Autoplace Mod 189 High Quality Info

The Autoplace Mod, particularly version 1.8.9, offers a high-quality solution for Factorio players looking to automate and optimize their base-building experience. By leveraging this mod, players can enjoy a more efficient gameplay experience, focusing on exploration, research, and defense rather than the meticulous placement of infrastructure. As with any mod, ensuring compatibility and stability is key to a positive experience.

Here’s a sample review for the Autoplace Mod 189 High Quality, written as if from a satisfied customer:

Title: Reliable and smooth – worth the upgrade
Rating: ⭐⭐⭐⭐☆ (4.5/5)

I’ve been using the Autoplace Mod 189 High Quality for a few weeks now, and overall, it’s a solid product. The build feels durable, with clean finishing and no rough edges. Installation was straightforward (plug-and-play for most setups), and the auto-placement mechanism works consistently without jamming or misalignment.

Pros:

Cons:

Verdict: If you need reliable, long-lasting autoplacement for modding or production work, the Mod 189 High Quality is a great choice. Just be prepared to spend a few extra minutes on setup if you’re new to this type of mod. autoplace mod 189 high quality

Based on the keyword string provided, the request refers to a specific trend within the Euro Truck Simulator 2 (ETS2) modding community. "Autoplace" refers to a specific map editing tool that allows modders to quickly place assets (buildings, vegetation, props) along roadsides, and "Mod 189" refers to the specific game version (1.8.9) or a popular modification project associated with that version.

Here is detailed content regarding "Autoplace Mod 189 High Quality," structured for a modding showcase, download page, or technical guide.


The mod utilizes a specialized algorithm to place objects relative to the road model.

| Feature | Standard Game | Autoplace Mod 189 HQ | | :--- | :--- | :--- | | Roadside Density | Sparse, repetitive assets. | Dense, varied, and realistic clutter. | | Texture Quality | Standard definition (512px). | High definition (2K/4K support). | | Vegetation | Flat, billboard sprites. | Semi-3D models with depth. | | City Outskirts | Empty grass fields. | Industrial parks and subtle urban sprawl. |

To install and use the Autoplace Mod, players typically follow these steps:

-- autoplace.lua
local AutoPlace = {}
AutoPlace.version = "1.89"

-- Configuration AutoPlace.settings = default_shape = "line", default_spacing = 1, ghost_mode = false, avoid_collisions = true, auto_connect_poles = true, auto_route_belts = true The Autoplace Mod, particularly version 1

-- Shape definitions AutoPlace.shapes = { line = function(start, count, spacing, dir) local positions = {} for i = 0, count - 1 do local pos = x = start.x + dir.x * i * spacing, y = start.y + dir.y * i * spacing table.insert(positions, pos) end return positions end, square = function(center, side_len, spacing) local positions = {} for x = 0, side_len - 1 do for y = 0, side_len - 1 do table.insert(positions, x = center.x + x * spacing, y = center.y + y * spacing ) end end return positions end, honeycomb = function(center, radius, spacing) -- Axial coordinates for hex grid local positions = {} for q = -radius, radius do for r = math.max(-radius, -q - radius), math.min(radius, -q + radius) do local x = center.x + (q * spacing * 1.5) local y = center.y + (r * spacing * math.sqrt(3)) table.insert(positions, x = x, y = y) end end return positions end }

-- Collision detection function AutoPlace.can_place(entity_name, pos) local entities = game.surfaces[1].find_entities_filteredarea = pos.x - 0.5, pos.y - 0.5, pos.x + 0.5, pos.y + 0.5 if #entities > 0 then return false end return game.entity_prototypes[entity_name].can_be_placed(pos) end

-- Main placement function function AutoPlace.place_batch(entity_name, positions) local placed = {} for _, pos in ipairs(positions) do if not AutoPlace.settings.avoid_collisions or AutoPlace.can_place(entity_name, pos) then local result if AutoPlace.settings.ghost_mode then result = game.surfaces[1].create_entityname = "entity-ghost", position = pos, inner_name = entity_name else result = game.surfaces[1].create_entityname = entity_name, position = pos end table.insert(placed, result) end end return placed end

-- Auto‑connect power poles (extends reach if needed) function AutoPlace.auto_connect_poles(pole_positions, max_distance) local poles = {} for _, pos in ipairs(pole_positions) do local pole = game.surfaces[1].create_entityname = "medium-electric-pole", position = pos table.insert(poles, pole) end for i = 1, #poles do for j = i+1, #poles do local dist = math.sqrt((poles[i].position.x - poles[j].position.x)^2 + (poles[i].position.y - poles[j].position.y)^2) if dist <= max_distance then poles[i].connect_to_neighbour(poles[j]) end end end end

-- Belt auto‑router: connects to nearest input chest / machine function AutoPlace.route_belts(belt_positions) for _, belt_pos in ipairs(belt_positions) do local nearest_input = game.surfaces[1].find_nearest(belt_pos, "container") if nearest_input and math.abs(nearest_input.position.x - belt_pos.x) <= 1 and math.abs(nearest_input.position.y - belt_pos.y) <= 1 then local belt = game.surfaces[1].create_entityname = "transport-belt", position = belt_pos belt.rotate_towards(nearest_input.position) end end end

-- GUI handler function AutoPlace.open_gui(player) local frame = player.gui.center.addtype = "frame", caption = "AutoPlace v1.89", direction = "vertical" local flow = frame.addtype = "flow", direction = "horizontal" flow.addtype = "label", caption = "Shape:" local shape_drop = flow.addtype = "drop-down", items = "line", "square", "honeycomb", selected_index = 1 flow.addtype = "label", caption = "Count:" local count_field = flow.addtype = "textfield", numeric = true, text = "10" flow.addtype = "label", caption = "Spacing:" local spacing_field = flow.addtype = "textfield", numeric = true, text = "1" pos) end return positions end

local button = frame.addtype = "button", caption = "AutoPlace"
button.style.font_color = r=0.2, g=0.8, b=0.2
button.style.font = "default-bold"
button.on_click = function()
    local shape = shape_drop.selected_item
    local count = tonumber(count_field.text)
    local spacing = tonumber(spacing_field.text)
    local player_pos = player.character.position
    local positions = AutoPlace.shapes[shape](player_pos, count, spacing, x=1, y=0)
    AutoPlace.place_batch("assembling-machine-1", positions)
    if AutoPlace.settings.auto_connect_poles and shape == "square" then
        AutoPlace.auto_connect_poles(positions, 7.5)
    end
    if AutoPlace.settings.auto_route_belts then
        AutoPlace.route_belts(positions)
    end
    frame.destroy()
end

end

-- Hotkey registration (pseudo) game.on_event("autoplace_toggle", function(event) AutoPlace.open_gui(game.players[event.player_index]) end)

return AutoPlace


The AutoPlace Mod allows players to automatically place buildings, belts, inserters, power poles, and pipes in a grid or along a path based on customizable rules. It dramatically reduces repetitive clicking for large factories.

The "High Quality" distinction is the core of this edition.