Types/AutoplaceSpecification: Difference between revisions

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ID of [[Prototype/NoiseLayer|noise layer]] to use for this peak.
ID of [[Prototype/NoiseLayer|noise layer]] to use for this peak.
If empty, then no noise is added to this peak.
If empty, then no noise is added to this peak.
 
See [[#Noise]].
See http://freespace.virgin.net/hugo.elias/models/m_perlin.htm.


=== noise_persistence ===
=== noise_persistence ===
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Persistence of the noise.
Persistence of the noise.
See [[#Noise]].


=== noise_octaves_difference ===
=== noise_octaves_difference ===
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Difference between number of octaves of the world and of the noise.
Difference between number of octaves of the world and of the noise.
See [[#Noise]]


=== *_optimal ===
=== *_optimal ===
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Limit distance from the optimum on a single (positive) side. This is pure magic.
Limit distance from the optimum on a single (positive) side. This is pure magic.
See [[#Dimensions]].
See [[#Dimensions]].
== Influence Calculation ==
== Probability Calculation ==
Probability of placing an entity at a given position is calculated as a sum of influences and passed through a sharpening filter ([[#sharpness]]).
== 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 added to its value before multiplication by 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 ([[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.
== Dimensions ==
Each peak

Revision as of 22:08, 20 October 2013

Autoplace specification is used to determine which entities are placed when generating map. Currently (0.7.3) it is used for enemy bases, resources and other entities (trees, fishes, ...).


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

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 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 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 zero weight. 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.

Influence Calculation

Probability Calculation

Probability of placing an entity at a given position is calculated as a sum of influences and passed through a sharpening filter (#sharpness).

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_base.

Note, that when calculating richness, influences of individual peaks use richness_influence bonus.

Noise

A peak may have a noise added to its value before multiplication by 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 (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.

Dimensions

Each peak