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* Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. there are only fishes swimming around in the chunk) the chunk is not computed in the next [[Tick]].
* Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. there are only fishes swimming around in the chunk) the chunk is not computed in the next [[Tick]].
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.
* The next smaller unit is the [[Tile]].
 
* The next bigger unit is the [[Region]].
==See also==
* [[Tile]], the next smaller unit.
* [[Region]], the next larger unit.

Revision as of 16:33, 20 August 2017

A Chunk is a unit defined as either an area of the map 32x32 tiles in size (containing 1024 tiles in total) or a distance of 32 tiles.

Chunks are used for:

  • Map generation. When the player runs around and reveals the map or the radar explores the map, it is revealed in chunks.
  • Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. there are only fishes swimming around in the chunk) the chunk is not computed in the next Tick.
  • The pollution model is based on chunks, and pollution spreads to neighboring chunks.

See also

  • Tile, the next smaller unit.
  • Region, the next larger unit.