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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AlexTFish</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=AlexTFish"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/AlexTFish"/>
	<updated>2026-04-28T10:42:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Evolution_Spitters.png&amp;diff=143659</id>
		<title>File:Evolution Spitters.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Evolution_Spitters.png&amp;diff=143659"/>
		<updated>2017-08-11T14:45:59Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: AlexTFish uploaded a new version of File:Evolution Spitters.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Evolution_Biters.png&amp;diff=143658</id>
		<title>File:Evolution Biters.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Evolution_Biters.png&amp;diff=143658"/>
		<updated>2017-08-11T14:45:23Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: AlexTFish uploaded a new version of File:Evolution Biters.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=143555</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=143555"/>
		<updated>2017-08-10T15:37:43Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: three -&amp;gt; four&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in four stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&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 [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || 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;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
[[Spitters]] are much like [[Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&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;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&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:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&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. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The current (as of 0.14.22) default settings are:&lt;br /&gt;
&lt;br /&gt;
Percentual Increases:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| Tick                     || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units     || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner  || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners 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;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0      ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05   ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1    ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15   ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2    ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25   ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3    ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35   ||71.25%    ||28.75%   ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4    ||50.0%     ||50.0%    ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45   ||33.75%    ||66.25%   ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5    ||20.0%     ||80.0%    ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55   ||7.6%      ||79.8%    ||12.6%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6    ||          ||79.0%    ||21.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65   ||          ||62.5%    ||37.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7    ||          ||38.25%   ||61.75%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75   ||          ||33.5%    ||66.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8    ||          ||29.5%    ||70.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85   ||          ||26.25%   ||73.25%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9    ||          ||24.0%    ||76.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95   ||          ||16.25%   ||58.75%   || 25%&lt;br /&gt;
|-&lt;br /&gt;
|1      ||          ||12.5%    ||50.0%    ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0      ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05   ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1    ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15   ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2    ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25   ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3    ||41.25%        ||58.75%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35   ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4    ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45   ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5    ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55   ||              ||66.0%    ||11.5%    ||22.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6    ||              ||39.5%    ||39.5%    ||21.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65   ||              ||17.5%    ||53.75%   ||28.75%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7    ||              ||         ||65.0%    ||35.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75   ||              ||         ||55.00%   ||45.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8    ||              ||         ||45.0%    ||55.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85   ||              ||         ||35.0%    ||65.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9    ||              ||         ||23.75%   ||76.25%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95   ||              ||         ||16.25%   ||58.75%   ||25.0%&lt;br /&gt;
|-&lt;br /&gt;
|1      ||              ||         ||12.5%    ||50.0%    ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=143554</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=143554"/>
		<updated>2017-08-10T15:31:50Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: /* Distribution */ the big drawback to substations is that they need advanced circuits!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Creating a new network ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s - Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).&lt;br /&gt;
# [[Solar panel]]s - Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s - Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s - High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Electricity can be stored in [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
&lt;br /&gt;
Additionally, Steam can be stored in [[Storage tank]]s, allowing Steam Engines or Steam Turbines to operate on-demand. This technique is commonly used in Nuclear Reactor designs, in which the Reactors themselves produce more power than necessary and only run intermittently.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] - Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] - Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] - Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] - Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
&lt;br /&gt;
The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption - The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar Panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain - The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar Panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
== Electric network screen ==&lt;br /&gt;
[[File:Electric_Network_Info.jpg|thumb|400x400px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; - The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Basic accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, 2 [[Oil refinery|oil refineries]] consume the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of the network over time.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Expanding the player&#039;s network ==&lt;br /&gt;
&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
The power demand of a network will be fed by power sources in a specific order. If the primary source cannot fully satisfy the demand, additional power is drawn from the second source and so on until no more sources are available. See [[Power production#The_electric_priority]] for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to the closest pole available&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (ie. it won&#039;t form a 3 pole triangle)&lt;br /&gt;
# It will be connected to other available poles, starting with the closest ones&lt;br /&gt;
# It will not be connected to more then 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire if they are within reach of eachother, as long as both poles do not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5711 Optimizing energy consumption with productivity modules]&lt;br /&gt;
* [[Power Production]]&lt;br /&gt;
* [[Liquid]]&lt;br /&gt;
* [[Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_handling_(research)&amp;diff=143553</id>
		<title>Fluid handling (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_handling_(research)&amp;diff=143553"/>
		<updated>2017-08-10T15:23:45Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: expand a little&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fluid handling (research)}}&lt;br /&gt;
[[Fluid handling]] is a technology that gives the player access to more advanced ways to interact with liquids. It enables [[storage tank]]s and [[barrel]]s, providing a way to transport liquids long distances via conveyor belts or railway cargo wagons. It is also a prerequisite for [[Fluid wagon (research)|Fluid wagon]], another way to transport liquids on rail network.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies|Technologies]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=143552</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=143552"/>
		<updated>2017-08-10T15:20:05Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: not filling in the entire piping/transport section here, but adding a small mention of barrels and fluid wagons at least&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fluids&#039;&#039;&#039; are non-solid [[items]], such as water and oil.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Fluids can only exist inside [[pipe]]s and certain buildings, meaning they cannot be carried by the player, moved using [[inserters]], dropped on the ground, or even dumped in a lake. They are counted in continuous fractions, rather than discrete integers. Liquids can be silently destroyed by removing buildings or pipes. Only one type of fluid can occupy a [[pipe]] at a time. Two fluids will never mix.&lt;br /&gt;
&lt;br /&gt;
Fluids can be transported by [[Fluid system#Piping|piping]], [[barrel]]s, or [[fluid wagon]]s.&lt;br /&gt;
&lt;br /&gt;
=== Pressure ===&lt;br /&gt;
&lt;br /&gt;
Here &amp;quot;pressure&amp;quot; = current_fluid_level / max_amount.&lt;br /&gt;
&lt;br /&gt;
The pressure of a fluid in a pipe can be seen through the pipe window. A pipe with high pressure will show itself nearly full, a pipe with low pressure will show a small trickle of the fluid.&lt;br /&gt;
&lt;br /&gt;
When two neighboring containers (pipes or fluid storage) store the same fluid at different pressure, some of the content of the fuller container will move into the less filled one. The speed of this transfer depends on the difference in pressure. &lt;br /&gt;
&lt;br /&gt;
Fluids do not flow out of a building&#039;s input tile or into its output tile. [[Pump]]s partially override pressure, putting all their content into their output tile.&lt;br /&gt;
&lt;br /&gt;
=== Volume ===&lt;br /&gt;
&lt;br /&gt;
In the game, fluid is held in fluid boxes with a defined size (equivalent to volume). Connected fluidboxes allow fluids to flow between them. For instance, each pipe is a 1x1 fluid box with a connection in each direction.&lt;br /&gt;
&lt;br /&gt;
The volume of fluid contained in a fluid box is value between 0 and the fluidbox size, so for instance the pipe can hold 100 Units of fluid, so the value in the fluid box can be any number between 0 and 100.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
&lt;br /&gt;
Work contained in [[fuel]] is converted by the [[boiler]]s or [[heat exchanger]]s to [[steam]], which is just a [[Energy and Work|liquid form of work]]. This steam holds energy at ratio of&lt;br /&gt;
 0.2 kJ per °C per Unit&lt;br /&gt;
In other words: 0.2 kJ of work is necessary to heat water by one °C.&lt;br /&gt;
&lt;br /&gt;
Since steam/water is set to have a maximum temperature of 500°C and minimum of 15°C, the most work that can be in an unit of water is 97 kJ. &lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|water|Water}} || Can be extracted from water using the [[offshore pump]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam|Steam}} || Water heated in a [[boiler]] or [[heat exchanger]]. Mainly used to produce power.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from oil fields by [[Pumpjack]]s and can be converted to [[Petroleum Gas]], [[Light Oil]], and [[Heavy Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]], [[Iron Plate]]s, and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express transport belt]]s  and [[Engine]]s.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Converts [[Crude oil]] into [[Heavy oil]], [[Light oil]], and [[Petroleum gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Changes liquid to other forms as well as crafting some recipes that require liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Extracts [[Crude oil]] from Oil fields.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} || Creates 165°C steam when [[fuel|fueled]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heat exchanger|Heat exchanger}} || Creates 500°C steam when heated using a [[nuclear reactor]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} || Uses steam to generate [[Electric system|electricity]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam turbine|Steam turbine}} || Uses steam to generate [[Electric system|electricity]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || Puts liquids into or out of [[barrel]]s.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piping ==&lt;br /&gt;
&amp;lt;!--&#039;&#039;This section should explain: link to liquid stacks, pipe window and how to get information out of it (animations would be handy), pipes and their max. throughput, link to maximum length of pipes, difference between pipe and pipe to ground, storage tank and its special connections and comparing to pipes (is nothing than a big pipe), pump and max. throughput (how much needed), how to make short connections, long distance piping, refreshing the pressure for more throughput, how to pump equal amounts of liquids in two directions...&#039;&#039; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piping&#039;&#039; is the most common way to move liquids in factorio.&lt;br /&gt;
&lt;br /&gt;
Key entities used in piping and general fluid handling:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Used to direct the flow of liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} || Used to cross other pipes or belts.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || Stores liquids for later use.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || Provides [[Water]] extracted from a water tile.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pump|Pump}} || Moves fluids in the direction of the arrow. Prevents fluid from moving in the opposite deirection.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Water was the first fluid to be added to the game. In [[Version history/0.9.0|version 0.9]] the [[oil processing]] system, and therefore new fluids, including crude oil and petroleum gas, were added.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [http://factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=19851 Indepth post about fluid mechanics]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=46030 How many pumps after how many pipes for how much throughput]&lt;br /&gt;
&lt;br /&gt;
{{C|Liquid network}}&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=143551</id>
		<title>Assembling machine 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=143551"/>
		<updated>2017-08-10T15:16:15Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: some recipes produce liquid, not just consume them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 2}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Assembling Machine 2&#039;&#039;&#039; is an upgraded version of the assembling machine. It can be used for recipes with up to four ingredients; consequently most of the items in the game can be made in it. It is also the first to support the addition of [[module|modules]] to increase the speed or efficiency of production.&lt;br /&gt;
&lt;br /&gt;
It can make recipes that include liquids as one of their ingredients (e.g. [[Processing unit]]) or products (e.g. [[Empty crude oil barrel]]). The input pipe/output pipe connects to the centre of a side. The pipe will only connect when a recipe that requires or produces a liquid is selected. The pipe starts at the top by default, but its location can be rotated by hovering over the machine and pressing R.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* An [[Assembling machine 2]] with two [[Efficiency module]] needs less energy than one [[Assembling machine 1]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Modules]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Crafting network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=143550</id>
		<title>Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=143550"/>
		<updated>2017-08-10T15:10:54Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: that drain adds up: add a strategy tip to be careful about using too many&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Laser turret}}&lt;br /&gt;
&lt;br /&gt;
Laser turrets are an advanced defense building with a longer range, infinite ammo, good damage and use [[Electric network|electricity]] to operate (and a smaller amount of energy when idle). By dealing &#039;&#039;&#039;laser damage&#039;&#039;&#039; they don&#039;t face any resistances ([[enemies]] receive full damage) but have a lower rate of fire than gun turrets. Each shot costs a constant 800kJ of energy; as the shooting speed increases through upgrades, so too does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Since using laser turrets to ward off attacks can cause electricity usage spikes, using [[accumulator]]s to offset the cost is recommended to keep the rest of the network fully functional.&lt;br /&gt;
&lt;br /&gt;
The drain of 24kW per turret can quickly add up when using lots of them around many edges of your base. For corners you don&#039;t expect to be under frequent attack, it may be easier on your electric network to use other kinds of turrets at less critical installations or those unlikely to be attacked.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
*Laser turret projectiles move much faster}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2x2 footprint&lt;br /&gt;
*Made 4x as powerful and expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
*Can now be researched in the [[Campaign|New hope Campaign level 4]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Change to recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Decreased resting energy consumption of laser turret to 1/3 of original value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
*Added upgrade technologies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
*New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=143549</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=143549"/>
		<updated>2017-08-10T15:10:03Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: /* Coverage */ it&amp;#039;s not a &amp;quot;line&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The Radar has a high [[Electric network|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning. The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[Train|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7x7 [[Chunk]]s (224x224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar charts one distant [[Chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ / 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29x29 chunks around the Radar, excluding the nearby 7x7 chunks.&lt;br /&gt;
** With a total number of 797 chunks (29x29 - 7x7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Something easily missed is that Radars grant sight of a square area around them. This is good for keeping tabs on distant bases if they get attacked and to see how big the attack is. The radar&#039;s displayed area updates once every second, so keeping one or two around your base could prove to be an early warning system. Keep in mind the update rate for the displayed area of the radar is not the same as the rate at which the radar will reveal unexplored terrain, which updates once every ~30 seconds. You can see the displayed area coloured lighter in the image below, taken from map view.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_Coverage.jpg|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. See below. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered UPS or FPS.&lt;br /&gt;
&lt;br /&gt;
=== Charting Decay Time / Fog of War ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Forum Radar Build Thread].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Combat]]&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Damage&amp;diff=143548</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Damage&amp;diff=143548"/>
		<updated>2017-08-10T15:07:36Z</updated>

		<summary type="html">&lt;p&gt;AlexTFish: /* Damage Types */ add uranium bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Factorio, entities have health, can die/be destroyed, and have resistances. &#039;&#039;Damage&#039;&#039; is defined as the concept of lowering an entity&#039;s health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity&#039;s resistances will define exactly how much damage the entity will take off of an arbitrary attack.&lt;br /&gt;
&lt;br /&gt;
The [[player|character]]&#039;s maximum health is 100 (without [[energy shield]]s). Other entities&#039; health values are listed in their individual entries.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The concept of damage is directly connected to the following achievements:&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
{{Achievement|pyromaniac}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|golem}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage type !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Bullets ([[Regular magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), collision (of [[Diesel locomotive|train]]/[[car]])&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [[Flamethrower]]&lt;br /&gt;
|-&lt;br /&gt;
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]&lt;br /&gt;
|-&lt;br /&gt;
| Poison || [[Poison capsule]]&lt;br /&gt;
|-&lt;br /&gt;
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]]&lt;br /&gt;
|-&lt;br /&gt;
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distraction]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
Resistance has two aspects:&lt;br /&gt;
* Percentile resistance&lt;br /&gt;
Percentile resistance reduces the damage by the specified percent. If the percentage is 100%, the entity is immune to the damage. As an example, an entity having 25% resistance to 100 bullet damage would take 75 damage instead.&lt;br /&gt;
&lt;br /&gt;
* Decrease, or &amp;quot;flat&amp;quot; resistance&lt;br /&gt;
Decrease resistance decreases the damage by specified number as long as the result damage wouldn&#039;t be less than zero. If the result damage would be less than 0, the extra resistance is used as denominator in the fraction of damage that is going to be dealt.&lt;br /&gt;
&lt;br /&gt;
=== Display of resistances ===&lt;br /&gt;
&lt;br /&gt;
In Factorio, resistances are displayed as such:&lt;br /&gt;
&lt;br /&gt;
 Decrease resistance/Percent resistance&lt;br /&gt;
&lt;br /&gt;
So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
&lt;br /&gt;
=== Decrease &amp;lt; Damage ===&lt;br /&gt;
Result damage = (Damage - Decrease) * (1 - Percentage)&lt;br /&gt;
=== Decrease &amp;gt;= Damage ===&lt;br /&gt;
Result damage = 1 / (2 + Decrease - Damage) * (1 - Percentage)&lt;br /&gt;
&lt;br /&gt;
An example table of different resistances and what the result damage would be:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Resistance !! Result damage (0% damage loss)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 1/3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 1/5&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ...&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AlexTFish</name></author>
	</entry>
</feed>