100k
Play Factorio at 100k! Massive ore territories and a 100k tech cost multiplier, with configurable settings to tune the challenge to your liking.
Features
- Voronoi ore territories — Iron ore, copper ore, coal, stone, and uranium ore are assigned to large territories using the engine's native
voronoi_cell_idnoise function. Each region of the map is claimed entirely by one resource type instead of vanilla's patchy placement, so once you're in a territory you're standing on ore. - Weighted territories — Each ore has a weight (default
100); a territory's share of the map is proportional to its resource's weight against the total, so heavier-than-default ores are found in more (and larger) territories, lighter ones in fewer/smaller ones. See Modding API below to register weights for your own ores. - Rebuilt richness curve — Richness no longer follows vanilla's patch-driven noise (which evaluates near-zero outside the original patch shapes). Instead it uses a two-regime curve — a steep near-spawn ramp that gives way to long-run power-law growth — so richness scales smoothly with distance from spawn across an entire territory. Vanilla's richness control slider still works as a multiplier.
- Point-resources left alone — Fluid-yielding resources (crude oil, sulfuric acid geysers, fluorine vents, etc.) are excluded from territory assignment, since a handful of instances already provide sufficient supply. They keep vanilla's own placement, just scaled up.
- Configurable technology cost scaling — A startup setting controls how aggressively the technology cost multiplier (100k) is enforced, with early-game exceptions and an easier biter ramp-up available at lower difficulties.
Settings
All settings are startup settings (require a new save / map regeneration to take effect).
| Setting | Default | Range | Description |
|---|---|---|---|
Territory size |
76 |
32 – 1024 | Average size, in tiles, of each Voronoi territory. |
Point-resource multiplier |
5 |
1 – 100 | Multiplier applied to the probability, richness, and frequency of point-resources (crude oil, sulfuric acid geysers, fluorine vents, etc.), instead of confining them to a territory. |
Technology difficulty |
normal |
easy / normal / hard |
Controls how aggressively technology costs are scaled to match the 100k territory size. See below. |
Technology difficulty
| Difficulty | Tech adjustments | Cost multiplier | Biters |
|---|---|---|---|
| Hard | None. | Always set to 100k. | Vanilla spawn distance. |
| Normal | logistics and electric-mining-drill ignore the cost multiplier, making early game less tedious. |
Forced to 100k only if not already set higher (respects a custom map-exchange multiplier). | Vanilla spawn distance. |
| Easy | Same as Normal. | Never forced — whatever the map/exchange string sets is used as-is. | Pushed much further from the starting area. |
Modding API
Other mods can register a territory weight for their own ore before territories are built. The API is exposed as a global _100k table:
-- data.lua / data-updates.lua of your mod, after 100k's data.lua has run
_100k.set_ore_weight(control_name, weight)
_100k.get_ore_weight(control_name) -- returns the registered weight, or 100 if none is set
control_nameis the resource's autoplace control name, not necessarily its entity/item name — e.g. Vulcanus'tungsten-oreentity is driven by thetungsten_orecontrol. Check the resource'sprototype.autoplace.control(ordata.raw["autoplace-control"]) if you're not sure what your ore's control is named.weightis a plain number, relative to every other ore on the same planet. A weight of200gets twice the territory share of a default (100) ore on that planet; a weight of50gets half.- Registration must happen before
data-final-fixes.lua— that's the stage where 100k reads the final weight dictionary and builds the voronoi territories.data.luaordata-updates.luaboth work; add a dependency on100k(?or~) in yourinfo.jsonso yourdata.luadoesn't run before 100k's has declared the_100kglobal. - If you don't register a weight, your ore is simply left at the default of
100.
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