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Factorio

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Maximum Required Science Pack

Maximum level of science pack required to complete the game. This also affects the relative cost of silo and satellite recipes if they are randomized. That is the only thing in which the Utility Science Pack and Space Science Pack settings differ.
0
0
0
0
0
0
25
0

Goal

Goal required to complete the game.
25
0
0

Technology Tree Layout

Selects how the tech tree nodes are interwoven. Single: No dependencies Diamonds: Several grid graphs (4/9/16 nodes each) Pyramids: Several top halves of diamonds (6/10/15 nodes each) Funnels: Several bottom halves of diamonds (6/10/15 nodes each) Trees: Several trees Choices: A single balanced binary tree
25
0
0
0
0
0
0
0
0
0
0
0
0

Minimum Science Pack Cost

The cheapest a Technology can be in Science Packs.
This is a range option.

Accepted values:
Normal range: 1 - 10000
0
25
0
0
0
0
0

Maximum Science Pack Cost

The most expensive a Technology can be in Science Packs.
This is a range option.

Accepted values:
Normal range: 1 - 10000
0
25
0
0
0
0
0

Tech Cost Distribution

Random distribution of costs of the Science Packs. Even: any number between min and max is equally likely. Low: low costs, near the minimum, are more likely. Middle: medium costs, near the average, are more likely. High: high costs, near the maximum, are more likely.
25
0
0
0
0

Science Pack Cost Mix

Percent chance that a preceding Science Pack is also required. Chance is rolled per preceding pack.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Ramping Tech Costs

Forces the amount of Science Packs required to ramp up with the highest involved Pack. Average is preserved. For example: off: Automation (red)/Logistics (green) sciences can range from 1 to 1000 Science Packs, on: Automation (red) ranges to ~500 packs and Logistics (green) from ~500 to 1000 Science Packs
25
0
0

Rocket Silo

Ingredients to craft rocket silo or auto-place if set to spawn.
25
0
0
0

Satellite

Ingredients to craft satellite.
25
0
0

Free Samples

Get free items with your technologies.
0
0
0
25
0

Free Samples Quality

If free samples are on, determine the quality of the granted items. Requires the quality mod, which is part of the Space Age DLC. Without it, normal quality is given.
25
0
0
0
0
0

Technology Tree Information

How much information should be displayed in the tech tree. None: No indication of what a research unlocks. Advancement: Indicates if a research unlocks an item that is considered logical advancement, but not who it is for. Full: Labels with exact names and recipients of unlocked items; all researches are prefilled into the !hint command.
0
0
25
0

Starting Items

Mapping of Factorio internal item-name to amount granted on start.
This option is not supported. Please edit your .yaml file manually.

Free Sample Blacklist

Set of items that should never be granted from Free Samples
This option is not supported. Please edit your .yaml file manually.

Free Sample Whitelist

Overrides any free sample blacklist present. This may ruin the balance of the mod, be warned.
This option is not supported. Please edit your .yaml file manually.

Recipe Time

Randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc. Fast: 0.25X - 1X Normal: 0.5X - 2X Slow: 1X - 4X Chaos: 0.25X - 4X New category: ignores vanilla recipe time and rolls new one New Fast: 0.25 - 2 seconds New Normal: 0.25 - 10 seconds New Slow: 5 - 10 seconds
25
0
0
0
0
0
0
0
0

Random Recipe Ingredients Level

Select if rocket, or rocket + science pack ingredients should be random.
25
0
0

Randomized Recipe Ingredients Offset

When randomizing ingredients, remove or add this many "slots" of items. For example, at -1 a randomized Automation Science Pack will only require 1 ingredient, instead of 2.
This is a range option.

Accepted values:
Normal range: -1 - 5
0
25
0
0
0
0
0

Blueprints

Allow or Disallow Blueprints from outside the current savegame.
0
25
0

World Generation

World Generation settings. Overview of options at https://wiki.factorio.com/Map_generator, with in-depth documentation at https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings
This option is not supported. Please edit your .yaml file manually.

Progressive Technologies

Merges together Technologies like "automation-1" to "automation-3" into 3 copies of "Progressive Automation", which awards them in order.
0
0
25
0

Teleport Traps

Trap items that when received trigger a random teleport.
This is a range option.

Accepted values:
Normal range: 0 - 25
25
0
0
0
0
0

Grenade Traps

Trap items that when received trigger a grenade explosion on each player.
This is a range option.

Accepted values:
Normal range: 0 - 25
25
0
0
0
0
0

Cluster Grenade Traps

Trap items that when received trigger a cluster grenade explosion on each player.
This is a range option.

Accepted values:
Normal range: 0 - 25
25
0
0
0
0
0

Artillery Traps

Trap items that when received trigger an artillery shell on each player.
This is a range option.

Accepted values:
Normal range: 0 - 25
25
0
0
0
0
0

Atomic Rocket Traps

Trap items that when received trigger an atomic rocket explosion on each player. Warning: there is no warning. The launch is instantaneous.
This is a range option.

Accepted values:
Normal range: 0 - 25
25
0
0
0
0
0

Attack Traps

Trap items that when received trigger an attack on your base.
This is a range option.

Accepted values:
Normal range: 0 - 25
25
0
0
0
0
0

Evolution Traps

Trap items that when received increase the enemy evolution.
This is a range option.

Accepted values:
Normal range: 0 - 10
25
0
0
0
0
0

Evolution Trap % Effect

How much an Evolution Trap increases the enemy evolution. Increases scale down proportionally to the session's current evolution factor (40 increase at 0.50 will add 0.20... 40 increase at 0.75 will add 0.10...)
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

EnergyLink

Allow sending energy to other worlds. 25% of the energy is lost in the transfer.
25
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with these items.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option is not supported. Please edit your .yaml file manually.

Start Inventory from Pool

Start with these items and don't place them in the world. The game decides what the replacement items will be.