

I will not adding support for alternate resources. * * This is to prevent errors with mods that remove or rename basic resources. * bug: Added checks for resources before attempting to create them. This prevents delays when starting new cities. * Generate resources and clear biters in all cities at start of game. * Requires Factorio Earth (migrated from unsupported Factorio World) * Teams can be toggled in map setup (enable / disable). * You must delete mod-settings.dat for city changes to appear. * Adjusted cities - now at 26 cities with world-wide coverage. * Changed Lobby name to prevent conflicts. * Added option to not create starter resources at city.

* Added concrete to spawn area to mark where a player may teleport into. You must delete mod-settings.dat for city changes to appear.Region / City information was pulled from Mapcarta. This increases the detail of the base map. Note: Enabling 'Large' map multiplies all values by 2. Doing any part above / below the equator would also split the north / south Regions & Cities Region This gives you the entire world while stopping you from creating another world.Īdjusting the spawn anywhere else cuts the other side of the world. Even though you 'spawn' in a lobby, the map is laid out based on this value as 0,0. The game sets the rest of the map based on this. You must set the spawn to these values in the mod settings for Factorio Earth! In order to prevent the map from wrapping, these are some world size limitations to use: Size When first starting a new game, there will be a long delay while all cities are initialized. The city locations are based on a 0,0 point of 2160, 960.

This mod requires Factorio Earth (v0.18+) and that the initial spawn point be in central Africa. A Factorio mod that adds a city areas list to Factorio Earth Requirements
