Factorio Noise Expression Tutorial

Welcome to the factorio noise expression tutorial! This assumes that you're authoring a mod and putting most of the code directly into data.lua.

The source code for this page is itself the data.lua file from the TOGoS Example Noise Programs mod processed to generate this HTML.

You might like to open the noise expression wiki page for reference while you work through this.

I'm going to define some custom elevation generators, because elevation has the most dramatic effect and is probably the most useful thing to customize: water is placed anywhere elevation is less than zero, and cliffs are placed along elevation contours.

Simplest possible elevation generator

For starters, let's define the simplest possible expression: one that just returns a constant value.

We'll add a 'named noise expression' prototype (type = "noise-expression"), which wraps a raw noise expression to give it a name and some other metadata.

The expression itself has a type and other fields depending on the type. To make an expression that always returns a constant number which we provide directly type = "literal-number", and literal_value = the numeric value we want to return.

data:extend{
  {
    type = "noise-expression",
    name = "constant-one-hundred",
    intended_property = "elevation",
    expression = {
      type = "literal-number",
      literal_value = 100
    }
  }
}

Setting intended_property = "elevation" makes this available in the 'Map type' / 'Elevation generator' drop-down on the map generator options screen when you start a new game.

Without that, you'd still be able to create a game using this generator, but you'd have to do it using a custom mapgensettings JSON file and --create a save from the command-line.

We also need to add text to our words.cfg so that the dropdown shows nicely:

[noise-expression]
constant-one-hundred=One Hundred
our "One Hundred" elevation generator appearing in the elevation ('Map type') drop-down
The result of our elevation=100 generator.

Variables

Noise expressions used by the terrain generator are evaluated at every point on the map. Therefore x, y, and distance variables are provided, which resolve to the x and y coordinate and distance from the closest starting point. (A few other variables are also provided, but we'll get into those later.)

Let's make a new elevation generator that just returns the value of x:

data:extend{
  {
    type = "noise-expression",
    name = "just-x",
    intended_property = "elevation",
    expression = {
      type = "variable",
      variable_name = "x"
    }
  }
}

Again, we'll add the name "just-x" to our words.cfg:

[noise-expression]
constant-one-hundred=One Hundred
just-x=Just X

Hopefully we've got down that we need to add things to words.cfg, so I'm not going to mention it again. At least not for noise expression name translations.

Restart factorio to reload the mod, select it from the list, and...

Just X

Pretty boring, huh? But the water to the west (where x < 0) and lines of cliffs to the east clearly show how x, elevation, water, and cliffs are related.

Arithmetic

We can apply functions to literal value and variable expressions (as well as other function application expressions) to make more complex stuff happen. A function-application expression has type = "function-application", a function_name, and a table (keyed by number or name, depending on the function) of arguments. Let's use the "add" function to add x, y, and a constant 100:

data:extend{
  {
    type = "noise-expression",
    name = "x-plus-y",
    intended_property = "elevation",
    expression = {
      type = "function-application",
      function_name = "add",
      arguments = {
	{
	  type = "variable",
	  variable_name = "x"
	},
	{
	  type = "variable",
	  variable_name = "y"
	},
	{
	  type = "literal-number",
	  literal_value = 100
	}
      }
    }
  }
}
x + y + 100

As you can see, writing out noise expressions this way is already becoming cumbersome. Fortunately there's a built-in Lua library to make things easier.

Let's import it:

local noise = require("noise")

There's a bunch of stuff in noise, but probably the most all-around useful function is define_noise_function. It lets us define noise expressions using mostly Lua syntax as if we're defining a Lua function. As its argument, it takes a function of x, y, tile properties, and map properties.

If we were to define that x-plus-y expression this way, it would look like this:

data:extend{
  {
    type = "noise-expression",
    name = "x-plus-y",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x, y, tile, map)
      return x + y + 100
    end)
  }
}

The x and y variables passed into our Lua function by define_noise_function are variable noise expression tables like we used above, but with metatables associated with them so that arithmetic operations work in a helpful way. Using the + operator between two noise expressions results in an add function-application expression, so you can, at least as far as basic arithmetic goes, pretend that you're just writing Lua code.

The other arithmetic operators that work on noise expressions are +, -, *, /, and ^ (exponentiate).

If you want to build your own noise expressions manually and be able to use those operators on them, use the to_noise_expression function, usually aliased as tne locally:

local tne = noise.to_noise_expression

local the_variable_x = tne{
  type = "variable",
  variable_name = "x"
}
local the_variable_y = tne{
  type = "variable",
  variable_name = "y"
}

-- Yet another way to write our x-plus-y expression

data:extend{
  {
    type = "noise-expression",
    name = "x-plus-y",
    intended_property = "elevation",
    expression = the_variable_x + the_variable_y + tne(100)
  }
}

Clamping and ridging

Past basic arithmetic, maybe the second most fundamental functions used in noise expressions are clamp and ridge. They each take 3 arguments: a value to be modified, a lower limit, and an upper limit.

clamp returns the lower limit whenever the input value is lower than the lower limit, and the upper limit whenever the input value is higher than the upper limit.

ridge also always returns a value between the lower and upper limits, but does so by 'folding' the input back between them. e.g. ridge(6, 1, 5) would return 4 (because the input, 6, is one greater than 5, so folding it back under 5 produces 4). ridge(-1, 1, 5) would return 3, because 1 + (1 - -1) = 1 + 2 = 3.

We can make a map that's rings of land and water by just taking the distance variable (which is made handy as tile.distance when using define_noise_function) and ridging it between a negative and positive value:

data:extend{
  {
    type = "noise-expression",
    name = "rings",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x, y, tile, map)
      return noise.ridge(tile.distance, -20, 20)
    end)
  }
}

Giving us this beautiful thing:

Rings!

Terrain segmentation and water level

If you mess with the "water scale" slider you'll notice that nothing changes. Let's fix that!

For historical reasons, water scale inversely controls a variable called "segmentation multiplier". When you set water scale to 600%, segmentation_multiplier = 1/6.

To have it make a nice effect on our rings map, we can just multiply distance by segmentation_multiplier (which is provided to our define_noise_function callback as map.segmentation_multiplier) and divide our function's output by it (because if ridges are 6 times as wide, you'd expect them to be 6 times as tall, too, right?)

In general, you'll want to multiply your x, y, and distance inputs by segmentation_multiplier, and divide your outputs by it.

data:extend{
  {
    type = "noise-expression",
    name = "rings",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x, y, tile, map)
      return noise.ridge(tile.distance * map.segmentation_multiplier, -20, 20) / map.segmentation_multiplier
    end)
  }
}

Yay, now scale has an effect!

tiny rings
wide rings

But water level still does nothing!

Water level doesn't actually change the level of the water. Usually the way it is handled is by being subtracted from elevation.

There are a few map variables that are affected by the water level control: map.wlc_elevation_offset ('water level correction offset') is a value that should be added to our elevation to account for water level. To accomodate the 'no water' case without dealing with infinities, map.wlc_elevation_minimum provides a minimum value that our elevation should be clamped above.

We can define a function that takes our pre-corrected elevation and the map object to help us handle these:

local function water_level_correct(to_be_corrected, map)
  return noise.max(
    map.wlc_elevation_minimum,
    to_be_corrected + map.wlc_elevation_offset
  )
end

And use it for our rings generator:

data:extend{
  {
    type = "noise-expression",
    name = "rings",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x, y, tile, map)
      local raw_elevation = noise.ridge(tile.distance * map.segmentation_multiplier, -20, 20) / map.segmentation_multiplier
      return water_level_correct(raw_elevation, map)
    end)
  }
}
Now water level works!

Ensuring a starting lake

Notice that 'only in starting area' does not actually make a starting area lake! That's because our generator hasn't ensured that there is one.

We can use the distance-from-nearest-point function (to which calls can be constructed using noise.distance_from(x, y, point_list)), combined with the starting_lake_positions variable (which evaluates to a list of starting lake positions automatically generated from MapGenSettings) to get the distance to the nearest starting area lake. We can then subtract our desired lake depth from that distance to get starting area lakes, and take the minimum of that and our other function to ensure that there is always a starting area lake, regardless of water level.

data:extend{
  {
    type = "noise-expression",
    name = "rings",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x, y, tile, map)
      local starting_lake_distance = noise.distance_from(x, y, noise.var("starting_lake_positions"))
      local starting_lake_bottom = starting_lake_distance - 10
      local raw_elevation = noise.ridge(tile.distance * map.segmentation_multiplier, -20, 20) / map.segmentation_multiplier
      local corrected = water_level_correct(raw_elevation, map)
      return noise.min(corrected, starting_lake_bottom)
    end)
  }
}
Guaranteed starting lake!

It's not the most interesting lake, but there's guaranteed to be some water, now, so players can definitely build some working steam boilers.

Basis noise

To generate maps with unpredictable features, we'll use factorio-basis-noise, which is a coherent noise function similar to Perlin or Simplex noise.

This kind of function takes an x/y coordinate as input and produces a value that varies continuously in a way that is omewhat random but with predictable characteristics.

Anyway, let's try to use it by creating an expression that applies the factorio-basis-noise function:

data:extend{
  {
    type = "noise-expression",
    name = "straight-basis-noise",
    intended_property = "elevation",
    expression = {
      type = "function-application",
      function_name = "factorio-basis-noise",
      arguments = {
        x = noise.var("x"),
        y = noise.var("y"),
        seed0 = tne(noise.var("map_seed")), -- i.e. map.seed
        seed1 = tne(123), -- Some random number
        input_scale = tne(1),
        output_scale = tne(20)
      }
    }
  }
}
Uhm

Notice that even though we set output_scale to 20, which should result in the function's output range being about -20 to +20, this didn't seem to do anything. That's because factorio-basis-noise returns 0 at integer coordinates, which is what x and y happen to be during map generation. (As of 0.17, the map generator passes the coordinate of each tile's upper-left corner to the noise program. It would be reasonable to get the coordinates of the center of the tile, instead, but that wouldn't change the story very much. Either way we need to divide the inputs.)

To solve this, we could pass in smaller x and y values:

data:extend{
  {
    type = "noise-expression",
    name = "straight-basis-noise",
    intended_property = "elevation",
    expression = {
      type = "function-application",
      function_name = "factorio-basis-noise",
      arguments = {
        x = noise.var("x") / 20,
        y = noise.var("y") / 20,
        seed0 = noise.var("map_seed"), -- i.e. map.seed
        seed1 = tne(123), -- Some random number
        input_scale = tne(1),
        output_scale = tne(20)
      }
    }
  }
}

Or we could tell the basis noise to do that division internally, by setting its input_scale.

And actually, as long as we're at it, let's handle segmentation_multiplier properly: multiply the inputs and divide the outputs.

data:extend{
  {
    type = "noise-expression",
    name = "straight-basis-noise",
    intended_property = "elevation",
    expression = {
      type = "function-application",
      function_name = "factorio-basis-noise",
      arguments = {
        x = noise.var("x"),
        y = noise.var("y"),
        seed0 = noise.var("map_seed"), -- i.e. map.seed
        seed1 = tne(123), -- Some random number
        input_scale = noise.var("segmentation_multiplier")/20,
        output_scale = 20/noise.var("segmentation_multiplier")
      }
    }
  }
}

Note that noise expressions returned by noise.var already have the metatable added to allow us to do arithmetic on them, so we don't need to tne them before doing arithmetic on them or using them as sub-expressions.

A proper basis noise map

Abstract that starting area lake logic

Let's write a function to correct water level and add in the starting lake, since that's going to be a shared feature of every elevation function we write.

local minimal_starting_lake_elevation_expression = noise.define_noise_function( function(x,y,tile,map)
  local starting_lake_distance = noise.distance_from(x, y, noise.var("starting_lake_positions"), 1024)
  local minimal_starting_lake_depth = 4
  local lake_noise = tne{
    type = "function-application",
    function_name = "factorio-basis-noise",
    arguments = {
      x = x,
      y = y,
      seed0 = tne(map.seed),
      seed1 = tne(123),
      input_scale = noise.fraction(1,8),
      output_scale = tne(1.5)
    }
  }
  local minimal_starting_lake_bottom =
    starting_lake_distance / 4 - minimal_starting_lake_depth + lake_noise

  return minimal_starting_lake_bottom
end)

-- Water level correct, multiply elevation by map scale,
-- and add minimal starting area lake
local function finish_elevation(elevation, map)
  local elevation = water_level_correct(elevation, map)
  elevation = elevation / map.segmentation_multiplier
  elevation = noise.min(elevation, minimal_starting_lake_elevation_expression)
  return elevation
end

Let's apply that to our basis noise elevation generator.

Note that finish_elevation divides by segmentation_multiplier after correcting water level; this way bodies of water keep their overall shape. It also means that we should not divide our output by segmentation_multiplier ourselves.

data:extend{
  {
    type = "noise-expression",
    name = "straight-basis-noise",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x,y,tile,map)
      local basis_noise = {
        type = "function-application",
        function_name = "factorio-basis-noise",
        arguments = {
          x = noise.var("x"),
          y = noise.var("y"),
          seed0 = tne(noise.var("map_seed")), -- i.e. map.seed
          seed1 = tne(123), -- Some random number
          input_scale = tne(noise.var("segmentation_multiplier")/20),
          output_scale = tne(20)
        }
      }
      return finish_elevation(basis_noise, map)
    end)
  }
}
cursor pointing to the starting area lake

If you slide the water coverage and scale sliders to 600%, you'll see that this produces a lot of tiny islands.

This is almost useful. Wouldn't it be better if we could make reasonably-sized islands, though? Let's decrease the input scale by a factor of 6 so that it's possible to make larger ones. The minimum scale setting was a bit too small, anyway:

data:extend{
  {
    type = "noise-expression",
    name = "straight-basis-noise",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x,y,tile,map)
      local basis_noise = {
        type = "function-application",
        function_name = "factorio-basis-noise",
        arguments = {
          x = noise.var("x"),
          y = noise.var("y"),
          seed0 = tne(noise.var("map_seed")), -- i.e. map.seed
          seed1 = tne(123), -- Some random number
          input_scale = tne(noise.var("segmentation_multiplier")/120),
          output_scale = tne(20)
        }
      }
      return finish_elevation(basis_noise, map)
    end)
  }
}
Islandey things

Note that this doesn't guarantee there will positive elevation at or near the starting point, especially on high-scale settings. I will leave that as an exercise for the reader.

Multioctave Noise

I don't currently have anything to say about this. It's here so you can choose it when starting a game.

data:extend {
  {
    type = "noise-expression",
    name = "straight-multioctave-noise",
    intended_property = "elevation",
    expression = noise.define_noise_function(function(x,y,tile,map)
      local scale = 1 / map.segmentation_multiplier
      local octave_count = noise.log2(1+scale)
      local multioctave_noise = {
        type = "function-application",
        function_name = "factorio-multioctave-noise",
        arguments = {
          x = x,
          y = y,
          seed0 = map.seed,
          seed1 = tne(123), -- Some random number
          input_scale = tne(1/120),
          output_scale = scale,
          octaves = octave_count,
          persistence = tne(0.5)
        }
      }
      return finish_elevation(multioctave_noise, map)
    end)
  }
}

For the future

Other stuff that would be good to have examples of in here: