<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ADelicateBalance</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ADelicateBalance"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/ADelicateBalance"/>
	<updated>2026-04-22T20:00:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=109801</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=109801"/>
		<updated>2014-05-26T18:15:18Z</updated>

		<summary type="html">&lt;p&gt;ADelicateBalance: /* Evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the time, Factorio has two types of enemies; [[Biters]] and [[Worms]]. [0.7.0]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Biters]] == &lt;br /&gt;
Biters are the main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with [[worms]].&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big.&lt;br /&gt;
Biters are attracted by and enraged by [[pollution]] and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic bot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb.png]] || [[Small Biter]]&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mb.png]] || [[Medium Biter]]&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bb.png]] || [[Big Biter]]&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack over thin walls.&lt;br /&gt;
|}&lt;br /&gt;
-----&lt;br /&gt;
[[Spawners]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || [[Biter&#039;s Nest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Evolution]] ==&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolutionfactor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The production of pollution (globally) increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor. &lt;br /&gt;
&lt;br /&gt;
All these values are set in mapsettings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.9.1) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 60 ticks (game second)&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000008&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.00003&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.005&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
== [[Worms]] == &lt;br /&gt;
The Worms are the natural allies of the Biters and will attack you if you get close enough. Worms will act like static turrets and will not follow you.&lt;br /&gt;
Like Biters, worms come in 3 sizes, their power increasing with size.&lt;br /&gt;
Worms deal acid damage. Despite how it looks, worm&#039;s projectile can neither deal damage to units other than the target nor can be dodged.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sw.png]] || [[Small Worm]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mw.png]] || [[Medium Worm]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bw.png]] || [[Big Worm]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || [[Worm&#039;s animation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Trucario|Trucario]] ([[User talk:Trucario|talk]]) 14:01, 7 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>ADelicateBalance</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pollution&amp;diff=109798</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pollution&amp;diff=109798"/>
		<updated>2014-05-26T18:09:55Z</updated>

		<summary type="html">&lt;p&gt;ADelicateBalance: /* Pollution dissipation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]&lt;br /&gt;
Pollution is represented as an abstract &amp;quot;butt&amp;quot;, calculated [[Chunk|per chunk]] and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).&lt;br /&gt;
&lt;br /&gt;
[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.&lt;br /&gt;
&lt;br /&gt;
== Native life ==&lt;br /&gt;
* Pollution attracts [[Biter|Biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb pollution, but this increases their evolution-factor.&lt;br /&gt;
&lt;br /&gt;
== Pollution dissipation==&lt;br /&gt;
* slowly (0.6 units per tick) at every [[Chunk]] (32x32) of map it covers. So the more the pollution spreads, the more is absorbed.&lt;br /&gt;
* [[Tree|Trees]] also absorb some pollution. Here are some formulas: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3735&amp;amp;p=27919#p27599&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb some pollution, but this will increase [[Difficulty#In freeplay|difficulty]] by raising the [[Lua/Game#evolutionfactor|Evolution factor]].&lt;br /&gt;
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[Module|Modules]] that list &amp;quot;+x% pollution&amp;quot; increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Module|Modules]]&lt;br /&gt;
* [[Enemies]]&lt;/div&gt;</summary>
		<author><name>ADelicateBalance</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=109797</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=109797"/>
		<updated>2014-05-26T18:07:35Z</updated>

		<summary type="html">&lt;p&gt;ADelicateBalance: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
* Research is performed in [[Lab]]s.&lt;br /&gt;
* Every technology has a certain amount of units that are needed for it to be researched, the logistics 1 technology in the example requires 20 units.&lt;br /&gt;
* Every unit requires a certain combination of science packs, these have to be created and transported into the lab before it can start the research.&lt;br /&gt;
* When the laboratory has all the needed ingredients, it starts researching one unit, the time to research the unit varies from technology to technology.&lt;br /&gt;
* The more laboratories are researching at the same time, the shorter time it takes to get all the units required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Techlist.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:res.png]] Example of research&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
For the new player, the basic red research pack will be the first bigger item they try crafting by hand only to realise how slow it is. The idea to automate production of the red science packs (and their insertion into the labs) will occur and grow to automate the green and blue too. &lt;br /&gt;
&lt;br /&gt;
This process forms a good part of the early/mid game to establish a reasonable progression speed through the tech tree.&lt;br /&gt;
&lt;br /&gt;
[[File:Red.JPG]]&lt;br /&gt;
&lt;br /&gt;
== Technology tree ==&lt;br /&gt;
Note: This is the technology of version 0.6 or lower, and a bit outdated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We recommend to look into [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=2408 this thread] for a more or less actual version of this tree.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
File:technology-tree.png|&lt;br /&gt;
rect 540 140 622 222 [[Automation 1]]&lt;br /&gt;
rect 460 0 542 82 [[Iron working]]&lt;br /&gt;
rect 40 140 122 222 [[Logistics 1]]&lt;br /&gt;
rect 400 140 482 222 [[Armor making 1]]&lt;br /&gt;
rect 540 260 622 342 [[Electronics]]&lt;br /&gt;
rect 660 400 742 482 [[Automation 2]]&lt;br /&gt;
rect 40 260 122 342 [[Logistics 2]]&lt;br /&gt;
rect 40 400 122 482 [[Logistics 3]]&lt;br /&gt;
rect 880 0 962 82 [[Chemistry]]&lt;br /&gt;
rect 900 140 982 222 [[Explosives]]&lt;br /&gt;
rect 780 140 862 222 [[Flammables]]&lt;br /&gt;
rect 780 260 862 342 [[Flamethrower (research)]]&lt;br /&gt;
rect 860 400 942 482 [[Rocketry]]&lt;br /&gt;
rect 540 400 622 482 [[Advanced electronics 1]]&lt;br /&gt;
rect 540 540 622 622 [[Advanced electronics 2]]&lt;br /&gt;
rect 540 660 622 742 [[Robotics]]&lt;br /&gt;
rect 440 540 522 622 [[Flying]]&lt;br /&gt;
rect 540 780 622 862 [[Logistic robotics]]&lt;br /&gt;
rect 240 400 322 482 [[Optics]]&lt;br /&gt;
rect 340 540 422 622 [[Solar energy]]&lt;br /&gt;
rect 240 540 322 622 [[Laser]]&lt;br /&gt;
rect 280 140 362 222 [[Steel processing]]&lt;br /&gt;
rect 400 260 482 342 [[Armor making 2]]&lt;br /&gt;
rect 660 140 742 222 [[Military 1]]&lt;br /&gt;
rect 660 260 742 342 [[Military 2]]&lt;br /&gt;
rect 160 140 242 222 [[Turrets]]&lt;br /&gt;
rect 180 680 262 762 [[Laser turrets]]&lt;br /&gt;
rect 940 520 1022 602 [[Alien technology]]&lt;br /&gt;
rect 600 900 682 982 [[Logistic robot cargo]]&lt;br /&gt;
rect 480 900 562 982 [[Logistic robot speed]]&lt;br /&gt;
rect 760 820 842 902 [[Rocket shooting speed]]&lt;br /&gt;
rect 900 820 982 902 [[Rocket damage]]&lt;br /&gt;
rect 360 400 442 482 [[Lab efficiency]]&lt;br /&gt;
rect 0 540 82 622 [[Automobilism]]&lt;br /&gt;
rect 100 540 182 622 [[Railway]]&lt;br /&gt;
rect 980 260 1062 342 [[Advanced chemistry]] &lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|Advanced-chemistry|Advanced chemistry}} || {{imagelink|Advanced-electronics-1|Advanced electronics 1}} || {{imagelink|Advanced-electronics-2|Advanced electronics 2}} |-&lt;br /&gt;
| {{imagelink|Alien-technology|Alien technology}} || {{imagelink|Armor-making|Armor crafting 1}} || {{imagelink|Armor-making-2|Armor crafting 2}} |-&lt;br /&gt;
| {{imagelink|Automobilism|Automobilism}} || {{imagelink|Automation|Automation 1}} || {{imagelink|Automation|Automation 2}} |-&lt;br /&gt;
| {{imagelink|Chemistry|Chemistry}} || {{imagelink|Explosives|Explosives}} || {{imagelink|Electronics|Electronics}} |-&lt;br /&gt;
| {{imagelink|Flame-thrower|Flamethrower (research)}} || {{imagelink|Flammables|Flammables}} || {{imagelink|Flying|Flight}} |-&lt;br /&gt;
| {{imagelink|iron-working|Iron working}} || {{imagelink|Laser|Laser}} || {{imagelink|Laser-turrets|Laser turrets}} |-&lt;br /&gt;
| {{imagelink|Logistics-1|Logistics 1}} || {{imagelink|Logistics-2|Logistics 2}} || {{imagelink|Logistics-3|Logistics 3}} |-&lt;br /&gt;
| {{imagelink|Logistic-robot-speed|Logistic robot speed}} || {{imagelink|Logistic-robot-storage|Logistic robot cargo}} || {{imagelink|Logistic-robotics|Logistic robotics}} |-&lt;br /&gt;
| {{imagelink|Military|Military 1}} || {{imagelink|Military-2|Military 2}} || {{imagelink|Optics|Optics}} |-&lt;br /&gt;
| {{imagelink|Railway|Railway}} || {{imagelink|Rocketry|Rocketry}} || {{imagelink|Rocket-damage|Rocket damage}} |-&lt;br /&gt;
| {{imagelink|Rocket-speed|Rocket shooting speed}} || {{imagelink|Robotics|Robotics}} || {{imagelink|Solar-energy|Solar energy}} |-&lt;br /&gt;
| {{imagelink|Turrets|Turrets}} || {{imagelink|Lab-effectivity|Lab efficiency}} || {{imagelink|Steel-processing|Steel processing}} |-&lt;br /&gt;
| {{imagelink|automated-rail-transportation|Automated rail transportation}} || {{imagelink|electric-energy-acumulators|Electric energy accumulators}} || {{imagelink|electric-energy-distribution|Electric energy distribution 1}} |-&lt;br /&gt;
| {{imagelink|inserter-stack-size-bonus|Inserter item stack size}} || {{imagelink|rail-signals|Rail signals}} || {{imagelink|land-mine|Land mines}} |-&lt;br /&gt;
| {{imagelink|rocket-defense|Rocket defense (research)}} || {{imagelink|advanced-material-processing|Advanced material processing 1}} || {{imagelink|advanced-material-processing|Advanced material processing 2}} |-&lt;br /&gt;
| {{imagelink|automation|Automation 3}} || {{imagelink|character-logistic-slots|Character logistic slots}} || {{imagelink|effect-transmission|Effect transmission}} |-&lt;br /&gt;
| {{imagelink|module|Modules (research)}} || {{imagelink|effectivity-module|Effectivity module 1 (research)}} || {{imagelink|effectivity-module|Effectivity module 2 (research)}} |-&lt;br /&gt;
| {{imagelink|effectivity-module|Effectivity module 3 (research)}} || {{imagelink|productivity-module|Productivity module 1 (research)}} || {{imagelink|productivity-module|Productivity module 2 (research)}} |-&lt;br /&gt;
| {{imagelink|productivity-module|Productivity module 3 (research)}} || {{imagelink|speed-module|Speed module 1 (research)}} || {{imagelink|speed-module|Speed module 2 (research)}} |-&lt;br /&gt;
| {{imagelink|speed-module|Speed module 3 (research)}} || {{imagelink|electric-energy-distribution|Electric energy distribution 2}} || {{imagelink|follower-robots|Follower robot count}} |-&lt;br /&gt;
| {{imagelink|toolbelt|Toolbelt}} || {{imagelink|military|Military 3}} || {{imagelink|military|Military 4}} |-&lt;br /&gt;
| {{imagelink|explosive-rocketry|Explosive rocketry}} || {{imagelink|bullet-damage|Bullet damage}} || {{imagelink|bullet-speed|Bullet shooting speed}} |-&lt;br /&gt;
| {{imagelink|laser-turret-damage|Laser turret damage}} || {{imagelink|shotgun-shell-damage|Shotgun shell damage}} || {{imagelink|laser-turret-speed|Laser turret shooting speed}} |-&lt;br /&gt;
| {{imagelink|shotgun-shell-speed|Shotgun shell shooting speed}} || {{imagelink|gun-turret-damage|Gun turret damage}} || {{imagelink|combat-robotics|Combat robotics}} |-&lt;br /&gt;
| {{imagelink|combat-robotics|Combat robotics 2}} || {{imagelink|combat-robotics|Combat robotics 3}} || {{imagelink|combat-robot-damage|Combat robot damage}} |-&lt;br /&gt;
| {{imagelink|armor-making|Armor crafting 3}} || {{imagelink|power-armor|Power armor (research)}} || {{imagelink|power-armor-mk2|Power armor 2}} |-&lt;br /&gt;
| {{imagelink|energy-shield|Energy shield equipment}} || {{imagelink|energy-shield-mk2|Energy shield MK2 equipment}} || {{imagelink|night-vision|Night vision equipment}} |-&lt;br /&gt;
| {{imagelink|basic-exoskeleton-equipment|Basic exoskeleton equipment (research)}} || {{imagelink|battery|Battery equipment}} || {{imagelink|battery-mk2|Battery equipment MK2}} |-&lt;br /&gt;
| {{imagelink|portable-solar-panel|Portable solar panel (research)}} || {{imagelink|portable-fusion-reactor|Portable fusion reactor (research)}} || {{imagelink|laser-defense|Personal laser defense (research)}} |-&lt;br /&gt;
| {{imagelink|discharge-defense|Discharge defense (research)}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>ADelicateBalance</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Help_talk:Contents&amp;diff=109795</id>
		<title>Help talk:Contents</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Help_talk:Contents&amp;diff=109795"/>
		<updated>2014-05-26T18:03:47Z</updated>

		<summary type="html">&lt;p&gt;ADelicateBalance: /* How to deal with multible language? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What do new authors need to know? =&lt;br /&gt;
&lt;br /&gt;
At the moment you can start and edit pages in English and German, but please, only one language per page. If you create a German page make sure you add a /de to the title&lt;br /&gt;
&lt;br /&gt;
= How to deal with multiple languages? =&lt;br /&gt;
&lt;br /&gt;
== english comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vorschläge und Kommentar in deutscher Sprache ==&lt;br /&gt;
&lt;br /&gt;
Ich hab die Disskusion mal hierher verschoben, da sie was grundsätzliches ist und die Ergebnisse für alle neuen Autoren schnell zu finden sein sollten.&lt;br /&gt;
&lt;br /&gt;
== other languages, if necessary ==&lt;br /&gt;
please leave your comment also translated in the upper sections if possible.&lt;br /&gt;
&lt;br /&gt;
== results so far ==&lt;br /&gt;
&lt;br /&gt;
=== results (English) ===&lt;br /&gt;
none&lt;br /&gt;
&lt;br /&gt;
=== Ergebnisse (deutsch) ===&lt;br /&gt;
bisher keine&lt;/div&gt;</summary>
		<author><name>ADelicateBalance</name></author>
	</entry>
</feed>