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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.
{{Languages}}
The '''Electric system''' is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity. Electricity is one of two ways machines can be powered, the other being [[burner devices]] running off of [[fuel]].


==Como isso funciona==
== Network mechanics ==
<center>: [[File:MapGeneratorOverview.png]]</center>
=== Generators ===
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 "Perlin Noise". Em suma, funciona um pouco como as ondas no mar.


There are four ways to produce electricity. More details about each method are available on the [[Power production]] page.


{{Clear}}
# [[Steam engine]]s – Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and fuel).
# [[Solar panel]]s – Free energy, but only works during daylight. Usually used with Accumulators.
# [[Accumulator]]s – Energy storage, see below
# [[Steam turbine]]s – High-power Steam engines. Used to generate power from a [[Nuclear reactor]].


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.
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.


{{Clear}}
=== Storage ===
[[File:electrical-network-example-2.png|thumb|256px|Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.]]


A seguinte imagem mostra um exemplo de como o gerador mundial pode criar um novo mapa.
Energy can be stored in:
* [[Fuel]]. It can be burnt to generate power.
* [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[storage tank]], allowing steam engines or steam turbines to operate on-demand.


<center>: [[File:Default_123456789.png|thumb|left| Geração de mundo com as configurações padrão com a seed 123456789]]</center>
==== Steam tanks as power storage ====
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C Steam stores 750MJ.


<div style="clear: both"></div>
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:
* The energy density of a storage tank tile is much higher than it is with accumulators.
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 150 accumulators: <code>750MJ / 5MJ = 150</code>
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 480 accumulators: <code>2400MJ / 5MJ = 480</code>
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.
* A single [[accumulator]]'s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially "transports electricity" using trains.


== Predefinições automáticas ==
=== Distribution ===
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.


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 "padrão" estão em parênteses em negrito.
# [[Small electric pole]] – Second smallest coverage area, shortest cable length, available without research.
# [[Medium electric pole]] – Second largest coverage area, average cable length.
# [[Big electric pole]] – Smallest coverage area, longest cable length.
# [[Substation]] – Largest coverage area, second longest cable length, but most expensive to build.


{| class="wikitable"
=== Consumption ===
|-
The majority of machines in Factorio consume electricity. There are two aspects to a machine's energy use.
! Recipientes/Tecnologia                !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da morte !! Mundo ferroviário
|-
| Dificuldade de pesquisa          || Normal || Normal || Expancivo|| Normal || Expancivo|| Normal
|-
| Dificuldade de tecnologia      || Normal || Normal || Expancivo || Normal || Expancivo|| Normal
|-
| Multiplicador do preço da tecnologia || 1 || 1 || 4'''(+3)''' || 1 || 4'''(+3)''' || 1
|-
|}


{| class="wikitable"
* Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine's demand), and all machines will slow down proportionally to the power available.
|-
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3×60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).
! Expanção dos inimigos                !! Padrão!! Recursos Ricos !! Maratona!! Perigoso !! Mundo da Morte !! Mundo Ferroviário
* Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited. Drain is cumulative with energy cosumption - for example, an active [[Assembling machine 2]] will consume 155 kW (150kW energy consumption + 5kW drain).
|-
| Habilitado                        || Sim || Sim|| Sim|| Sim|| Sim|| Não'''(Sim)'''
|-
| Pedaços mínimos entre novas bases || 3 || 3 || 3 || 3 || 3 || 3
|-
| Distância máxima das expanções      || 7 || 7 || 7 || 7 || 7 || 7
|-
| Tamanho mínimo do grupo              || 5 || 5 || 5 || 5 || 5 || 5
|-
| Tamanho máximo do grupo              || 20 || 20 || 20 || 20 || 20 || 20
|-
| Cooldown mínimo (Minutos)       || 4 || 4 || 4 || 4 || 4 || 4
|-
| Cooldown máximo (Minutos)       || 60 || 60 || 60 || 60 || 60 || 60
|-
|}


{| class="wikitable"
=== Connection ===
|-
[[File:Disconnect power pole.gif|frame|right|An individual connection is removed by redrawing the connection with copper cable.]]
! Evolução do inimigo  !! Padrão!! Recursos Ricos !! Maratona!! Perigoso!! Mundo da Morte!! Mundo ferroviário
A network is created by placing electrical generators (such as [[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together. Electric poles cover differently sized areas depending on their type. The area of coverage appears as a blue overlay around the pole. If two poles are placed close enough, the poles connect automatically. A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole's network, and clicking on a pole will provide a detailed GUI about that pole's electric network. (See below)
|-
| Fator de destruição  || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000 || 0.00200000
|-
| Habilitado || Sim || Sim || Sim || Sim || Sim || Sim
|-
| Fator de Poluição || 0.00001500 || 0.00001500 || 0.00001500 || 0.00002000'''(+0.000005)''' || 0.00002000'''(+0.000005)''' || 0.00001500
|-
| Fator de tempo      || 0.00000400 || 0.00000400 || 0.00000400 || 0.00002000'''(+0.000016)''' || 0.00002000'''(+0.000016)''' || 0.00000200'''(-0.000002)'''
|-
|}


* Use shift-click on a existing pole to remove all its connections to other poles.
* Unconnected poles can be connected with a single [[copper cable]] dragging from pole to pole (Left click on the ''bottom'' of the pole with the cable in hand.)
* Individual connections can be removed by "connecting" them with copper cable. This will not consume the cable.
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.


{| class="wikitable"
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:
|-
# It will be connected to other available poles, starting with the closest one.
! Poluição !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da Morte !! Mundo Ferroviário
# It won't be connected to 2 poles connected to each other (it won't form a 3 pole triangle).
|-
# It will not be connected to more than 5 other poles.
| Absorção Das Árvores || 500 || 500 || 500 || 500 || 500 || 500
|-
| Tacha de Difusão          || 2% || 2% || 2% || 2% || 2% || 2%
|-
| Tacha de Dissipação          || 1 || 1 || 1 || 1 || 1 || 1
|-
| Habilitada || Sim || Sim || Sim || Sim || Sim || Sim
|-
| Dano mínimo para as árvores  || 3500 || 3500 || 3500 || 3500 || 3500 || 3500
|-
|}


== Electric network info screen ==
[[File:Electric network info screen.png|thumb|400x400px|The Electric network info GUI]]


{| class="wikitable"
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.
|-
! Recurso !! Padrão !! Recursos Ricos !! Maratona !! Perigoso !! Mundo da Morte !! Mundo ferroviário
|-
| Frequência de carvão  || Normal || Normal || Normal || Normal || Normal || Muito Baixo
|-
| Riqueza do Carvão  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho Das Minas De Carvão      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Frequência de Cobre || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Riqueza do Cobre  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho Das Minas De Cobre      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Frequência Bruta  || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Riqueza Bruta  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanhos Das Minas Brutas      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Frequência das bases inimigas || Normal || Normal || Normal || Muito Alto'''(Normal)''' || Muito Alta'''(Normal)''' || Muito Baixa'''(Normal)'''
|-
| Riqueza das bases inimigas || Regular || Regular || Regular || Regular || Regular || Regular
|-
| Tamanho das bases inimigas || Médio || Médio || Médio || Médio || Médio || Pequena'''(Médio)'''
|-
| Frequência de Ferro  || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Riqueza do Ferro    || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho das minas de Ferro        || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Área inicial    || Médio || Médio || Médio || Médio || Médio || Médio
|-
| Frequência de Pedra  || Normal || Normal || Normal || Normal || Normal || Muito baixa'''(Normal)'''
|-
| Riqueza da Pedra  || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho das minhas de Pedra      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
| Frequência de Urânio || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Riqueza do Urânio || Regular || Muito Boa'''(Regular)''' || Regular || Regular || Regular || Regular
|-
| Tamanho das minas de Urânio    || Médio || Médio || Médio || Médio || Médio || Médio
|-
| Frequência da Água  || Normal || Normal || Normal || Normal || Normal || Muito Baixa'''(Normal)'''
|-
| Tamanho da água      || Médio || Médio || Médio || Médio || Médio || Grande'''(Médio)'''
|-
|}


== Configuração manual ==
'''You can see only the info from the electric network to which that pole is connected!''' Unlike the production-info (press P) the electric network info is not measured globally, but by network.


===Settings on the top row===
# '''Satisfaction''' – The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (>50%) or red (<50%).
====Frequência====
# '''Production''' – The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.
# '''[[Accumulator|Accumulator]] capacity''' – How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.
# '''Timespan''' - Set the [[Time|time]] span for the graphs below. "5s" means over the last 5 seconds.
# '''Detailed Consumption''' – A list of consumers from highest power consumption to lowest. In the picture example, 210 [[Electric mining drill|drills]] consume the most power, at 2.2 MW.
# '''Detailed Production''' – A list of producers from highest power production to lowest. In the picture example, 26 [[Steam engine]]s produce all the electricity in the factory.
# '''Consumption Graph''' – Shows the consumption of the different parts of the network over time.
# '''Production Graph''' – Shows the production of the different producers of the network over time.


Isto é '''não''', quão frequente é o minério, o carvão, o petróleo, etc., na verdade determina o número de depósitos individuais que o jogador encontrará.
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.


Isso define o comprimento de onda dos geradores de ondas usados pelo algoritmo Perlin Noise acima, mas não o tamanho total de todas as ondas. Isso significa que a frequência não modifica a quantidade de recursos em um bloco, mas modificando a área de cada depósito e o número de depósitos. Além disso, a alteração da frequência não afeta a quantidade média de recursos em um mapa limitado, apenas sua distribuição.
== Network priorities ==


Se a frequência dos recursos for aumentada, cada um dos depósitos será menor e terá menos recursos no total (porque cobre menos área) e os depósitos são muito comuns. Se a frequência do recurso diminui, os depósitos são maiores, mas mais raros. Isso também faz com que as bases inimigas apareçam com mais freqüência usando as mesmas regras de distribuição que os minérios - no entanto, isso pode levar a uma rápida expansão [[Enemies/pt-br|inimigos]] devido ao número muito maior de grupos de ninhos.
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:


====Tamanho====
* [[Solar panel]]s – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand.
Isso define o tamanho das amostras de minério e da água geradas através da definição de "níveis". Aumenta o diâmetro médio de áreas de minério e lagos, permitindo ajustar o tamanho de ambos.
* [[Steam engine]]s and [[Steam turbine]]s – They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.
* [[Accumulator]] – Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.


É tão simples quanto parece: tamanho pequeno significaria pequenas manchas de minério e massas de água, grande significa grandes manchas de minério e massas de água. Observe que isso é efetuado pela frequência, embora seja presumivelmente capaz de aumentar o total de minério e água do mundo, onde a frequência simplesmente o reequilibra.
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a [[power switch]] and the [[circuit network]] is in order.


Finalmente, isso faz com que [[Enemies/pt-br|bases inimigas]] apareçam maiores, embora as bases criadas pelo "processo natural" de expansão sigam regras diferentes.
== See also ==
 
* [[Tutorial:Producing power from oil|Producing power from oil]]
A tabela a seguir mostra como as configurações de frequência e tamanho afetam a geração de amostras de minério. Para mais detalhes, abra as imagens em uma nova tab.
* [[Power production]]
 
* [[Fluid system]]
 
* [[Units]]
{| class="wikitable"
 
|+ Geração de patches de ferro em diferentes configurações de frequência e tamanho
!Frequência \ Tamanho
!Muito pequeno
!Pequeno
!Médio
!Grande
!Muito grande
 
|-
!Muito baixo
|[[File:Iron_freq_very_low_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_very_low_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_very_low_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_very_low_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_very_low_size_very_big.png|frameless|150x150px]]
 
|-
!Baixo
|[[File:Iron_freq_low_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_low_size_very_big.png|frameless|150x150px]]
 
|-
!Normal
|[[File:Iron_freq_normal_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_normal_size_very_big.png|frameless|150x150px]]
 
|-
!Alto
|[[File:Iron_freq_high_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_high_size_very_big.png|frameless|150x150px]]
 
|-
!Muito alto
|[[File:Iron_freq_very_high_size_very_small.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_small.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_medium.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_big.png|frameless|150x150px]]
|[[File:Iron_freq_very_high_size_very_big.png|frameless|150x150px]]
 
|}
 
====Riqueza====
 
Isso define o conteúdo real de cada remessa de minério e campo de petróleo. A riqueza do campo de recurso aumenta à distância.
 
{| class="wikitable"
 
|+ Recursos em manchas de minério em diferentes configurações de riqueza
!Muito pobre
!Pobre
!Regular
!Rico
!Muito rico
 
|-
|[[File:Iron_richness_very_poor.png]]
|[[File:Iron_richness_poor.png]]
|[[File:Iron_richness_regular.png]]
|[[File:Iron_richness_good.png]]
|[[File:Iron_richness_very_good.png]]
 
|}
 
===A coluna da esquerda===
* Água: como [[water/pt-br|água]] é gerada em cada mapa.
* Cobre, Pedra, Carvão, Petróleo: Recursos necessários para progredir no jogo. Veja acima para explicações mais detalhadas sobre cada uma dessas alterações.
* Bases inimigas: Quantas e quantas bases iniciais são grandes. Observe que novas bases são criadas ao longo do tempo, tornando a baixa base inimiga um pouco menos significativa.
 
===Área onde começa===
 
Este é um valor que define uma área especial em torno das coordenadas centrais do mapa, que terão diferentes frequências de minério, etc., do restante do mapa. Geralmente, isso resulta em pelo menos uma fonte de minério confirmada, sempre resulta em uma fonte de água e sempre remove ninhos de mordedor de aparecer em uma área ao redor nessa área. As configurações dessa área geralmente garantem melhores condições de partida, embora o jogador possa optar por tornar essa área pequena para aumentar o desafio do jogo.
 
Geralmente, é uma boa idéia para o jogador explorar um pouco fora desta área antes de começar a construir. Embora essa área quase sempre pareça muito fértil, é possível que a geração de mapas tenha criado uma situação em que é impossível vencer o jogo, como falta de [[Oil/pt-br|petróleo]], muitos mordedores para defender etc.
 
{| class="wikitable"
 
|+Gerações mundiais em diferentes configurações da área inicial
!Muito pequeno
!Pequeno
!Médio
!Grande
!Muito grande
 
|-
|[[File:Starting_area_very_small.png|frameless|150x150px]]
|[[File:Starting_area_small.png|frameless|150x150px]]
|[[File:Starting_area_medium.png|frameless|150x150px]]
|[[File:Starting_area_big.png|frameless|150x150px]]
|[[File:Starting_area_very_big.png|frameless|150x150px]]
|}
 
===Modo pacífico===
Os {{L|Enemies}} não iniciam os ataques, apenas respondendo se o jogador os acertar. Isso também pode ser ativado durante o jogo - veja em {{L|Console| Comandos do console}}.
 
===Altura e largura do mapa===
 
Se o jogador limitar a largura e/ou altura, ele poderá gerar mapas com recursos e área finitos. Isso é recomendado para servidores multiplayer rodando em máquinas mais fracas ou jogadores que buscam desafios extras. Outra opção é tornar o mundo infinito em apenas um eixo, geralmente chamado de ''mundo de fita''.
 
===Código do mapa / Sequência para troca de mapa===
 
Definições e terminologia:
 
; Código do mapa: gerador aleatório do código 
; Sequência para Troca de Mapa: Todas as configurações para a criação do mapa (Código do Mapa, configurações de recursos, configurações de tamanho etc.)
 
====Código do mapa====
 
Este é o valor inicial para o gerador de números aleatórios que o Factorio usa para gerar o mundo. Saiba que 'número aleatório' é realmente um nome impróprio no Factorio e nos computadores em geral, pois eles não são realmente aleatórios, sendo calculados com algoritmos complicados que exigem uma semente como valor inicial (para obter mais detalhes, consulte http://en.wikipedia.org/wiki/Random_seed).
 
Portanto, a mesma sequêcia para troca de mapa, os códigos do mapa podem mudar drasticamente ou parecer muito semelhante. Depende do acaso. Para obter uma cópia verdadeira de um mundo, é importante fornecer a sequência de troca de mapas e permitir que ela preencha o código do mapa.
 
====Sequência para troca do mapa====
A sequência geralmente se parece com isso:
 
>>>AAALABAABgADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlAwMCBQAAAHN0b25lAwMCORcrDUQ7AACMCwAAAAAAAAAAAA
ADAFR8w0Q=<<<
 
É uma sequência que começa com >>> e termina com <<<. Existem vários jeitos conhecidos na comunidade para compartilhar cadeias de troca de mapa. A sequência de troca de mapas pode ser usada no gerador de mapas: há um campo extra no qual o jogador pode colar essa sequência. Nos computadores com Windows, isso pode ser feito selecionando-se uma sequência, clicando com o botão direito do mouse ou pressionando Control + C e, em seguida, coloque-a no campo string do gerador mundial com Control + V.
 
Se você deseja recuperar a sequência de troca de mapas do seu mundo:
 
Na caixa de diálogo Carregar jogo, selecione o jogo cuja sequência você deseja e clique no botão Sequência de troca de maps no canto inferior esquerdo. Quando a sequência aparecer, destaque-a com o mouse e pressione Control-C para copiá-la. (Command-C no Mac.) Agora você pode colá-lo no gerador de mapas para criar uma cópia desse mundo ou enviá-lo para um amigo.
 
Para um descrição mais técnica da sequência para troca de mapas, veja {{L|Map Exchange String Format}}.
 
==Geração==
 
O gerador de mapas (gerador de mundo) é baseado em um modificado [http://en.wikipedia.org/wiki/Perlin_noise Algoritimo Perlin noise].
 
Uma  [http://lua-api.factorio.com/latest/Concepts.html#AutoplaceSpecification descrição mais detalhada] pode ser encontrada na documentação da API.
 
No [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=8016&p=63691#p63561 artigo que descreve a geração ]:
: [[File:Factorio-Perlin-Noise.png]]
 
Topo: Configurações normais, Meio: O mesmo, mas com alta '''frequência''' (note a mesma curva, mas com um formato mais denso), Abaixo: Mesmo do topo, mas em um nível mais alto = '''tamanho''' maior.
 
A linha ondulada azul é uma função de ruído interno, a linha preta é um "nível" usado para determinar a localização dos recursos, as linhas vermelhas são recursos realmente posicionados. A alta frequência refere-se principalmente à função de ruído. Aumentar a frequência aumenta a contagem de campos de recursos e diminui seu tamanho e distância entre eles. Esse mecanismo é usado durante toda a geração do mapa no Factorio, com alguns ajustes. O gerador de mapas funciona em cada bloco, então os recursos são colocados em um bloco x se f(x) >  0. A quantidade de recursos bloco é fornecida por f(x) * riqueza.
 
==Generating new Chunks==
 
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't generated from the start. A new [[Chunk]] of map is generated only when needed, similar to other procedurally generated world games.
 
===Generating Invisible Chunks (Fog of War)===
 
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.
 
===Charting (Make Invisible Chunks Visible on Map)===
 
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is '''[[Radar#Charting|charted]]''', which means when it is "touched" by radar. Either the players internal radar, which is always available and continually charts chunks around the player, or the '''[[Radar]]''' entity. When a visible chunk is generated there might be other chunks also invisibly generated.
 
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.
 
 
=== Explorando ===
 
Se o jogador chegar às bordas visíveis atuais, os pedaços necessários serão gerados. À medida que {{L|Player}} explora, um raio de cerca de 3 pedaços é carregado continuamente em torno deles. Como isso pode demorar um pouco em máquinas mais fracas, é possível ultrapassar o gerador mundial e acabar no 'limbo' sem entidades ao redor do jogador. Ficar parado por um tempo permitirá que o gerador se atualize.
 
=== Tamanho máximo do mapa e quantidade de memória usada===
 
O tamanho do mapa é limitado a 2000 x 2000 quilômetros (um quadrante com 2.000.000 blocos de lado, uma área de 4.000.000.000.000 de peças no quadrante). Isso está entre o tamanho da Índia e da Austrália. O trem levaria cerca de 240 {{L|Game-second| minutos de jogo}} (= 4 horas) para alcançar a fronteira saindo do centro. Isso significa que o mundo é essencialmente infinito.
 
Como apenas os pedaços são gerados em torno da área que é revelada pelo radar, é possível com computadores atuais alcançar essa fronteira. Isso ocorre porque o tamanho de memória necessário do mapa é limitado apenas pelo número gerado de pedaços no jogo. O que não é tanto se você alocar apenas uma pequena faixa de terra.
 
Os pedaços gerados são mapeados e armazenados na RAM do jogador, o que é o fator limitante.
 
== Histórico ==
 
{{history|0.15.0|
* O gerador de mundo agora pode selecionar pre-sets.
}}
 
{{history|0.13.0|
* Algoritimo do gerador de mapa, campo de recurso agora tem mais riqueza.
}}
 
== Veja também ==
 
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=7924&p=63517#p63517 Some technical info]
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=8624&p=69156#p69156 Temperature based biome-model] (how trees are placed)
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=1593 Thread about definition of map map exchange string/seed]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6447&p=50336#p50318 Definition of string and seed]

Revision as of 12:06, 12 June 2020

The Electric system is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity. Electricity is one of two ways machines can be powered, the other being burner devices running off of fuel.

Network mechanics

Generators

There are four ways to produce electricity. More details about each method are available on the Power production page.

  1. Steam engines – Most common, requires Boilers (which consume Water and fuel).
  2. Solar panels – Free energy, but only works during daylight. Usually used with Accumulators.
  3. Accumulators – Energy storage, see below
  4. Steam turbines – High-power Steam engines. Used to generate power from a Nuclear reactor.

If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.

Storage

Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.

Energy can be stored in:

  • Fuel. It can be burnt to generate power.
  • Accumulators. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.
  • Steam. It can be created in boilers or heat exchangers and stored in the storage tank, allowing steam engines or steam turbines to operate on-demand.

Steam tanks as power storage

A storage tank filled with heat exchanger 500°C steam stores around 2.4GJ; a storage tank filled with boiler 165°C Steam stores 750MJ.

There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:

  • The energy density of a storage tank tile is much higher than it is with accumulators.
    • For 165°C steam (produced with boilers), a single storage tank stores as much as 150 accumulators: 750MJ / 5MJ = 150
    • For 500°C steam (produced using heat exchangers), a single storage tank stores as much as 480 accumulators: 2400MJ / 5MJ = 480
  • A nuclear reactor always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.
  • A single accumulator's maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.
  • Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially "transports electricity" using trains.

Distribution

Simple example of a small electric network.

Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.

  1. Small electric pole – Second smallest coverage area, shortest cable length, available without research.
  2. Medium electric pole – Second largest coverage area, average cable length.
  3. Big electric pole – Smallest coverage area, longest cable length.
  4. Substation – Largest coverage area, second longest cable length, but most expensive to build.

Consumption

The majority of machines in Factorio consume electricity. There are two aspects to a machine's energy use.

  • Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine's demand), and all machines will slow down proportionally to the power available.
    • For example: If an Assembling machine 3 (210kW) and an Electric mining drill (90kW) are on a network (90+210 = 300kW), but the network only has 3 Solar panels (3×60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).
  • Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited. Drain is cumulative with energy cosumption - for example, an active Assembling machine 2 will consume 155 kW (150kW energy consumption + 5kW drain).

Connection

An individual connection is removed by redrawing the connection with copper cable.

A network is created by placing electrical generators (such as Steam engines or Solar panels) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as Small electric poles) that are connected together. Electric poles cover differently sized areas depending on their type. The area of coverage appears as a blue overlay around the pole. If two poles are placed close enough, the poles connect automatically. A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole's network, and clicking on a pole will provide a detailed GUI about that pole's electric network. (See below)

  • Use shift-click on a existing pole to remove all its connections to other poles.
  • Unconnected poles can be connected with a single copper cable dragging from pole to pole (Left click on the bottom of the pole with the cable in hand.)
  • Individual connections can be removed by "connecting" them with copper cable. This will not consume the cable.
  • You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using Big electric poles is recommended.

A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:

  1. It will be connected to other available poles, starting with the closest one.
  2. It won't be connected to 2 poles connected to each other (it won't form a 3 pole triangle).
  3. It will not be connected to more than 5 other poles.

Electric network info screen

The Electric network info GUI

The Electric network info GUI can be accessed by left-clicking any electric pole nearby.

You can see only the info from the electric network to which that pole is connected! Unlike the production-info (press P) the electric network info is not measured globally, but by network.

  1. Satisfaction – The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (>50%) or red (<50%).
  2. Production – The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.
  3. Accumulator capacity – How much energy is currently held inside of the accumulators connected to your network. Measured in joules; 1 Joule = 1 Watt * 1 second (see also wikipedia:Joule). This bar should be able to fill fully before emptying again.
  4. Timespan - Set the time span for the graphs below. "5s" means over the last 5 seconds.
  5. Detailed Consumption – A list of consumers from highest power consumption to lowest. In the picture example, 210 drills consume the most power, at 2.2 MW.
  6. Detailed Production – A list of producers from highest power production to lowest. In the picture example, 26 Steam engines produce all the electricity in the factory.
  7. Consumption Graph – Shows the consumption of the different parts of the network over time.
  8. Production Graph – Shows the production of the different producers of the network over time.

Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.

Network priorities

Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:

  • Solar panels – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand.
  • Steam engines and Steam turbines – They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.
  • Accumulator – Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.

There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a power switch and the circuit network is in order.

See also