Types/AutoplaceSpecification: Difference between revisions

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Autoplace specification is used to determine which entities are placed when generating map.
<div class="stub"><p>'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/AutoplaceSpecification.html https://lua-api.factorio.com/latest/types/AutoplaceSpecification.html]
Currently (0.7.3) it is used for enemy bases, resources and other entities (trees, fishes, ...).


 
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
== General structure ==
Autoplace specification consists of a set of peaks that describe conditions for placing the entity and
several parameters.
 
== Properties ==
 
=== sharpness ===
'''Type''': [[Types/double]]
 
'''Default''': 0
[[File:sharpness.png|thumb|Example of sharpness filter with value 0.5]]
 
Parameter of the sharpness filter for post-processing probability of entity placement. Value of 0 disables the filter, with value 1, the filter is a step function centered around 0.5.
See [[#Probability calculation]].
 
=== richness_base ===
'''Type''': [[Types/double]]
 
'''Default''': 0
 
See [[#Richness calculation]].
 
=== richness_multiplier ===
'''Type''': [[Types/double]]
 
'''Default''': 0
 
See [[#Richness calculation]].
 
=== control ===
'''Type''': [[Types/string]]
 
'''Default''': ""
 
ID of [[Prototype/AutoplaceControl|autoplace control]] that applies to this entity.
 
=== peaks ===
'''Type''': list of [[#Autoplace Peaks]]
 
If this property is missing, then the whole autoplace specification is interpreted as a single peak
 
== Autoplace Peaks ==
 
=== influence ===
'''Type''': [[Types/double]]
 
'''Default''': 1
 
Influence multiplier.
See [[#Influence calculation]].
 
=== max_influence ===
'''Type''': [[Types/double]]
 
'''Default''': max double
 
Influence ceiling.
See [[#Influence calculation]].
 
=== min_influence ===
'''Type''': [[Types/double]]
 
'''Default''': min double
 
Minimal influence (after all calculations) of current peak.
See [[#Influence calculation]].
 
=== max_influence ===
'''Type''': [[Types/double]]
 
'''Default''': max double
 
Maximal influence (after all calculations) of current peak.
See [[#Influence calculation]].
 
=== richness_influence ===
'''Type''': [[Types/double]]
 
'''Default''': 0
 
Bonus for influence multiplier when calculating richness.
See [[#Influence calculation]].
 
=== noise_layer ===
'''Type''': [[Types/string]]
 
'''Default''': ""
 
ID of [[Prototype/NoiseLayer|noise layer]] to use for this peak.
If empty, then no noise is added to this peak.
See [[#Noise]].
 
=== noise_persistence ===
'''Type''': [[Types/double]]
 
'''Default''': 0.5
 
'''Min''': 0
 
'''Max''': 1
 
Persistence of the noise.
See [[#Noise]].
 
=== noise_octaves_difference ===
'''Type''': [[Types/int]]
 
'''Default''': 0
 
Difference between number of octaves of the world and of the noise.
See [[#Noise]]
 
=== *_optimal ===
'''Type''': [[Types/double]]
 
Optimal value of a tile property. If the property is close to this value, peak influence is 1.
See [[#Dimensions]].
 
=== *_range ===
'''Type''': [[Types/double]]
 
'''Default''': 0
 
Distance from the optimal parameters that is still considered optimal.
See [[#Dimensions]].
 
=== *_max_range ===
'''Type''': [[Types/double]]
 
Distance from the optimal parameters that get influence of -1.
See [[#Dimensions]].
 
=== *_top_property_limit ===
'''Type''': [[Types/double]]
 
'''Default''': max double
 
Limit distance from the optimum on a single (positive) side. This is pure magic.
See [[#Dimensions]].
 
== Dimensions ==
Peaks may reference a number of tile properties, specifying range of optimal values of the property
and a range over which it is interpolated to no effect.
 
Currently the properties are:
* starting_area_weight -- Number from 1 (inside starting area) to 0 (not influenced by starting area).
* roughness -- a number between -1.5 and 1.5 which describe roughness of the terrain. In 0.7.2 roughness is visible only on the edges of lakes (smooth vs jagged).
* elevation -- elevation of the terrain, up to 5000. Values smaller than 0 mean under water (elevation < 0 doesn't imply water tile, though)
* water -- amount of available water on tile. Very simple dependence on elevation for now.
* temperature -- average temperature on tile. Depends on elevation and some noise.
* tier_from_start -- Distance from start in starting area sizes, rounded to integers.
 
== Influence Calculation ==
Influence of a peak is obtained by calculating a distance from each of its dimensions.
A sum of these individual distances is used as a distance from optimal conditions.
 
Based on this distance a peak gets influence between -1 and 1, which is then multiplied
by the noise function, if it is specified, and by the [[#influence|influence]] constant (or by [[#influence|influence]] + [[#richness_influence|richness_influence]]
if calculating richness).
Finally this value is clamped to a range between [[#min_influence|min_influence]] and [[#max_influence|max_influence]].
 
== Probability Calculation ==
Probability of placing an entity at a given position is calculated as a sum of influences and passed through a [[#sharpness|sharpening filter]].
 
== Richness Calculation ==
If an entity is to be placed at a position and it a resource or a part of an enemy base, then richness is calculated in the next step.
as sum of influences * [[#richness_multiplier|richness_multiplier]] + [[#richness_base|richness_base]].
 
Note, that when calculating richness, influences of individual peaks use [[#richness_influence|richness_influence]] bonus.
 
== Noise ==
A peak may have a noise multiplied with its influence.
Noise used is a 2D multioctave perlin noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ).
Range of the noise is approximately from -1.5 to 1.5.
 
Factorio uses up to 256 different (non correlated) layers of perlin noise, a noise layer has to be defined as a prototype before use (see [[Prototype/NoiseLayer]]).
 
Intended use is to have noise layers separate for different types of objects that might appear (trees vs dry_trees vs enemy-bases).
Also it has proven useful not to mix peaks containing noise with peaks referencing tile properties.
 
== Controls ==
If the autoplace specification has a [[#control|control]] selected, then its influence is affected by the row in map generator gui.
Autoplace controls must be defined before use, see [[Prototype/AutoplaceControl]].
 
* Frequency -- If frequency is set to low, then it increases number of octaves for all noises in this specification
* Size -- Set to large adds a bonus to all the final influence, also very slightly increases number of octaves
* Richness -- Adds a simple multiplier to richness.
 
In case you are wondering why we can "very slightly increase number of octaves" and not just add whole octaves, it is because we sacrificed a goat to gods of computer graphics and to Ken Perlin in particular.

Latest revision as of 14:32, 25 October 2024

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/AutoplaceSpecification.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.