[Technologies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
** [[Defense]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150387</id>
		<title>Main Page/Beginners/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150387"/>
		<updated>2017-09-12T18:51:01Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[https://wiki.factorio.com/Tutorial/pt-br/ Tutorial]]&lt;br /&gt;
* [[Glossary|List of common game and community terms]]&lt;br /&gt;
* [[Game modes and options]]&lt;br /&gt;
** [[World generator]]&lt;br /&gt;
** [[Campaign]]&lt;br /&gt;
** [[Multiplayer]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
** [[Technologies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
** [[Defense]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150386</id>
		<title>Main Page/Beginners/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150386"/>
		<updated>2017-09-12T18:50:34Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Tutorial]]&lt;br /&gt;
* [[Glossary|List of common game and community terms]]&lt;br /&gt;
* [[Game modes and options]]&lt;br /&gt;
** [[World generator]]&lt;br /&gt;
** [[Campaign]]&lt;br /&gt;
** [[Multiplayer]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
** [[Technologies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
** [[Defense]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150385</id>
		<title>Main Page/Beginners/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150385"/>
		<updated>2017-09-12T18:50:03Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Tutorial/pt-br]]&lt;br /&gt;
* [[Glossary|List of common game and community terms]]&lt;br /&gt;
* [[Game modes and options]]&lt;br /&gt;
** [[World generator]]&lt;br /&gt;
** [[Campaign]]&lt;br /&gt;
** [[Multiplayer]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
** [[Technologies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
** [[Defense]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150384</id>
		<title>Tutorials/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorials/pt-br&amp;diff=150384"/>
		<updated>2017-09-12T18:49:56Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;{{Languages}} This page lists community-provided tutorials for beginners to Factorio. Please feel free to add your own, or ones you feel would be useful to readers. Also feel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This page lists community-provided tutorials for beginners to Factorio. Please feel free to add your own, or ones you feel would be useful to readers. Also feel free to remove outdated tutorials.&lt;br /&gt;
&lt;br /&gt;
== List of On-Wiki Tutorials ==&lt;br /&gt;
{{Special:PrefixIndex/Tutorial:}}&lt;br /&gt;
&lt;br /&gt;
== List of community tutorials ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that due to the community-driven nature of this page, the videos cannot be reliably checked for quality.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! !! Version !! Date !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=Ta6PnPC7MOI Priority Splitters: Maximum Throughput off your Main Bus]&lt;br /&gt;
| v0.15&lt;br /&gt;
| 2017-06-05&lt;br /&gt;
| Single video about Priority Splitters&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLAByAGXor8kupthBUIkQ_1Qvb9cSrDH6z CaptainKonzept&#039;s Factorio Video Tutorials]&lt;br /&gt;
| v0.13&lt;br /&gt;
| 2016-09-03&lt;br /&gt;
| Video series about Circuit Logic, Smart Steam Power, Smart Oil Cracking, Smart Trains and more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Starting strategies ===&lt;br /&gt;
{{Main|Tutorial:Quick start guide}}&lt;br /&gt;
[[File:Starting_screen.PNG|thumb|right|Your starting items, [[iron plate]]s, a [[burner mining drill]] and a [[stone furnace]] ]]&lt;br /&gt;
&lt;br /&gt;
As the [[player]] is spawned, they start with a small array of items: 8 [[iron plate]]s, a [[burner mining drill]] and a [[stone furnace]], using these tools the player will be able to cultivate nearby resources of [[coal]], a type of fuel that can be used to power your Stone Furnace and Burner Mining Drills.&lt;br /&gt;
&lt;br /&gt;
You can use the burner mining drill to mine nearby [[Iron ore|iron]], [[Copper ore|copper]] and [[Coal|coal]]&lt;br /&gt;
&lt;br /&gt;
=== Exploring the map ===&lt;br /&gt;
Whilst the map the player is dropped into is randomly generated at world creation, eventually exploring the map will prove vitally important to securing further resources, e.g. [[iron ore]], [[copper ore]].The map can be explored using a [[radar]], or by searching the area using your character, though [[enemies]] may be a hazard for any explorers.&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150382</id>
		<title>Main Page/Beginners/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/Beginners/pt-br&amp;diff=150382"/>
		<updated>2017-09-12T18:46:47Z</updated>

		<summary type="html">&lt;p&gt;JottaR: Created page with &amp;quot;* Tutorials * List of common game and community terms * Game modes and options ** World generator ** Campaign ** Multiplayer * Crafting *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Tutorials]]&lt;br /&gt;
* [[Glossary|List of common game and community terms]]&lt;br /&gt;
* [[Game modes and options]]&lt;br /&gt;
** [[World generator]]&lt;br /&gt;
** [[Campaign]]&lt;br /&gt;
** [[Multiplayer]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
** [[Technologies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
** [[Defense]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Wooden_chest/pt-br&amp;diff=150374</id>
		<title>Wooden chest/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Wooden_chest/pt-br&amp;diff=150374"/>
		<updated>2017-09-12T18:14:57Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Wooden chest}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;35% Traduzida.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Baús de madeira&#039;&#039;&#039; são os primeiros tipos de baús liberados para o jogador em nosso jogo. Eles são, igual a qualquer outro tipo de armazenamento, usados para armazenar itens em uma localização fixa.&lt;br /&gt;
&lt;br /&gt;
Se você um dia se cansou deles, você poderá usa-los como combustível !&lt;br /&gt;
&lt;br /&gt;
== Conectividade de circuitos ==&lt;br /&gt;
Baús de madeira, como outros baús, podem ser conectados a [[uma rede de circuitos]] para prover seu conteúdo com apenas um sinal.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Wooden chest is now connectable to the [[circuit network]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced. }}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Iron chest]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Wooden_chest/pt-br&amp;diff=150372</id>
		<title>Wooden chest/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Wooden_chest/pt-br&amp;diff=150372"/>
		<updated>2017-09-12T18:12:42Z</updated>

		<summary type="html">&lt;p&gt;JottaR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Wooden chest}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;0% Traduzida.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Baús de madeira&#039;&#039;&#039; são os primeiros tipos de baús liberados para o jogador em nosso jogo. Eles são, igual a qualquer outro tipo de armazenamento, usados para armazenar itens em uma localização fixa.&lt;br /&gt;
&lt;br /&gt;
Se você um dia se cansou deles, você poderá usa-los como combustível !&lt;br /&gt;
&lt;br /&gt;
== Conectividade de circuitos ==&lt;br /&gt;
Baús de madeira, como outros baús, podem ser conectados a [[uma rede de circuitos]] para prover seu conteúdo com apenas um sinal.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Wooden chest is now connectable to the [[circuit network]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced. }}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Iron chest]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>JottaR</name></author>
	</entry>
</feed>