In other languages: Deutsch Русский 中文

Map editor: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
(Updated to 0.17)
Line 1: Line 1:
{{Languages}}
{{Languages}}
Factorio includes a fully featured map editor. You can access it by selecting "Map editor" on the Factorio main menu, or by using the console command "/editor" in-game. In-game, /editor can also be used to leave the map editor again.


== Overview ==
The editor allows the player full creative control to completely change map terrain, clone parts of the map and much more. However, the map editor cannot be used to create custom scenario ''scripts'', for that see [[modding]].


Factorio includes a fully featured map editor. You can access it by selecting "Map editor" on the Factorio main menu, or by using the console command: "/editor" in game.
== Editor modes ==
The "Tools" tab in the GUI shown in the top left when using the map editor allows to switch between different map editor modes. Each of the modes provides different tools and ways to change the map. All editor modes use {{Keybinding|Q}} to clear the cursor, like the normal game. Placing entities/tiles/decoratives is done using {{Keybinding|lmb}}, they can be removed with {{Keybinding|rmb}}. The size of brushes and sprays can be increased and decreased using {{Keybinding|numplus}} and {{Keybinding|numminus}}.


The editor allows the player full creative control and one can create a map with as much or as little resources as they wish. Movement uses the same controls as you have in game but no player appears, similar to the sandbox scenario.
=== None ===
The "None" mode is the default editor mode when opening the map editor. It works very similar to the normal game, mostly providing additional utilities such as instant blueprinting, deconstruction and upgrading, and the ability to craft any item infinitely, even if item is not researched yet or hidden. The "None", surface and time editor modes are the only modes where the player's inventory is accessible so the mentioned features can be used.


== Loading a Map From a Game ==
=== Decoratives ===
The decoratives editor mode allows to place and delete and decorative as desired. The brush allows to place decoratives in a large area at once, while the cursor place single decoratives.


Scenarios can be created from pre-existing maps by using the <code>--map2scenario</code> runtime parameter along with the save to use when running the game from command line. For more info on runtime parameters, see [[Console#Command_line_parameters]].
In this mode, it is possible to see the bounding boxes of the decoratives when hovering near them with an empty cursor. The graphical variation of the decorative depends on its position in the world and cannot be changed.


== Saving your Scenario ==
=== Entities ===
The entities editor mode can be used to bulk place many entities at once or to place entities that don't have an associated item.


Maps created with the map editor are saved as [[Scenario system|Scenarios]] via the in-game escape menu. These scenarios are saved to the [[Application directory|User data directory]]. The scenario may then be played from selecting Play->Custom Scenario from the Main Menu. When saved and loaded, the game will load the map that was created by the map editor. If one wishes to add scripting to the scenario, they may do so by modifying the control.lua file created inside the scenario file.
The "build-as force" option allows to choose the force the entities should be placed as. The brush and spray tools allow to place many entities at once. The difference between spray and brush is that the brush will not place more entities on already placed areas without clicking again.


== Placing Entities ==
=== Forces ===
Forces can be created and deleted using the forces editor mode. Furthermore, entities can be selected to change their force. The red flag that can be placed with this editor mode changes the spawn location of that force on that surface.


To place an entity (labs, powerlines, transport belts, mining drills, etc...), select "Entities" from your toolbox, select a tool, select what you want to place down, then click somewhere to place that item down.
=== Resources ===
The resources editor mode allows to easily create or delete resources. The difference between spray and brush is that the brush will not place more resources on already placed areas without clicking again. The intensity setting controls how rich the resource entities are. The slider does not allow much variation in this by default, however the textfield next to it is not limited in any way, so it can be used to set much higher richness.


You have three tools.
=== Surfaces ===
=== Cursor ===
The surface editor mode allows to create and delete surface and switch between them. Furthermore, it can be used to remove all entities from a surface, change the surface's map generation settings, remove chunks that contain only out-of-map tiles and more. Additionally, it is possible to import a different save file into the save that is currently being edited. This operation will create a new surface that contains the map from the imported save file.


Appropriate for most situations. Places one of the selected entity at the current cursors position. Much like the normal in-game mechanics.
=== Tiles ===
The tile editor mode allows to place any kind of tile, anywhere. The brush mode can be used for bulk placing and the paint bucket can be used to easily replace one tile type with another. To place other tiles on out-of-map tiles, {{Keybinding|shift}} must be held. The variations tab allows to randomize what graphics the tiles use, each tile has up to 16 different graphics variations that it can be use.


'''Tip:''' Pressing "Q" on your keyboard will put the item you're holding away. Also see [[Keyboard bindings]].
=== Cloning ===
The clone editor mode allows to clone entire areas of the map, including decoratives and tiles, or to clone single entities. To de-select the clone source area/entity or set an entity as the source entity, use {{Keybinding|Q}}.


=== Spray ===
=== Areas and positions ===
The area and position editor mode allows to create positions and areas in the world that can be named. These can then be easily accessed in scripts.


Good for resource piles and trees. You can select a size, intensity and speed, the larger the size, the more area that the spray places entities, the higher the intensity, the more often entities get placed, the higher the speed, the more rapidly the spray continues spraying while holding down the left mouse button.
=== Time ===
The time editor mode can be used to pause and unpause the game, make it run only for a single tick/a custom interval or to speed up/slow down the game. Furthermore, it can be used to control the current day time and how long one day takes.


=== Paintbrush ===
=== Cliffs ===
The cliff editor mode allows to create cliffs easily. They can be placed in lines by holding and dragging the mouse, or be placed a single entities. Use {{Keybinding|R}} and {{Keybinding|shift|R}} when placing single cliffs to rotate through all their possible orientations.


The paintbrush is virtually the same as the spray, only difference is that if you hold down the mouse button, the tool won't continue to place entities. Also good for resource piles and trees. Whether you use spray or paintbrush is personal preference, but for rapid controlled placement of resources and other items the Spray option is the best choice.
== Saving scenarios ==


== Deleting Entities ==
Maps created with the map editor can be saved as [[Scenario system|Scenarios]] via the in-game escape menu. These scenarios are saved to the [[user data directory]]. The scenario may then be played from selecting Play->Custom Scenario from the Main Menu. Alternatively, it can be played directly from the escape menu, using the "save and play" option. If one wishes to add scripting to the scenario, they may do so by modifying the control.lua file created inside the scenario file.
=== Cursor ===
When using the cursor tool, you can hover over the entity you wish to delete, and press "X" on your keyboard.
 
=== Spray/Paintbrush ===
When using either the spray or the paintbrush, right click to "unspray".
 
== Placing Items ==
You can place items for the player to pick up in the editor. To do this, select the "Items" tab. From there, select what you wish to place down, then hover your mouse to where you wish to place the item down and right-click.
 
== Removing Items ==
To delete items that you've placed, just like when placing entities, press "X" on your keyboard while hovering over the item you want to delete. The spray option is the fastest method for deleting items (you need to make sure you have intensity and speed at the maximum setting, and adjust size for the area you wish to clear). On the largest Size setting you can clear all items of one type fairly quickly using this method.
 
 
== Placing Items Inside Chests (and other entities) ==
 
Press Q to deselect everything you currently hold in hand. After that left click on an entity to open its inventory. Now you can place items in that inventory. Based on your game settings you might need to use another event, see in the game-options.
 
== Set up research ==
 
For information on setting up research in your scenario, see [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=6219 this forum post.]
 
== See also ==
 
* [[Mods]]
* [[Modding Tutorial]]
* [[Campaign]]

Revision as of 15:32, 8 July 2019

Factorio includes a fully featured map editor. You can access it by selecting "Map editor" on the Factorio main menu, or by using the console command "/editor" in-game. In-game, /editor can also be used to leave the map editor again.

The editor allows the player full creative control to completely change map terrain, clone parts of the map and much more. However, the map editor cannot be used to create custom scenario scripts, for that see modding.

Editor modes

The "Tools" tab in the GUI shown in the top left when using the map editor allows to switch between different map editor modes. Each of the modes provides different tools and ways to change the map. All editor modes use Q to clear the cursor, like the normal game. Placing entities/tiles/decoratives is done using Left mouse button, they can be removed with Right mouse button. The size of brushes and sprays can be increased and decreased using Numpad + and Numpad -.

None

The "None" mode is the default editor mode when opening the map editor. It works very similar to the normal game, mostly providing additional utilities such as instant blueprinting, deconstruction and upgrading, and the ability to craft any item infinitely, even if item is not researched yet or hidden. The "None", surface and time editor modes are the only modes where the player's inventory is accessible so the mentioned features can be used.

Decoratives

The decoratives editor mode allows to place and delete and decorative as desired. The brush allows to place decoratives in a large area at once, while the cursor place single decoratives.

In this mode, it is possible to see the bounding boxes of the decoratives when hovering near them with an empty cursor. The graphical variation of the decorative depends on its position in the world and cannot be changed.

Entities

The entities editor mode can be used to bulk place many entities at once or to place entities that don't have an associated item.

The "build-as force" option allows to choose the force the entities should be placed as. The brush and spray tools allow to place many entities at once. The difference between spray and brush is that the brush will not place more entities on already placed areas without clicking again.

Forces

Forces can be created and deleted using the forces editor mode. Furthermore, entities can be selected to change their force. The red flag that can be placed with this editor mode changes the spawn location of that force on that surface.

Resources

The resources editor mode allows to easily create or delete resources. The difference between spray and brush is that the brush will not place more resources on already placed areas without clicking again. The intensity setting controls how rich the resource entities are. The slider does not allow much variation in this by default, however the textfield next to it is not limited in any way, so it can be used to set much higher richness.

Surfaces

The surface editor mode allows to create and delete surface and switch between them. Furthermore, it can be used to remove all entities from a surface, change the surface's map generation settings, remove chunks that contain only out-of-map tiles and more. Additionally, it is possible to import a different save file into the save that is currently being edited. This operation will create a new surface that contains the map from the imported save file.

Tiles

The tile editor mode allows to place any kind of tile, anywhere. The brush mode can be used for bulk placing and the paint bucket can be used to easily replace one tile type with another. To place other tiles on out-of-map tiles, SHIFT must be held. The variations tab allows to randomize what graphics the tiles use, each tile has up to 16 different graphics variations that it can be use.

Cloning

The clone editor mode allows to clone entire areas of the map, including decoratives and tiles, or to clone single entities. To de-select the clone source area/entity or set an entity as the source entity, use Q.

Areas and positions

The area and position editor mode allows to create positions and areas in the world that can be named. These can then be easily accessed in scripts.

Time

The time editor mode can be used to pause and unpause the game, make it run only for a single tick/a custom interval or to speed up/slow down the game. Furthermore, it can be used to control the current day time and how long one day takes.

Cliffs

The cliff editor mode allows to create cliffs easily. They can be placed in lines by holding and dragging the mouse, or be placed a single entities. Use R and SHIFT + R when placing single cliffs to rotate through all their possible orientations.

Saving scenarios

Maps created with the map editor can be saved as Scenarios via the in-game escape menu. These scenarios are saved to the user data directory. The scenario may then be played from selecting Play->Custom Scenario from the Main Menu. Alternatively, it can be played directly from the escape menu, using the "save and play" option. If one wishes to add scripting to the scenario, they may do so by modifying the control.lua file created inside the scenario file.