A mod for factorio that changes the map into a real-world map.
Note that it only changes the terrain, and not the spawning of resources.
You can get this mod here: https://mods.factorio.com/mods/TheOddler/factorio-world
- Start a new game
- Choose your settings (more info below)
- Map and terrain are generated from a map of Earth!
Use the in-game mod settings to set:
- Map scaling factor: Can be anything between 0.01 and infinite (factors of 6 work well)
- Spawn:
- Pick a location to start, or set to custom
- When set to custom, it'll use the custom spawn x and y coordinates
- Repeat map: If set to false everything after the first iteration will become water
- Use large map: If set to true the mod will use a more detailed map
- This will use about 4 times the memory
- Safe zone size: All water within this zone will be turned into dirt
This is a list of the regions and cities (found in spawns.lua
):
Continent | Country/Region | City |
---|---|---|
Europe | Belgium | My home town |
Africa | Algeria | Oran |
Africa | Chad | Mongo |
Africa | Congo | Katanga |
Africa | Egypt | Cairo |
Africa | Equatorial Guinea | Ebebiyin |
Africa | Mali | Bamako |
Africa | Morocco | Marrakech |
Africa | Senegal | Dakar |
Africa | South Africa | Johannesburg |
Asia | China | Baoshan |
Asia | China | Beijing |
Asia | China | Kunming |
Asia | Georgia | Tbilisi |
Asia | India | Delhi |
Asia | Mongolia | Moron |
Asia | Russia | Aktobe |
Asia | Russia | Anadyr |
Asia | Russia | Bilibino |
Asia | Russia | Omsk |
Asia | Russia | Yakutsk |
Asia | Saudi Arabia | Riyadh |
Europe | Czech Republic | Prague |
Europe | Norway | Oslo |
Europe | Russia | Moscow |
Europe | Russia | Pechora |
Europe | Spain | Madrid |
Europe | UK | London |
North America | Canada | Brisay |
North America | Canada | Kapuskasing |
North America | Canada | Saskatoon |
North America | Greenland | Summit Camp |
North America | Mexico | Mexico City |
North America | United States | Boise |
North America | United States | Los Angeles |
North America | United States | New York |
North America | United States | Nome |
North America | United States | Scranton |
North America | United States | Topeka |
North America | United States | Ungalik |
Oceania | Australia | Broome |
Oceania | Australia | Sydney |
South America | Argentina | Cordoba |
South America | Brazil | Manaus |
South America | Brazil | Sao Paulo |
South America | Peru | Lima |
The mod reads lua files generated by a converter writen in Python. These files are generated based on an image. Currently I'm using the "Natural Earth II with Shaded Relief, Water, and Drainages" image from Natural Earth.
The generator simply iterates over each pixel, and assigns a tile-type to it. The algorithm uses reference colors, and checks which one is closer to encode the types. To compress the data a little I use a scheme where every tile-letter is followed by how many tiles there are of this type of that row. The mod then takes these strings (one for each line of pixels), decompresses it to something it can read very quickly, and assigns the tiles a new type when a chunk is generated.
- Pillow - for processing the images:
pip install Pillow
- tqdm - for fast loading bars:
pip install tqdm
To generate a new lua file and load in into your game you'll have to do a little manual labour:
- In
convert.py
change the settings at the top of the fileimage_file
: the name of the image to use (to be placed next to theconvert.py
file)resize_width
: the size you want the final map to be (can be set toNone
if you just want the same size as the provided image)terrain_codes
: set which colours are what terrains !!DANGER!! If you change these, you'll have to update theterrain_codes
incontrol.lua
as well
- Run
convert.py
- Copy the created lua files (
World_large.lua
andWorld_small.lua
) into the mod's root folder - Run the game and start a new game