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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnTracius</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=AnTracius"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/AnTracius"/>
	<updated>2026-05-16T18:55:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Discharge_defense_remote&amp;diff=122586</id>
		<title>Discharge defense remote</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Discharge_defense_remote&amp;diff=122586"/>
		<updated>2015-12-29T01:34:05Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|input        =Time, 0.5 + Electronic Circuit&lt;br /&gt;
|raw          =Time, 1.8 + Iron Plate + Copper Plate, 1.5&lt;br /&gt;
|technologies =Discharge defense&lt;br /&gt;
|producers    =Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A remote for triggering the [[Discharge defense]] weapon.&lt;br /&gt;
&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3153 Forum article] for usage.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Discharge defense]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Distractor_capsule&amp;diff=122585</id>
		<title>Distractor capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Distractor_capsule&amp;diff=122585"/>
		<updated>2015-12-29T01:33:07Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =25&lt;br /&gt;
|shootingspeed =2 /s&lt;br /&gt;
|input         =Time, 15 + Advanced Circuit, 3 + Defender capsule, 4&lt;br /&gt;
|raw           =Time, 110 + Iron Plate, 38 + Copper Plate, 47 + Steel Plate, 4 + Plastic bar, 6&lt;br /&gt;
|technologies  =Combat robotics 2&lt;br /&gt;
|boosttechs    =Combat robot damage + Follower robot count&lt;br /&gt;
|producers     =Manual + Assembling machine&lt;br /&gt;
|extra1        =Creates 3x [[Distractor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Distractor-usage.gif|frame|right|Distractor robots being spawned and holding position.]]&lt;br /&gt;
An advanced capsule which, when used, will spawn three Distractor robots at the players cursor. &lt;br /&gt;
Distractors have infinite laser energy and will hold their general position, attacking any enemies that come within range, until they are destroyed or their lifespans elapse. To use; place the capsule in a quick-bar slot and press the corresponding quick-slot key. The capsule will fly to the position of the cursor and deploy. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Distractor robots can be useful for providing temporary defense for weak or undefended areas during Biter attacks. They are also very useful for drawing the fire of enemy worms while attacking Biter bases. Simply fire one or more Distractor capsules into the midst of enemy worms and, as long as they have not already targeted the player, the worms will prioritize killing the Distractors.&lt;br /&gt;
== Count Limit ==&lt;br /&gt;
[[File:Robot-Count.png|225px|thumb|right]]Since the Distractor robot is stationary, it is unaffected by and does not count toward the [[Follower robot count]] limit imposed on other Combat Robots. The number of concurrently spawned Distractors is limited only by their lifespan, number of Defender Capsules carried, and delay in spawning.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Defender_capsule&amp;diff=122583</id>
		<title>Defender capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Defender_capsule&amp;diff=122583"/>
		<updated>2015-12-29T01:31:54Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =20&lt;br /&gt;
|shootingspeed =4 /s&lt;br /&gt;
|input         =Time, 8 + Iron Gear Wheel, 3 + Electronic Circuit, 2 + Piercing Rounds Magazine&lt;br /&gt;
|raw           =Time, 15 + Iron Plate, 8 + Copper Plate, 8 + Steel Plate&lt;br /&gt;
|technologies  =Combat robotics&lt;br /&gt;
|boosttechs    =Bullet shooting speed + Bullet damage + Follower robot count&lt;br /&gt;
|producers     =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|extra1        =Creates 1x [[Defender]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Defender-usage.gif|frame|right|Defender being spawned and following the player.]]&lt;br /&gt;
A basic capsule which, when used, will spawn a single Defender robot. &lt;br /&gt;
The Defender has infinite ammunition and will follow the player, attacking any enemies that come within range, until it is destroyed or its lifespan elapses. To use; place the capsule in a quick-bar slot and press the corresponding quick-slot key. The capsule will fly to the position of the cursor and deploy. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Follower robots will only loosely follow the player and are subject to inertia. This allows the player to &#039;swing&#039; packs of follower robots into enemy bases to damage enemy structures with less risk to himself. Launching [[Distractor capsule]]s into the enemy base, as well as using the speed of the [[Car]] or [[Basic exoskeleton equipment]] can further reduce damage to the player.  &lt;br /&gt;
&lt;br /&gt;
== Count Limit ==&lt;br /&gt;
[[File:Robot-Count.png|225px|thumb|right]]The maximum number of active Defender robots is limited by the [[Follower robot count]] research. While using follower robots, the number of robots in-use will be visible on an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122582</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122582"/>
		<updated>2015-12-29T01:30:51Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of game-play, starting with your first [[Iron axe]].&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
&lt;br /&gt;
===Iron Axe===&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
===Steel Axe===&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
===Repair Pack===&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Sub-machine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
The Pistol is the most basic weapon apart from using [[tools]]. It fires directly at the target nearest to the player&#039;s cursor. Unfortunately the Pistol can only handle the smallest of enemy threats and the player will frequently take damage. Players should upgrade to the Sub-machine gun for personal defense as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Pistol]]&lt;br /&gt;
===Sub-machine Gun===&lt;br /&gt;
The Sub-machine gun is an upgrade from the Pistol. It fires the same ammunition and deals the same damage as the pistol, but with a much higher rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Submachine gun]]&lt;br /&gt;
===Shotgun===&lt;br /&gt;
The Shotgun is a basic but powerful weapon with a short range, damage, and ammo efficiency, but low rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Shotgun]]&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
The Combat Shotgun is an advanced variant of the Shotgun that has a higher rate of fire and damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Combat shotgun]]&lt;br /&gt;
=== Rocket launcher===&lt;br /&gt;
The Rocket Launcher is a powerful, long-range weapon useful for clearing waves of enemies from afar, but with the high cost of ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Rocket launcher]]&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
The flamethrower is an advanced weapon best used against hordes of enemies or trees. It has a decent damage and also an area of effect damaging multiple Enemies at once, much like the Shotgun and Rocket launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Flamethrower]]&lt;br /&gt;
===Tank Cannon===&lt;br /&gt;
This is a special type of weapon only available in the [[Tank#Cannon|Tank]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
&lt;br /&gt;
===Iron Armor===&lt;br /&gt;
The Iron Armor is the first tier of armor, granting resistances to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Iron armor]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
The Heavy armor is the second tier of armor right after the Iron Armor, granting greater resistances and durability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Heavy armor]]&lt;br /&gt;
&lt;br /&gt;
==Modular Armor==&lt;br /&gt;
From the mid-game onward, you will gain access to modular armors, offering higher resistances and durability along with the capacity to use various equipment known as [[Player#Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
===Basic Modular Armor===&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor===&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor MK2===&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
&lt;br /&gt;
== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
&lt;br /&gt;
===Basic Exoskeleton Equipment===&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
===Batteries===&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
===Portable Power Supply===&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
===Energy Shields===&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
===Vision Equipment===&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
===Personal Defense Equipment===&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
===Basic Grenade===&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
&lt;br /&gt;
===Poison Capsule===&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
===Slowdown Capsule===&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
==Combat Robot Capsules==&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
&lt;br /&gt;
===Defender Capsule===&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
===Distractor Capsule===&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
===Destroyer Capsule===&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
===Basic Electric Discharge Defense Capsule===&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Slowdown_capsule&amp;diff=122560</id>
		<title>Slowdown capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Slowdown_capsule&amp;diff=122560"/>
		<updated>2015-12-28T04:23:40Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat&lt;br /&gt;
|range         =25&lt;br /&gt;
|shootingspeed =2 /s&lt;br /&gt;
|aoesize       =9&lt;br /&gt;
|input         =time, 8 + steel plate, 2 + electronic circuit, 2 + coal, 5&lt;br /&gt;
|raw           =time, 10.5 + coal, 5 + iron plate, 2 + copper plate, 3 + steel plate, 2&lt;br /&gt;
|technologies  =military 3&lt;br /&gt;
|producers     =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A basic capsule defending the player slowing [[Enemies|enemy]] movement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=122559</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=122559"/>
		<updated>2015-12-28T04:21:58Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat&lt;br /&gt;
|range         =25&lt;br /&gt;
|shootingspeed =2 /s&lt;br /&gt;
|damage        =8 /s (poison)&lt;br /&gt;
|input         =time, 8 + steel plate, 3 + electronic circuit, 3 + coal, 10&lt;br /&gt;
|raw           =time, 11.8 + coal, 10 + iron plate, 3 + copper plate, 4.5 + steel plate, 3&lt;br /&gt;
|technologies  =military 3&lt;br /&gt;
|boosttechs    =&lt;br /&gt;
|producers     =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Poison-usage.gif|frame|right|Poison capsule being deployed against some trees.]]&lt;br /&gt;
A basic capsule that creates a large cloud of [[Damage|poison damage]] at the target area. One of the most effective forms of clearing large numbers of [[Trees]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Destroyer_capsule&amp;diff=122558</id>
		<title>Destroyer capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Destroyer_capsule&amp;diff=122558"/>
		<updated>2015-12-28T04:15:45Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =25&lt;br /&gt;
|shootingspeed =2 /s&lt;br /&gt;
|input         =Time, 15 + Speed module + Distractor capsule, 4&lt;br /&gt;
|raw           =Time, 532 + Iron Plate, 167 + Copper Plate, 221 + Steel Plate, 16 + Plastic bar, 34&lt;br /&gt;
|technologies  =Combat robotics 3&lt;br /&gt;
|boosttechs    =Combat robot damage + Follower robot count&lt;br /&gt;
|producers     =Manual + Assembling machine&lt;br /&gt;
|extra1        =Creates 5x [[Destroyer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Destroyer-usage.gif|frame|right|Destroyers being spawned and following the player.]]&lt;br /&gt;
A very advanced and expensive capsule which, when used, will spawn five powerful Destroyer robots. &lt;br /&gt;
The Destroyer robots have infinite laser energy and will follow the player, attacking any enemies that come within range, until they are destroyed or their lifespans elapse.&lt;br /&gt;
To use; place the capsule in a quick-bar slot and press the corresponding quick-slot key. The capsule will fly to the position of the cursor and deploy. &lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Follower robots will only loosely follow the player and are subject to inertia. This allows the player to &#039;swing&#039; packs of Defender/Destroyer robots into enemy bases to damage enemy structures with less risk to himself. Launching [[Distractor capsule]]s into the enemy base beforehand, as well as using the speed of the [[Car]] or [[Basic exoskeleton equipment]] can further reduce damage to the player.  &lt;br /&gt;
&lt;br /&gt;
== Count Limit ==&lt;br /&gt;
[[File:Robot-Count.png|225px|thumb|right]]The maximum number of active Destroyer robots is limited by the [[Follower robot count]] research. While using follower robots, the number of robots in-use will be visible on an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122557</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122557"/>
		<updated>2015-12-28T01:44:32Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first [[Iron axe]].&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
&lt;br /&gt;
===Iron Axe===&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
===Steel Axe===&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
===Repair Pack===&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
The Pistol is the most basic weapon apart from using [[tools]]. It fires directly at the target nearest to the player&#039;s cursor. Unfortunately the Pistol can only handle the smallest of enemy threats and the player will frequently take damage. Players should upgrade to the Sub-machine gun for personal defense as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Pistol]]&lt;br /&gt;
===Sub-machine Gun===&lt;br /&gt;
The Submachine gun is an upgrade from the Pistol. It fires the same ammunition and deals the same damage as the pistol, but with a much higher rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Submachine gun]]&lt;br /&gt;
===Shotgun===&lt;br /&gt;
The Shotgun is a basic but powerful weapon with a short range, damage, and ammo efficiency, but low rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Shotgun]]&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
The Combat Shotgun is an advanced variant of the Shotgun that has a higher rate of fire and damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Combat shotgun]]&lt;br /&gt;
=== Rocket launcher===&lt;br /&gt;
The Rocket Launcher is a powerful, long-range weapon useful for clearing waves of enemies from afar, but with the high cost of ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Rocket launcher]]&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
The flamethrower is an advanced weapon best used against hordes of enemies or trees. It has a decent damage and also an area of effect damaging multiple Enemies at once, much like the Shotgun and Rocket launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Flamethrower]]&lt;br /&gt;
===Tank Cannon===&lt;br /&gt;
This is a special type of weapon only available in the [[Tank#Cannon|Tank]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
&lt;br /&gt;
===Iron Armor===&lt;br /&gt;
The Iron Armor is the first tier of armor, granting resistances to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Iron armor]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
The Heavy armor is the second tier of armor right after the Iron Armor, granting greater resistances and durability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Heavy armor]]&lt;br /&gt;
&lt;br /&gt;
==Modular Armor==&lt;br /&gt;
From the mid-game onward, you will gain access to modular armors, offering higher resistances and durability along with the capacity to use various equipment known as [[Player#Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
===Basic Modular Armor===&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor===&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor MK2===&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
&lt;br /&gt;
== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
&lt;br /&gt;
===Basic Exoskeleton Equipment===&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
===Batteries===&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
===Portable Power Supply===&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
===Energy Shields===&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
===Vision Equipment===&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
===Personal Defense Equipment===&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
===Basic Grenade===&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
&lt;br /&gt;
===Poison Capsule===&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
===Slowdown Capsule===&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
==Combat Robot Capsules==&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
&lt;br /&gt;
===Defender Capsule===&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
===Distractor Capsule===&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
===Destroyer Capsule===&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
===Basic Electric Dischange Defense Capsule===&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122556</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122556"/>
		<updated>2015-12-28T01:42:19Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first [[Iron axe]].&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
&lt;br /&gt;
===Iron Axe===&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
===Steel Axe===&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
===Repair Pack===&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
The Pistol is the most basic weapon apart from using [[tools]]. It fires directly at the target nearest to the player&#039;s cursor. Unfortunately the Pistol can only handle the smallest of enemy threats and the player will frequently take damage. Players should upgrade to the Sub-machine gun for personal defense as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Pistol]]&lt;br /&gt;
===Sub-machine Gun===&lt;br /&gt;
The Submachine gun is an upgrade from the Pistol. It fires the same ammunition and deals the same damage as the pistol, but with a much higher rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Submachine gun]]&lt;br /&gt;
===Shotgun===&lt;br /&gt;
The Shotgun is a basic but powerful weapon with a short range, damage, and ammo efficiency, but low rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Shotgun]]&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
The Combat Shotgun is an advanced variant of the Shotgun that has a higher rate of fire and damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Combat shotgun]]&lt;br /&gt;
=== Rocket launcher===&lt;br /&gt;
The Rocket Launcher is a powerful, long-range weapon useful for clearing waves of enemies from afar, but with the high cost of ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Rocket launcher]]&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
The flamethrower is an advanced weapon best used against hordes of enemies or trees. It has a decent damage and also an area of effect damaging multiple Enemies at once, much like the Shotgun and Rocket launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Flamethrower]]&lt;br /&gt;
===Tank Cannon===&lt;br /&gt;
This is a special type of weapon only available in the [[Tank#Cannon|Tank]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
&lt;br /&gt;
===Iron Armor===&lt;br /&gt;
The Iron Armor is the first tier of armor, granting resistances to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039;[[Iron armor]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
The Heavy armor is the second tier of armor right after the Iron Armor, granting greater resistances and durability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see[[Heavy armor]]&lt;br /&gt;
&lt;br /&gt;
==Modular Armor==&lt;br /&gt;
From the mid-game onward, you will gain access to modular armors, offering higher resistances and durability along with the capacity to use various equipment known as [[Player#Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
===Basic Modular Armor===&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor===&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor MK2===&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
&lt;br /&gt;
== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
&lt;br /&gt;
===Basic Exoskeleton Equipment===&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
===Batteries===&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
===Portable Power Supply===&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
===Energy Shields===&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
===Vision Equipment===&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
===Personal Defense Equipment===&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
===Basic Grenade===&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
&lt;br /&gt;
===Poison Capsule===&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
===Slowdown Capsule===&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
==Combat Robot Capsules==&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
&lt;br /&gt;
===Defender Capsule===&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
===Distractor Capsule===&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
===Destroyer Capsule===&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
===Basic Electric Dischange Defense Capsule===&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122555</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122555"/>
		<updated>2015-12-27T15:29:29Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first [[Iron axe]]:&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
&lt;br /&gt;
===Iron Axe===&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
===Steel Axe===&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
===Repair Pack===&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
The Pistol is the most basic weapon apart from using [[tools]]. It fires directly at the target nearest to the player&#039;s cursor. Unfortunately the Pistol can only handle the smallest of enemy threats and the player will frequently take damage. Players should upgrade to the Sub-machine gun for personal defense as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Pistol]]&lt;br /&gt;
===Sub-machine Gun===&lt;br /&gt;
The Submachine gun is an upgrade from the Pistol. It fires the same ammunition and deals the same damage as the pistol, but with a much higher rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Submachine gun]]&lt;br /&gt;
===Shotgun===&lt;br /&gt;
The Shotgun is a basic but powerful weapon with a short range, damage, and ammo efficiency, but low rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Shotgun]]&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
The Combat Shotgun is an advanced variant of the Shotgun that has a higher rate of fire and damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Combat shotgun]]&lt;br /&gt;
=== Rocket launcher===&lt;br /&gt;
The Rocket Launcher is a powerful, long-range weapon useful for clearing waves of enemies from afar, but with the high cost of ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Rocket launcher]]&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
The flamethrower is an advanced weapon best used against hordes of enemies or trees. It has a decent damage and also an area of effect damaging multiple Enemies at once, much like the Shotgun and Rocket launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Flamethrower]]&lt;br /&gt;
===Tank Cannon===&lt;br /&gt;
This is a special type of weapon only available in the [[Tank#Cannon|Tank]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
&lt;br /&gt;
===Iron Armor===&lt;br /&gt;
The Iron Armor is the first tier of armor, granting resistances to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039;[[Iron armor]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
The Heavy armor is the second tier of armor right after the Iron Armor, granting greater resistances and durability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see[[Heavy armor]]&lt;br /&gt;
&lt;br /&gt;
==Modular Armor==&lt;br /&gt;
From the mid-game onward, you will gain access to modular armors, offering higher resistances and durability along with the capacity to use various equipment known as [[Player#Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
===Basic Modular Armor===&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor===&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor MK2===&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
&lt;br /&gt;
== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
&lt;br /&gt;
===Basic Exoskeleton Equipment===&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
===Batteries===&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
===Portable Power Supply===&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
===Energy Shields===&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
===Vision Equipment===&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
===Personal Defense Equipment===&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
===Basic Grenade===&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
&lt;br /&gt;
===Poison Capsule===&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
===Slowdown Capsule===&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
==Combat Robot Capsules==&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
&lt;br /&gt;
===Defender Capsule===&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
===Distractor Capsule===&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
===Destroyer Capsule===&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
===Basic Electric Dischange Defense Capsule===&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flamethrower&amp;diff=122554</id>
		<title>Flamethrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower&amp;diff=122554"/>
		<updated>2015-12-27T15:26:19Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =15&lt;br /&gt;
|shootingspeed =30&lt;br /&gt;
|ammunition    =Flamethrower Ammo&lt;br /&gt;
|magazinesize  =100&lt;br /&gt;
|input         =Time, 10 + Steel Plate, 5 + Iron Gear Wheel, 10&lt;br /&gt;
|raw           =Time, 15 + Iron Plate, 20 + Steel Plate, 5&lt;br /&gt;
|technologies  =Flame thrower&lt;br /&gt;
|producers     =Manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The flamethrower is an advanced weapon best used against hordes of enemies or trees. It has a decent damage and also an area of effect damaging multiple [[Enemies]] at once. It requires [[Flamethrower ammo]] to function.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122553</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122553"/>
		<updated>2015-12-27T15:25:49Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: Pulled off some unnecessary formatting to fit the page template size limit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first [[Iron axe]]:&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
&lt;br /&gt;
===Iron Axe===&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
===Steel Axe===&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
===Repair Pack===&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
The Pistol is the most basic weapon apart from using [[tools]]. It fires directly at the target nearest to the player&#039;s cursor. Unfortunately the Pistol can only handle the smallest of enemy threats and the player will frequently take damage. Players should upgrade to the Sub-machine gun for personal defense as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Pistol]]&lt;br /&gt;
===Sub-machine Gun===&lt;br /&gt;
The Submachine gun is an upgrade from the Pistol. It fires the same ammunition and deals the same damage as the pistol, but with a much higher rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Submachine gun]]&lt;br /&gt;
===Shotgun===&lt;br /&gt;
The Shotgun is a basic but powerful weapon with a short range, damage, and ammo efficiency, but low rate of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Shotgun]]&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
The Combat Shotgun is an advanced variant of the Shotgun that has a higher rate of fire and damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Combat shotgun]]&lt;br /&gt;
=== Rocket launcher===&lt;br /&gt;
The Rocket Launcher is a powerful, long-range weapon useful for clearing waves of enemies from afar, but with the high cost of ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Rocket launcher]]&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
The flamethrower is an advanced weapon best used against hordes of enemies or trees. It has a decent damage and also an area of effect damaging multiple Enemies at once, much like the Shotgun and Rocket launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;see&#039;&#039; [[Flamethrower]]&lt;br /&gt;
===Tank Cannon===&lt;br /&gt;
This is a special type of weapon only available in the [[Tank#Cannon|Tank]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
&lt;br /&gt;
===Iron Armor===&lt;br /&gt;
&#039;&#039;see&#039;&#039;[[Iron armor]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
{{:Heavy armor}}&lt;br /&gt;
&lt;br /&gt;
==Modular Armor==&lt;br /&gt;
From the mid-game onward, you will gain access to modular armors, offering higher resistances and durability along with the capacity to use various equipment known as [[Player#Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
===Basic Modular Armor===&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor===&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor MK2===&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
&lt;br /&gt;
== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
&lt;br /&gt;
===Basic Exoskeleton Equipment===&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
===Batteries===&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
===Portable Power Supply===&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
===Energy Shields===&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
===Vision Equipment===&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
===Personal Defense Equipment===&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
===Basic Grenade===&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
&lt;br /&gt;
===Poison Capsule===&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
===Slowdown Capsule===&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
==Combat Robot Capsules==&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
&lt;br /&gt;
===Defender Capsule===&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
===Distractor Capsule===&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
===Destroyer Capsule===&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
===Basic Electric Dischange Defense Capsule===&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Grenade&amp;diff=122552</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Grenade&amp;diff=122552"/>
		<updated>2015-12-27T15:09:18Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =15&lt;br /&gt;
|shootingspeed =2 /s&lt;br /&gt;
|aoesize       =6.5&lt;br /&gt;
|damage        =25 Explosion&lt;br /&gt;
|input         =Time, 8 + Coal, 10 + Iron Plate, 5&lt;br /&gt;
|technologies  =Military 2&lt;br /&gt;
|producers     =Manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade-usage.gif|frame|right|Player destroying a tree with the grenade]]&lt;br /&gt;
A basic explosive weapon, throwable within a short distance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122551</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122551"/>
		<updated>2015-12-27T15:07:21Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: Tidied up the sections and correct a few grammatical and typographical errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first [[Iron axe]]:&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
&lt;br /&gt;
===Iron Axe===&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
===Steel Axe===&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
===Repair Pack===&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
{{:Pistol}}&lt;br /&gt;
===Sub-machine Gun===&lt;br /&gt;
{{:Submachine gun}}&lt;br /&gt;
===Shotgun===&lt;br /&gt;
{{:Shotgun}}&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
{{:Combat shotgun}}&lt;br /&gt;
=== Rocket launcher===&lt;br /&gt;
{{:Rocket launcher}}&lt;br /&gt;
===Tank Cannon===&lt;br /&gt;
This is a special type of weapon only available in the [[Tank#Cannon|Tank]]&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
&lt;br /&gt;
===Iron Armor===&lt;br /&gt;
{{:Iron armor}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
{{:Heavy armor}}&lt;br /&gt;
&lt;br /&gt;
==Modular Armor==&lt;br /&gt;
From the mid-game onward, you will gain access to modular armors, offering higher resistances and durability along with the capacity to use various equipment known as [[Player#Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
===Basic Modular Armor===&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor===&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
&lt;br /&gt;
===Power Armor MK2===&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
&lt;br /&gt;
== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
&lt;br /&gt;
===Basic Exoskeleton Equipment===&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
===Batteries===&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
===Portable Power Supply===&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
===Energy Shields===&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
===Vision Equipment===&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
===Personal Defense Equipment===&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
===Basic Grenade===&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
&lt;br /&gt;
===Poison Capsule===&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
===Slowdown Capsule===&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
==Combat Robot Capsules==&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
&lt;br /&gt;
===Defender Capsule===&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
===Distractor Capsule===&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
===Destroyer Capsule===&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
===Basic Electric Dischange Defense Capsule===&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_shield&amp;diff=122550</id>
		<title>Energy shield</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_shield&amp;diff=122550"/>
		<updated>2015-12-27T15:00:25Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The [[Energy shield]] generates a basic protective shield around your character, absorbing a small amount of [[Damage]].&lt;br /&gt;
&lt;br /&gt;
The shield is effectively an extension of hp and has to be brought to 0 for the character to suffer any actual hp damage. Like actual hp, it benefits from your armor. Obsolete with [[Energy shield MK2]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|steel-bar|10|Steel bar}} + {{icon|advanced-circuit|5|Advanced circuit}} + {{icon|time icon|10|time}} =&amp;gt; {{icon|energy-shield|1|Energy shield}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|237.5|Copper plate}} {{icon|iron-plate|125|Iron plate}} {{icon|steel-bar|10|Steel bar}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shield units:&#039;&#039;&#039; || 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Comsumption:&#039;&#039;&#039; || 24 kW&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy per unit:&#039;&#039;&#039; || 2kJ&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max. Recharge speed:&#039;&#039;&#039; || 360&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Size:&#039;&#039;&#039; || 2x2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It takes 4.167 seconds to recharge from 0 to 50 hp. Multiple Shields recharge simultaneously. &lt;br /&gt;
&lt;br /&gt;
The maximum shield recharge rate is ([number of energy shield MK2] * 50 / 4.167) units per second, if enough power is provided by [[Modular_armor#Equipment|batteries]] or [[Portable_fusion_reactor|portable reactor]]. But only is applied when all shields except the last one is depleted.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Energy shield MK2]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=122549</id>
		<title>Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=122549"/>
		<updated>2015-12-27T14:59:37Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Item&lt;br /&gt;
|extra1       =Can be inserted into armor.&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Max. power output:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0 kW&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|dimensions   =1x1&lt;br /&gt;
|input        =time, 10 + solar panel, 5 + processing unit + steel plate, 5&lt;br /&gt;
|technologies =portable solar panel&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Portable solar panel]] is the basic power generating unit for [[Modular armor]]. It provides only a small amount of power usable only for small assistance [[Modular armor|modules]].&lt;br /&gt;
&lt;br /&gt;
Can be used to recharge [[Energy shield]]s out of combat, but is nearly useless for [[Personal laser defense]] or [[Basic exoskeleton equipment]], even with a large number of [[Battery|Batteries]]. Rendered obsolete with [[Portable fusion reactor]] in larger grids.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=122548</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=122548"/>
		<updated>2015-12-27T14:59:12Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|extra1       =&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Max power output:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75 kW&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|dimensions   =4x4&lt;br /&gt;
|input        =time, 10 + processing unit, 100 + alien artifact, 30&lt;br /&gt;
|technologies =portable fusion reactor&lt;br /&gt;
|producers    =manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Portable fusion reactor]] is cutting edge technology to improve functionality of your [[Modular armor]] suit. It provides a large amount of energy for usage of personal armor systems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor_MK2&amp;diff=122547</id>
		<title>Power armor MK2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor_MK2&amp;diff=122547"/>
		<updated>2015-12-27T14:57:09Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|resistance   =Acid: 10/40%&amp;lt;br&amp;gt;Explosion: 20/50%&amp;lt;br&amp;gt;Physical: 10/40%&lt;br /&gt;
|durability   =20,000&lt;br /&gt;
|gridsize     =10x10&lt;br /&gt;
|input        =Time, 25 + Speed module 3, 5 + Efficiency module 3, 5 + Steel Plate, 50 + Alien artifact, 50 + Processing Unit, 200&lt;br /&gt;
|raw          =Time, 19300 + Iron Plate, 3250 + Copper Plate, 7225 + Steel Plate, 50 + Alien artifact, 60 + Plastic bar, 2350 + Processing Unit, 475&lt;br /&gt;
|technologies =Power armor 2&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Strongest armor in the game, provides excellent resistance and 10 by 10 grid for modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=122546</id>
		<title>Power armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=122546"/>
		<updated>2015-12-27T14:56:53Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat&lt;br /&gt;
|resistance   =Acid: 7/30%&amp;lt;br&amp;gt;Explosion: 15/30%&amp;lt;br&amp;gt;Physical: 8/30%&lt;br /&gt;
|durability   =15,000&lt;br /&gt;
|gridsize     =7x7&lt;br /&gt;
|input        =Time, 20 + Steel Plate, 100 + Alien artifact, 10 + Processing Unit, 100 + Electric engine unit, 30&lt;br /&gt;
|raw          =Time, 1278 + Iron Plate, 300 + Copper Plate, 90 + Steel Plate, 100 + Alien artifact, 10 + Processing Unit, 100&lt;br /&gt;
|technologies =Power armor&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An advanced armor providing access to modular enhancements. Provides a 7 by 7 grid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modular_armor&amp;diff=122545</id>
		<title>Modular armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modular_armor&amp;diff=122545"/>
		<updated>2015-12-27T14:56:36Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|resistance   =Acid: 5/30%&amp;lt;br&amp;gt;Explosion: 10/30%&amp;lt;br&amp;gt;Physical: 6/30%&lt;br /&gt;
|durability   =10,000&lt;br /&gt;
|gridsize     =5x5&lt;br /&gt;
|input        =Time, 15 + Steel Plate, 50 + Advanced Circuit, 30 + Processing Unit, 5&lt;br /&gt;
|raw          =Time, 360 + Iron Plate, 60 + Copper Plate, 150 + Steel Plate, 50 + Plastic bar, 60 + Processing Unit, 5&lt;br /&gt;
|technologies =Armor crafting 3&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most basic armor providing access to modular enhancements. Provides a 5 by 5 grid for modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Heavy_armor&amp;diff=122544</id>
		<title>Heavy armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Heavy_armor&amp;diff=122544"/>
		<updated>2015-12-27T14:56:17Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat&lt;br /&gt;
|resistance   =Acid: 5/30%&amp;lt;br/&amp;gt;Explosion: 10/30%&amp;lt;br/&amp;gt;Physical: 6/30%&lt;br /&gt;
|durability   =5000&lt;br /&gt;
|input        =time, 8 + copper plate, 100 + steel plate, 50&lt;br /&gt;
|technologies =Armor crafting 2&lt;br /&gt;
|producers    =manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Early to mid game armor, still easy to obtain and affords adequate protection with no worms present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Light_armor&amp;diff=122543</id>
		<title>Light armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Light_armor&amp;diff=122543"/>
		<updated>2015-12-27T14:47:29Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|resistance   =Acid: 3/30%&amp;lt;br&amp;gt;Explosion: 2/20%&amp;lt;br&amp;gt;Physical: 3/20%&lt;br /&gt;
|durability   =1000&lt;br /&gt;
|input        =time, 3 + Iron Plate, 40&lt;br /&gt;
|technologies =Armor crafting&lt;br /&gt;
|producers    =Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron armor&#039;&#039;&#039; is an armor type that provides basic protection against enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Shotgun&amp;diff=122542</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Shotgun&amp;diff=122542"/>
		<updated>2015-12-27T14:13:00Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =20&lt;br /&gt;
|shootingspeed =1 /s&lt;br /&gt;
|ammunition    =Shotgun shells + Piercing shotgun shells&lt;br /&gt;
|magazinesize  =10&lt;br /&gt;
|input         =Time, 4 + Wood, 5 + Iron Plate, 15 + Copper Plate, 10 + Iron Gear Wheel, 5&lt;br /&gt;
|raw           =Time, 7.8 + Raw wood, 2.5 + Iron Plate, 25 + Copper Plate, 10&lt;br /&gt;
|technologies  =Military&lt;br /&gt;
|boosttechs    =Shotgun shell damage + Shotgun shell shooting speed&lt;br /&gt;
|producers     =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A basic but powerful weapon with good range, damage, and ammo efficiency, but low rate of fire. Fires in spread pattern.&lt;br /&gt;
&lt;br /&gt;
The Shotgun is the earliest weapon capable of seriously assaulting Biter nests. The weapon&#039;s starting damage can pierce nest armor (12x4 vs. 2) and destroy them with moderate difficulty. Shotgun ammo represents a massive boost on resource efficiency, with 2 copper and 2 iron giving a stack of shells worth 480 raw damage. Contrast this against the pistol ammo, which costs 2 iron for 40 raw damage. These traits make the shotgun user friendly for sustained assaults against biter nests.&lt;br /&gt;
&lt;br /&gt;
The shotgun sports a lower damage output and can not clear out biters with the same efficacy as the [[Submachine_gun|Submachine gun]]. Players can switch between both weapons to balance power and efficiency, or support themselves with covering fire from [[Defender_capsule|combat bots]] and [[Turret]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Combat shotgun]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_launcher&amp;diff=122541</id>
		<title>Rocket launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_launcher&amp;diff=122541"/>
		<updated>2015-12-27T14:11:26Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =22&lt;br /&gt;
|shootingspeed =1 /s&lt;br /&gt;
|ammunition    =rocket + explosive rocket&lt;br /&gt;
|magazinesize  =1&lt;br /&gt;
|input         =time, 5 + iron plate, 5 + iron gear wheel, 5 + electronic circuit, 5&lt;br /&gt;
|raw           =time, 13.8 + iron plate, 20 + copper plate, 7.5&lt;br /&gt;
|technologies  =rocketry&lt;br /&gt;
|boosttechs    =rocket damage + rocket shooting speed&lt;br /&gt;
|producers     =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is a strong weapon against [[Enemies|enemy bases]]. It has long range and high damage, but as the ammo is very expensive it is recommended to avoid using it against [[Enemies|enemy creatures]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Combat_shotgun&amp;diff=122540</id>
		<title>Combat shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Combat_shotgun&amp;diff=122540"/>
		<updated>2015-12-27T14:11:14Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|range         =20&lt;br /&gt;
|shootingspeed =2 /s&lt;br /&gt;
|damagebonus   =20%&lt;br /&gt;
|ammunition    =Shotgun shells + Piercing shotgun shells&lt;br /&gt;
|magazinesize  =10&lt;br /&gt;
|input         =Time, 8 + Wood, 10 + Copper Plate, 10 + Steel Plate, 15 + Iron Gear Wheel, 5&lt;br /&gt;
|raw           =Time, 13 + Raw wood, 5 + Iron Plate, 10 + Copper Plate, 10 + Steel Plate, 15&lt;br /&gt;
|technologies  =Military 3, 3&lt;br /&gt;
|boosttechs    =Shotgun shell damage + Shotgun shell shooting speed&lt;br /&gt;
|producers     =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An advanced shotgun with good range and damage but low cadence. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Steel_axe&amp;diff=122539</id>
		<title>Archive:Steel axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Steel_axe&amp;diff=122539"/>
		<updated>2015-12-27T14:10:30Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: Added an Equipment Navigation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Tool&lt;br /&gt;
|miningpower  =4&lt;br /&gt;
|damage       =8 physical&lt;br /&gt;
|durability   =5000&lt;br /&gt;
|input        =Time, 0.5 + Steel Plate, 5 + Iron Stick, 2&lt;br /&gt;
|raw          =Time + Iron Plate + Steel Plate, 5&lt;br /&gt;
|technologies =Steel processing&lt;br /&gt;
|producers    =Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steel axes&#039;&#039;&#039; are tools which can be used to deconstruct buildings and destroy environmental features, as well as increase the damage done to enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[iron axe]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Repair_pack&amp;diff=122538</id>
		<title>Repair pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Repair_pack&amp;diff=122538"/>
		<updated>2015-12-27T14:07:49Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|input        =time, 0.5 + electronic circuit + iron gear wheel&lt;br /&gt;
|raw          =time, 2.3 + iron plate, 3 + copper plate, 1.5&lt;br /&gt;
|producers    =manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Repair packs are used to repair items. They can be used by the character with the build-key or by [[Construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Repair]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6758 Construction Robots not doing repairs]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7452&amp;amp;p=59160#p59139 Distributing repair packs]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Repair]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Steel_axe&amp;diff=122537</id>
		<title>Archive:Steel axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Steel_axe&amp;diff=122537"/>
		<updated>2015-12-27T14:07:31Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Tool&lt;br /&gt;
|miningpower  =4&lt;br /&gt;
|damage       =8 physical&lt;br /&gt;
|durability   =5000&lt;br /&gt;
|input        =Time, 0.5 + Steel Plate, 5 + Iron Stick, 2&lt;br /&gt;
|raw          =Time + Iron Plate + Steel Plate, 5&lt;br /&gt;
|technologies =Steel processing&lt;br /&gt;
|producers    =Manual + Assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steel axes&#039;&#039;&#039; are tools which can be used to deconstruct buildings and destroy environmental features, as well as increase the damage done to enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[iron axe]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=122536</id>
		<title>Archive:Iron axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=122536"/>
		<updated>2015-12-27T14:06:51Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Tool&lt;br /&gt;
|miningpower = 2.5&lt;br /&gt;
|damage = 5 physical&lt;br /&gt;
|durability = 4000&lt;br /&gt;
|input=Time, 0.5 + Iron Stick, 2 + Iron Plate, 3&lt;br /&gt;
|raw=Time + Iron Plate, 4&lt;br /&gt;
|producers=manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is a basic axe, used for manual mining of resources, for cutting trees and for collecting parts of the factory (so the player can rebuild them elsewhere). It can also be used for melee fighting when the player is out of ammo. It is mostly used in the beginning of the game where the player has no resources to set up drills to automatically mine. It is possible to stack multiple iron axes in the tool slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=122535</id>
		<title>Archive:Iron axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=122535"/>
		<updated>2015-12-27T14:06:34Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Tool&lt;br /&gt;
|miningpower = 2.5&lt;br /&gt;
|damage = 5 physical&lt;br /&gt;
|durability = 4000&lt;br /&gt;
|input=Time, 0.5 + Iron Stick, 2 + Iron Plate, 3&lt;br /&gt;
|raw=Time + Iron Plate, 4&lt;br /&gt;
|producers=manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is a basic axe, used for manual mining of resources, for cutting trees and for collecting parts of the factory (so the player can rebuild them elsewhere). It can also be used for melee fighting when the player is out of ammo. It is mostly used in the beginning of the game where the player has no resources to set up drills to automatically mine. It is possible to stack multiple iron axes in the tool slot.&lt;br /&gt;
&lt;br /&gt;
***See also:***&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=122534</id>
		<title>Factorio:Wiki To-do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=122534"/>
		<updated>2015-12-27T13:27:02Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: Updated Status Decay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Be sure to check the &#039;&#039;&#039;[[Talk:Wiki To-do List|Talk page]]&#039;&#039;&#039; to join in the discussion on major wiki projects!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Maintenance ==&lt;br /&gt;
These items should be checked over periodically to ensure a well organized wiki. Color coding shows how badly each needs to be done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border: 3px solid gray; width: 275px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px solid gray; background-color:lightgray; text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;COLOR KEY&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 2 days}} = Checked in the last week.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 8 days}} = Checked in the last two weeks.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 3 weeks}} = Checked in the last month. &amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 5 weeks}} = Checked more than a month ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 12px&amp;quot;&amp;gt;NOTE: &#039;&#039;After completely checking over an item, please update the date for the StatusDecay template with the current date.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*** AFTER COMPLETELY CHECKING AN ITEM, UPDATE THE DATE ON THAT LINE TO TODAY&#039;S DATE ***&lt;br /&gt;
&lt;br /&gt;
            \DATE BELOW HERE/&lt;br /&gt;
             \             /                                                     --&amp;gt;&lt;br /&gt;
{{StatusDecay|December 27 2015}} &#039;&#039;&#039;[[:Category:stubs|Article stubs]]&#039;&#039;&#039; - Expand and improve these pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|October 23 2014}} &#039;&#039;&#039;[[:Category:Candidates for deletion|Candidates for deletion]]&#039;&#039;&#039; - Can page be expanded and saved or merged?&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:WantedPages|WantedPages]]&#039;&#039;&#039; - Create these pages or correct links which should go to pages that already exist.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|November 12 2014}} &#039;&#039;&#039;[[Special:LonelyPages|LonelyPages]]&#039;&#039;&#039; - Find pages and categories that these pages should be linked from or included in.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:AncientPages|AncientPages]]&#039;&#039;&#039; - Check over these to make sure they are still relevant and up to date.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|October 23 2014}} &#039;&#039;&#039;[[Special:NewPages|NewPages]]&#039;&#039;&#039; - Check to make sure they&#039;re both informative &#039;&#039;and&#039;&#039; relevant.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedPages|UncategorizedPages]]&#039;&#039;&#039; - Try to put every page into at least one category. Don&#039;t create new categories for only one or two pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedFiles|UncategorizedFiles]]&#039;&#039;&#039; - Same concept as uncategorized pages.&lt;br /&gt;
&lt;br /&gt;
== Special Projects ==&lt;br /&gt;
These are items which can be &amp;quot;checked off&amp;quot; once completed, and are not recurring.&lt;br /&gt;
&lt;br /&gt;
# Standardize alternate language pages and inter-language links.&lt;br /&gt;
# Go through existing Categories to make sure the structure makes sense and is cohesive.&lt;br /&gt;
# Create a [[Quick Start Guide]] to help players to go from beginning to advanced. (begun)&lt;br /&gt;
# Create broad navigation templates for large categories of pages. (Items, Machines)&lt;br /&gt;
&lt;br /&gt;
== Completed Items ==&lt;br /&gt;
Things that are done!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Wiki Howto]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide&amp;diff=122533</id>
		<title>Tutorial:Quick start guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide&amp;diff=122533"/>
		<updated>2015-12-27T04:24:06Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: Changed &amp;quot;Steam Turbine&amp;quot; to &amp;quot;Steam Engine.&amp;quot; Added external links to &amp;quot;Offshore pump&amp;quot; and &amp;quot;Steam Engine.&amp;quot; Added/Revised some paragraphs to improve clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
So you&#039;ve just picked up Factorio, played through the tutorial and now have no clue what to do? Not a problem. Let&#039;s try to ease you into the game a little bit.&lt;br /&gt;
&lt;br /&gt;
=== Starting Your Game ===&lt;br /&gt;
To begin you are going to be presented with the main menu. You&#039;ll have run into one of these before.&lt;br /&gt;
&lt;br /&gt;
You want to select &amp;quot;Play&amp;quot; and &amp;quot;New Game.&amp;quot; You will be presented with a nice big menu for [[Game/World generator|customization of your world]]. The default settings are fine for a first play through.&lt;br /&gt;
&lt;br /&gt;
==== World Generator ====&lt;br /&gt;
&lt;br /&gt;
You can fiddle with these options to make the [[Game/World generator|world generate]] how you want it to. These options can greatly affect the difficulty of your world.&lt;br /&gt;
&lt;br /&gt;
Each resource type, along with enemy bases, is controlled by 3 values: frequency, size and richness.&lt;br /&gt;
* Frequency relates to how often you&#039;ll see ore veins or enemy bases within the game world&lt;br /&gt;
* Size relates to how large these veins or bases are&lt;br /&gt;
* Richness relates to how many resources ore tiles will product before running dry, and how dense enemy bases are&lt;br /&gt;
&lt;br /&gt;
For an easier beginner experience, set the frequency of iron ore, copper ore, stone, coal, and crude oil to &amp;quot;Very High&amp;quot; and the richness of &amp;quot;Very Good.&amp;quot; This will ensure you have plenty of resources available, and that you will not have to venture far from your starting area to find resources. You may also want to set the size of enemy bases to &amp;quot;Very Small&amp;quot; to lower the number of enemies.&lt;br /&gt;
&lt;br /&gt;
If you want to know more about the world generator, [[Game/World generator|read this article.]]&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Mode ====&lt;br /&gt;
&lt;br /&gt;
If you want to enjoy building and not be bothered by enemies, check the &amp;quot;peaceful mode&amp;quot; option. Enemies will still spawn, but they&#039;ll stay where they are until you go to them.&lt;br /&gt;
&lt;br /&gt;
Once you have changed any options you want to change, press &amp;quot;Generate.&amp;quot; A new world will be generated, your player will spawn, and you&#039;re ready to play!&lt;br /&gt;
&lt;br /&gt;
===Useful Key Bindings===&lt;br /&gt;
&lt;br /&gt;
While most of the controls and key combinations can be found in the controls of the game options, many people tend not to look there. Here are the essentials:&lt;br /&gt;
{{:Game/Keyboard bindings}}&lt;br /&gt;
Please refer to [[Game/Keyboard bindings]] to know more about keybindings and how to configure them.&lt;br /&gt;
&lt;br /&gt;
== The very first moments ==&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
Make sure that you have these four resources close to your spawn location. You want to have [[Coal]], [[Copper ore]], [[Iron ore]], and [[Stone]] within a reasonable proximity to each other; the farther apart they are the harder it will be to use them together (trust us, they will be used together).&lt;br /&gt;
&lt;br /&gt;
If your spawn area doesn&#039;t hold one of these resources, or they are too scarce or too far apart, simply hit the Escape key and choose &amp;quot;Restart.&amp;quot; This will re-generate game world and you will spawn in a new starting location.&lt;br /&gt;
&lt;br /&gt;
Later we will also need [[Water]], and much later we will also need [[Crude Oil]]. However, these two, being liquids, are much easier to transport over distance than the four solid resources. It&#039;s OK if your starting area doesn&#039;t have immediate access to water or oil.&lt;br /&gt;
&lt;br /&gt;
Everything in Factorio is made from these six basic resources, which is why the game will be more difficult if your starting location does not have easy access to most of them (especially the four solid resources).&lt;br /&gt;
&lt;br /&gt;
=== Craft a pickaxe ===&lt;br /&gt;
&lt;br /&gt;
Go towards whichever resource you choose and hold right click. This will give you a small progress bar at the bottom, which when complete will give you some of those resources. You might find that chopping trees and mining ores manually is really slow. If you look at your character, he&#039;s just bashing at them with a stick! How about a tool upgrade? Press E to open up your inventory and the crafting menu. Select the gears tab up the top for &amp;quot;Production&amp;quot;, and left click on the iron pickaxe in there. This will increase your mining speed by a significant amount.&lt;br /&gt;
&lt;br /&gt;
=== Placing mines and furnaces ===&lt;br /&gt;
&lt;br /&gt;
You begin your journey with a humble [[Stone Furnace]] and a [[Burner Mining Drill]]. What do we do with these?&lt;br /&gt;
First of all, you should place your [[Mining drill|drill]] on the edge of an iron deposit, facing towards a [[Furnace]]. &lt;br /&gt;
&lt;br /&gt;
You can change the direction of the Drill by either pressing &amp;quot;R&amp;quot; before you place it, or after by hovering over it with the mouse and pressing &amp;quot;R&amp;quot;. The little yellow arrow shows where the mined iron ore will come out. You want the Furnace to be in front of that arrow, so that the drill automatically inputs into the furnace. You should get something like this.&lt;br /&gt;
:[[File:SimpleOre.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to press &amp;quot;ALT&amp;quot; to activate the detailed view.&#039;&#039;&#039; This makes it easier to see what is inputting what into where.&lt;br /&gt;
&lt;br /&gt;
=== Feeding with fuel ===&lt;br /&gt;
Great! But what does the big flashing red symbol mean? Well, there isn&#039;t any &#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039; in the drill or the furnace.&lt;br /&gt;
&lt;br /&gt;
You can power them with either [[Wood]] or [[Coal]]. To collect them, you&#039;ll need to cut trees or mine coal, with right click.&lt;br /&gt;
&lt;br /&gt;
Assuming that you now have a pickaxe and have found some fuel, it&#039;s about time we went and made the furnace and drill start working for you. By left clicking on the furnace or drill, their interface will open.&lt;br /&gt;
:[[File:Interface.PNG|center|thumb|upright=4]]&lt;br /&gt;
To place your fuel into the machine, simply left click it to pick it up and left click again to put it into the fuel slot.&lt;br /&gt;
&lt;br /&gt;
If you want to split a &#039;&#039;&#039;[[Storage/Stack|stack]]&#039;&#039;&#039; in half, so that your furnace and drill can both get half of your fuel, right click the stack in your inventory and then place it in the fuel slot. Easy as that! Now both of your machines should be running and automatically making you some iron plates! Try also CTRL-left click: this will feed half of the stack you&#039;re holding into the machine.&lt;br /&gt;
&lt;br /&gt;
You can use an identical setup for copper ore to get copper plates.&lt;br /&gt;
&lt;br /&gt;
== Production upgrade! ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;s better than iron plates? &#039;&#039;More&#039;&#039; iron plates! Why don&#039;t we go ahead and get them?&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to craft some extra drills. If you hover over drill in the crafting menu, you&#039;ll see two lists of materials. The first list shows the components needed to make the drill; the second one at the very bottom of the tooltip window shows the raw resources needed to craft it.&lt;br /&gt;
Unlike other games, you do not need to create the pre-requisite items before you select the item you want to make. All required items are crafted for you.&lt;br /&gt;
You can see this process happening on the bottom left of the screen, where your Crafting Queue is.&lt;br /&gt;
You can also queue up more crafting orders, as long as you have the necessary materials on you, and they&#039;ll get carried out one after the other.&lt;br /&gt;
:[[File:Recipe.PNG|center|upright=2|thumb]]&lt;br /&gt;
Now that you can afford some extra drill and furnaces, you should automate the acquisition of both coal and stone.&lt;br /&gt;
These are easy to set up and work essentially the same as the iron setup.&lt;br /&gt;
For Coal, you can have two drills facing each other: they&#039;ll run on the coal they get fed by their partner and you can collect the surplus.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that you can collect resources from machines without opening their inventories, with CTRL-LMB.&lt;br /&gt;
You might also want to activate the detailed view, by pressing the ALT key once. You can deactivate it by pressing ALT again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleCoal.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And for stone you can have the drill output directly into a chest.&lt;br /&gt;
&lt;br /&gt;
Once this is all setup up, you will probably want to make it go faster. Set up more drills with furnaces for the iron, setup some for copper and maybe lay more drills on the coal to cover for the extra coal production.&lt;br /&gt;
In the early game, the most used resource is iron, so you&#039;ll probably need twice as many miners on iron than copper, if not more. But expect copper to become more and more important the more you mess with electricity and electronics!&lt;br /&gt;
&lt;br /&gt;
=== More automation ===&lt;br /&gt;
&lt;br /&gt;
Great! So now you have four or so furnaces making iron, a couple making copper, some stone production and a good amount of coal production.&lt;br /&gt;
But you know what really sucks? having to run the coal around to all your other machines, right? Well let&#039;s automate that too!&lt;br /&gt;
Conveyor belts and inserters are the way of the future! The output slots on the drill can also output onto conveyor belts to be transported to your other machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CoalConveyor.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we can take our coal to other places with no effort, we just need a way to input the coal into those machine.&lt;br /&gt;
This is where [[Inserters]] step in. In the first few stages of the game, you can use burner inserters as a cheap way to move items from anything to anything. You can move object from the ground, chests, machines and put them wherever you want.&lt;br /&gt;
Burner Inserters themselves require coal to run though, which makes this a little counter intuitive to have to fuel them instead of the machines you are trying to fuel anyway.&lt;br /&gt;
Here is a small example of inserters working. Notice that the flat line is where the inserters will pick up from, and the arrow is where they will place the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleOreProcessing.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, so now we know how to automatically mine things and then how to automatically move things from one place to another, and then to place said items into machine or out of machines.&lt;br /&gt;
&lt;br /&gt;
Next up we want to get some [[electric network|electricity]] so that we can have inserters that run of that instead of fuel.&lt;br /&gt;
&lt;br /&gt;
== Electrical power ==&lt;br /&gt;
&lt;br /&gt;
Electricity. This is where things start to get interesting. We&#039;re going to need a single [[Offshore pump|Offshore Pump]], some boilers and a [[Steam engine|Steam Engine]]. These are really simple to set up, they just require twenty-some iron plates and 5 stone per boiler. The offshore pump goes in the water and needs no power to run. From there, you can either use pipes to transport the water to boilers, or you can run boilers straight from the pump. Boilers allow water to flow through them just like pipes do, except they also heat the water along the way and cannot be used as corners. The pipes or the boilers then connect to the middle of the short side of the steam engine. Make sure you connect it in the right place or it won&#039;t work. Moreover, steam engines allow water to run through them just like boilers, so you can have as many engine as you want connected in a row. Here is a small example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleGeneratorSetup.png|center|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you need to use power poles to carry power to your machines. Place some down so that their coverage area (the blue square) overlaps each steam engine in at least one square. If they are going to connect, the machines that use power will be shown with a blue outline around their edges.&lt;br /&gt;
&lt;br /&gt;
If the steam engine is producing power but nothing is using it, it&#039;ll show a yellow flashing icon: right now it&#039;s showing because we don&#039;t have electric machines yet!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LonelyTurbine.PNG|center|upright=1|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your power setup can look however you want it to look.&lt;br /&gt;
A great method is to have a line of boilers that supply a certain amount of steam engines with hot water, and then you can use transport belts to bring coal to them for inserters to place inside them so that your electricity is always running.&lt;br /&gt;
&lt;br /&gt;
The most often used setup is 1 offshore pump, 14 boilers and 10 steam engines. This is due to this being the best ratio between the 3 of them. 1 pump produces enough water for 10 engine, and the 14 boilers is sufficient to heat the water for that many. The example above is easily expanded into this efficient design. But hey, this game is all about experimentation and for you to be able to find ways to do your own things! So get to it, and show off your own unique designs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|upright=4|thumb|Here&#039;s my personal favorite setup. Even easier to power when medium powerpoles are available.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this power is as simple as creating a machine that runs on electricity and placing a power pole close enough to it that the blue square touches the machine, just like you have to do at the power plant with the engines. Make sure that there is a line of power poles that actually connect to your power plant.&lt;br /&gt;
&lt;br /&gt;
Now that power is explained, we need to increase our resource production.&lt;br /&gt;
&lt;br /&gt;
However, if you want detailed info on your power production/consumption, you can check the [[Power Production#What_can_be_seen_from_the_electric_network_info.3F|Detailed Electric Network Info]], opened by clicking on any powerpole.&lt;br /&gt;
&lt;br /&gt;
== Re-thinking our resources and research ==&lt;br /&gt;
&lt;br /&gt;
Next we really want to get onto automation of items, not just the smelting of ores.&lt;br /&gt;
&lt;br /&gt;
Before we can get to that though, we&#039;re going to have increase our production of ores. This is where things start becoming a little tricky and there are few things you want to do at once.&lt;br /&gt;
We really want to be able to set the factory to make things and let it go. But for that we need some extra utilities which we don&#039;t have and need to get through [[research]].&lt;br /&gt;
&lt;br /&gt;
We haven&#039;t even touched on that yet! lets start by cranking up our resource production. Now that we have electricity, we can use [[Mining Drill|Electric Mining Drills]]. These are much better than those scummy Burner ones. They work exactly the same except they are twice as fast and they don&#039;t rely on fuel, as you could guess by the names. You can have them to output your raw resources onto belts and get them to a place where you can mass process the ores into plates. Here is a small example of what you could do, but let your imagination and your calculating logic figure out other, maybe even better ways of doing it! You want ore to be split more or less evenly on each side of the belts. This helps with the amount of resources that can be carried to your base of operations on a single belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BasicElectricMiners.PNG|center|upright=1.5|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is once again easily expandable all over an iron deposit. This conveyor belt can then take all of the ore to some sort of processing area. The processing area needs some machines that we currently don&#039;t have due to limitations in our research.&lt;br /&gt;
&lt;br /&gt;
Most importantly, we want the [[long handed inserter]]. This inserter is able to reach twice as far as a normal inserter! It is very useful for bringing or placing items to or from conveyor belts that are one extra tile away. So what we need to do is to make some science labs. They don&#039;t cost too many resources, but take a little while to make. Craft one or two of them and connect them to power. When you first place one, you are going to get a popup asking you want you want to research. We really want automation right now. This gives us our inserters and the Assembling machine 1, which is going to be very useful in the near future.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that the cost for this is 10 Science Pack 1&#039;s, or &amp;quot;red potions&amp;quot; or &amp;quot;flasks&amp;quot; as some people like to call them. These are simply another crafted item, which you should craft 10 of now and place them in your labs to begin researching. While you are waiting for your flasks to craft or your research to complete, lets continue building an ore processing center. We want a line of copper, iron and coal to be available for this area. Despite being in the electric era, our furnaces still need coal until a little further down the line.&lt;br /&gt;
&lt;br /&gt;
Below is another sample of how you &#039;&#039;could&#039;&#039; set up your area. There are efficient ways of making them that you might see on the forum, but if you want to learn about what they are and how they work, you can either experiment yourself or search the wiki/forum for some better designs.&lt;br /&gt;
&lt;br /&gt;
[[File:OreProcessingArea.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
As per usual, I leave this area with plenty of room to expand later on when demands become higher. The important parts about this is that you need the red, long handed inserters to be able to reach the coal in the middle to fuel your furnaces. You need seperate belts for your incoming raw materials to be able to be processed, and then another belt outside of them to handle the output after they have been smelted. These materials can then go straight into your base to be made into a myriad of other things. Finally, we have a steady and upgradeable supply of copper and iron plates, and we can get into further automation with the assembling machines so we can automate creation of things like Science Packs, Ammunition and every other item that the player themselves can craft, but without you involved at all!&lt;br /&gt;
&lt;br /&gt;
== Automating that research ==&lt;br /&gt;
&lt;br /&gt;
Ok, so a fair amount has happened. Now, to be able to progress into later parts of the game with better research we are going to want automate the process of making science packs and putting them into the labs. This way we won&#039;t have to worry about research any longer.&lt;br /&gt;
&lt;br /&gt;
There are many designs that you can find on the forums, but I&#039;ll show you something simple, letting you find what works for you. I would highly recommend that you research Logistics as your next research, and in fact manually craft the science required for this. The logistic research gives you some important things: the [[splitters|splitter]], the [[underground belts|underground belt]] and the [[fast inserter]]. The splitter and underground belts are some of the most important items you&#039;ll get at this stage. They do pretty much what their names imply.&lt;br /&gt;
&lt;br /&gt;
So what do science packs require? We need copper plates and iron gears. So far we have only dealt with raw resources, how do we make craftable things? The Assembler answers your prayers! If you place an assembler down and open its interface, it asks you what you would like it to craft. Once you select one, if you put the ingredients in that it requires it will craft the item and you can pull out the finished product. In the case of red science packs, we will need an assembler making iron gears, and an assembler making the actual packs. A nice way of doing this is to have a conveyor belt with 1 side containing the copper plates and the other side taking the gears from another assembler like below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedScienceProduction.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now this picture uses a few neat little tricks that I will explain in detail. If you have your plate belts seperate, and you want them running side by side there can be issues with trying to grab one or the other resources from the far belt. Yes, you could use a long inserter, but in some cases you don&#039;t want this (e.g. you need a fast inserter to get resources quickly into your assemblers).&lt;br /&gt;
&lt;br /&gt;
The area in red is a good way to get around this. By having a splitter, you can move the far belt from your production in close while also allowing it to continue down the line for later use. For the copper, we use an underground belt to go underneath the area that is now taken by the far line which also allows the copper to continue on. Once again, this is only one possible method of doing things and you are in no way obligated to follow it.&lt;br /&gt;
&lt;br /&gt;
The area in blue is a quick way to allow copper to continue down the main line, while also splitting some off for our red science assemblers. Notice how when it joins the line that the gears are on, they only join the bottom side of the belt. The little extra belt that I added to the left stops the belt from becoming a turn, and therefore makes the items only join the side I want them to. The rest is simple: the gears and copper get pulled into the assemblers, they make the science and then it gets pulled out again on the other side. These flasks can then be transported to some labs to automatically do your research for you, for example like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SmallScience.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7765 Newbie Tips?]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=122532</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=122532"/>
		<updated>2015-12-27T04:12:25Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: Clarified some information, fixed some grammatic mistakes and typos, and revised a few paragraphs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The belt transport system is the first and most interesting transport system in Factorio (besides the [[Railway]] and [[Robots/Logistics|Robot logistics]] of course ^^). Transport belts (or conveyor belts) are used to transport [[Items]].&lt;br /&gt;
&lt;br /&gt;
There are 3 different types of belts in 3 different speed categories:&lt;br /&gt;
&lt;br /&gt;
[[File:Basic-transport-belt.png|link=Transport belts]] [[File:Fast-transport-belt.png|link=Transport belts]] [[File:Express-transport-belt.png|link=Transport belts]] &#039;&#039;&#039; - [[Transport belts]]&lt;br /&gt;
&lt;br /&gt;
[[File:Basic-transport-belt-to-ground.png|link=Underground belts]] [[File:Fast-transport-belt-to-ground.png|link=Underground belts]] [[File:Express-transport-belt-to-ground.png|link=Underground belts]] &#039;&#039;&#039; - [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
[[File:Basic-splitter.png|link=Splitters]] [[File:Fast-splitter.png|link=Splitters]] [[File:Express-splitter.png|link=Splitters]] &#039;&#039;&#039; - [[Splitters]]&lt;br /&gt;
&lt;br /&gt;
== Differences between the belt-types ==&lt;br /&gt;
&lt;br /&gt;
Technically the only difference between the levels of the three belt types is &#039;&#039;&#039;speed&#039;&#039;&#039; and &#039;&#039;&#039;colour&#039;&#039;&#039;. In practice, there are some differences in density, throughput and handling in conjunction with inserters. See [[Transport belts/Physics|Physics]] to dig deeper into that.&lt;br /&gt;
&lt;br /&gt;
== General behavior ==&lt;br /&gt;
&lt;br /&gt;
=== No energy usage ===&lt;br /&gt;
&lt;br /&gt;
Belts don&#039;t need energy to for transportation, and this is one of the [[Mysteries of the Factorio World]]. But like any other mystery in Factorio, this is also just for gameplay reasons. If the transport belts would use energy, your whole factory production line could be halted. For example, if you run out of coal, which needs to be transported to the boilers to heat water, and in turn, make Steam Engines run, your whole production line will shut down because the conveyor belts as well will stop.&lt;br /&gt;
&lt;br /&gt;
=== Using debug-mode to see, what really happens? ===&lt;br /&gt;
&lt;br /&gt;
The belt transport system can be imagined as a type of &amp;quot;moving ground.&amp;quot; Basically every [[Items|item]] on a belt is moved in the conveyor belt&#039;s direction.&lt;br /&gt;
&lt;br /&gt;
Technically an item is a small entity in a &amp;quot;box&amp;quot; (turn on the &#039;&#039;collision box&#039;&#039; in the [[Debug mode]] to see this) that is in motion (usually through the use of conveyor belts and inserters) and do not overlap (see the image below).&lt;br /&gt;
&lt;br /&gt;
[[File:Belts2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
You can imagine the items moving upward [[Game-tick|tick by tick]]. And when coming to the turn, the items aren&#039;t rotated, but moved to the side.&lt;br /&gt;
&lt;br /&gt;
When you use the [[Debug mode]] and turn on the collision boxes, and also [[Lua/Game#speed|reduce the game speed]] to about 0.3, you can really clearly see, how items move on the belts.&lt;br /&gt;
&lt;br /&gt;
== Puzzling game element ==&lt;br /&gt;
&lt;br /&gt;
Another game-element of the belts is that they introduce some kind of puzzling into the game. The handling of the [[Transport belts/Belt lane|near and far side of the belt]], [[Transport belts/Optimizing|optimizing]] and many other aspects are quite concentrated in the management of the belts. If you want to handle those kinds of puzzles, please continue to read the pages below.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Speed ([[tile]]s/[[Game-second|second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Basic splitter}} &lt;br /&gt;
| ~1.8 &lt;br /&gt;
| [[Logistics 1]] Basic underground belt and Basic splitter&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| ~3.6 &lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| ~5.6 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Transport network]] [[Category: Belt transport system]]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122530</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122530"/>
		<updated>2015-12-26T16:30:55Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first [[Iron axe]]:&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Iron axe]]&#039;&#039;&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Steel axe]]&#039;&#039;&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Repair pack]]&#039;&#039;&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Raw fish]]&#039;&#039;&lt;br /&gt;
{{:Raw fish}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Pistol]]&#039;&#039;&lt;br /&gt;
{{:Pistol}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Submachine gun]]&#039;&#039;&lt;br /&gt;
{{:Submachine gun}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Shotgun]]&#039;&#039;&lt;br /&gt;
{{:Shotgun}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Combat shotgun]]&#039;&#039;&lt;br /&gt;
{{:Combat shotgun}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Rocket launcher]]&#039;&#039;&lt;br /&gt;
{{:Rocket launcher}}&lt;br /&gt;
&lt;br /&gt;
There is also a unique weapon, usable only in the [[Tank]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Tank#Cannon]]&#039;&#039;&lt;br /&gt;
{{:Tank#Cannon}}&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Iron armor]]&#039;&#039;&lt;br /&gt;
{{:Iron armor}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Heavy armor]]&#039;&#039;&lt;br /&gt;
{{:Heavy armor}}&lt;br /&gt;
&lt;br /&gt;
From the mid-game onwards, you gain access to modular armors, offering higher resistances and durabilities along with the capacity to use various equipment [[Player#Modules|modules]]. To change modules equip the armor and interact (Default: RMB) to open the module grid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Basic modular armor]]&#039;&#039;&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Power armor]]&#039;&#039;&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Power armor MK2]]&#039;&#039;&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
&lt;br /&gt;
== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Basic exoskeleton equipment]]&#039;&#039;&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Battery MK1]]&#039;&#039;&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Battery MK2]]&#039;&#039;&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Portable solar panel]]&#039;&#039;&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Portable fusion reactor]]&#039;&#039;&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Energy shield]]&#039;&#039;&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Energy shield MK2]]&#039;&#039;&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Night vision]]&#039;&#039;&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Personal laser defense]]&#039;&#039;&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Discharge device]]&#039;&#039;&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Basic grenade]]&#039;&#039;&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Poison capsule]]&#039;&#039;&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Slowdown capsule]]&#039;&#039;&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
With the midgame comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Defender capsule]]&#039;&#039;&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Distractor capsule]]&#039;&#039;&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Destroyer capsule]]&#039;&#039;&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
Finally, there is a special piece of equipment, requiring the [[Discharge defense]] module in an equipped armor in order to function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Basic electric discharge defense remote]]&#039;&#039;&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide&amp;diff=122529</id>
		<title>Tutorial:Quick start guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Quick_start_guide&amp;diff=122529"/>
		<updated>2015-12-26T16:24:28Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* Getting Started */ Revised some grammatical/format errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
So you&#039;ve just picked up Factorio, played through the tutorial and now have no clue what to do? Not a problem. Let&#039;s try to ease you into the game a little bit.&lt;br /&gt;
&lt;br /&gt;
=== Starting Your Game ===&lt;br /&gt;
To begin you are going to be presented with the main menu. You&#039;ll have run into one of these before.&lt;br /&gt;
&lt;br /&gt;
You want to select &amp;quot;Play&amp;quot; and &amp;quot;New Game.&amp;quot; You will be presented with a nice big menu for [[Game/World generator|customization of your world]]. The default settings are fine for a first play through.&lt;br /&gt;
&lt;br /&gt;
==== World Generator ====&lt;br /&gt;
&lt;br /&gt;
You can fiddle with these options to make the [[Game/World generator|world generate]] how you want it to. These options can greatly affect the difficulty of your world.&lt;br /&gt;
&lt;br /&gt;
Each resource type, along with enemy bases, is controlled by 3 values: frequency, size and richness.&lt;br /&gt;
* Frequency relates to how often you&#039;ll see ore veins or enemy bases within the game world&lt;br /&gt;
* Size relates to how large these veins or bases are&lt;br /&gt;
* Richness relates to how many resources ore tiles will product before running dry, and how dense enemy bases are&lt;br /&gt;
&lt;br /&gt;
For an easier beginner experience, set the frequency of iron ore, copper ore, stone, coal, and crude oil to &amp;quot;Very High&amp;quot; and the richness of &amp;quot;Very Good.&amp;quot; This will ensure you have plenty of resources available, and that you will not have to venture far from your starting area to find resources. You may also want to set the size of enemy bases to &amp;quot;Very Small&amp;quot; to lower the number of enemies.&lt;br /&gt;
&lt;br /&gt;
If you want to know more about the world generator, [[Game/World generator|read this article.]]&lt;br /&gt;
&lt;br /&gt;
==== Peaceful Mode ====&lt;br /&gt;
&lt;br /&gt;
If you want to enjoy building and not be bothered by enemies, check the &amp;quot;peaceful mode&amp;quot; option. Enemies will still spawn, but they&#039;ll stay where they are until you go to them.&lt;br /&gt;
&lt;br /&gt;
Once you have changed any options you want to change, press &amp;quot;Generate.&amp;quot; A new world will be generated, your player will spawn, and you&#039;re ready to play!&lt;br /&gt;
&lt;br /&gt;
===Useful Key Bindings===&lt;br /&gt;
&lt;br /&gt;
While most of the controls and key combinations can be found in the controls of the game options, many people tend not to look there. Here are the essentials:&lt;br /&gt;
{{:Game/Keyboard bindings}}&lt;br /&gt;
Please refer to [[Game/Keyboard bindings]] to know more about keybindings and how to configure them.&lt;br /&gt;
&lt;br /&gt;
== The very first moments ==&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
Make sure that you have these four resources close to your spawn location. You want to have [[Coal]], [[Copper ore]], [[Iron ore]], and [[Stone]] within a reasonable proximity to each other; the farther apart they are the harder it will be to use them together (trust us, they will be used together).&lt;br /&gt;
&lt;br /&gt;
If your spawn area doesn&#039;t hold one of these resources, or they are too scarce or too far apart, simply hit the Escape key and choose &amp;quot;Restart.&amp;quot; This will re-generate game world and you will spawn in a new starting location.&lt;br /&gt;
&lt;br /&gt;
Later we will also need [[Water]], and much later we will also need [[Crude Oil]]. However, these two, being liquids, are much easier to transport over distance than the four solid resources. It&#039;s OK if your starting area doesn&#039;t have immediate access to water or oil.&lt;br /&gt;
&lt;br /&gt;
Everything in Factorio is made from these six basic resources, which is why the game will be more difficult if your starting location does not have easy access to most of them (especially the four solid resources).&lt;br /&gt;
&lt;br /&gt;
=== Craft a pickaxe ===&lt;br /&gt;
&lt;br /&gt;
Go towards whichever resource you choose and hold right click. This will give you a small progress bar at the bottom, which when complete will give you some of those resources. You might find that chopping trees and mining ores manually is really slow. If you look at your character, he&#039;s just bashing at them with a stick! How about a tool upgrade? Press E to open up your inventory and the crafting menu. Select the gears tab up the top for &amp;quot;Production&amp;quot;, and left click on the iron pickaxe in there. This will increase your mining speed by a significant amount.&lt;br /&gt;
&lt;br /&gt;
=== Placing mines and furnaces ===&lt;br /&gt;
&lt;br /&gt;
You begin your journey with a humble [[Stone Furnace]] and a [[Burner Mining Drill]]. What do we do with these?&lt;br /&gt;
First of all, you should place your [[Mining drill|drill]] on the edge of an iron deposit, facing towards a [[Furnace]]. &lt;br /&gt;
&lt;br /&gt;
You can change the direction of the Drill by either pressing &amp;quot;R&amp;quot; before you place it, or after by hovering over it with the mouse and pressing &amp;quot;R&amp;quot;. The little yellow arrow shows where the mined iron ore will come out. You want the Furnace to be in front of that arrow, so that the drill automatically inputs into the furnace. You should get something like this.&lt;br /&gt;
:[[File:SimpleOre.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to press &amp;quot;ALT&amp;quot; to activate the detailed view.&#039;&#039;&#039; This makes it easier to see what is inputting what into where.&lt;br /&gt;
&lt;br /&gt;
=== Feeding with fuel ===&lt;br /&gt;
Great! But what does the big flashing red symbol mean? Well, there isn&#039;t any &#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039; in the drill or the furnace.&lt;br /&gt;
&lt;br /&gt;
You can power them with either [[Wood]] or [[Coal]]. To collect them, you&#039;ll need to cut trees or mine coal, with right click.&lt;br /&gt;
&lt;br /&gt;
Assuming that you now have a pickaxe and have found some fuel, it&#039;s about time we went and made the furnace and drill start working for you. By left clicking on the furnace or drill, their interface will open.&lt;br /&gt;
:[[File:Interface.PNG|center|thumb|upright=4]]&lt;br /&gt;
To place your fuel into the machine, simply left click it to pick it up and left click again to put it into the fuel slot.&lt;br /&gt;
&lt;br /&gt;
If you want to split a &#039;&#039;&#039;[[Storage/Stack|stack]]&#039;&#039;&#039; in half, so that your furnace and drill can both get half of your fuel, right click the stack in your inventory and then place it in the fuel slot. Easy as that! Now both of your machines should be running and automatically making you some iron plates! Try also CTRL-left click: this will feed half of the stack you&#039;re holding into the machine.&lt;br /&gt;
&lt;br /&gt;
You can use an identical setup for copper ore to get copper plates.&lt;br /&gt;
&lt;br /&gt;
== Production upgrade! ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;s better than iron plates? &#039;&#039;More&#039;&#039; iron plates! Why don&#039;t we go ahead and get them?&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to craft some extra drills. If you hover over drill in the crafting menu, you&#039;ll see two lists of materials. The first list shows the components needed to make the drill; the second one at the very bottom of the tooltip window shows the raw resources needed to craft it.&lt;br /&gt;
Unlike other games, you do not need to create the pre-requisite items before you select the item you want to make. All required items are crafted for you.&lt;br /&gt;
You can see this process happening on the bottom left of the screen, where your Crafting Queue is.&lt;br /&gt;
You can also queue up more crafting orders, as long as you have the necessary materials on you, and they&#039;ll get carried out one after the other.&lt;br /&gt;
:[[File:Recipe.PNG|center|upright=2|thumb]]&lt;br /&gt;
Now that you can afford some extra drill and furnaces, you should automate the acquisition of both coal and stone.&lt;br /&gt;
These are easy to set up and work essentially the same as the iron setup.&lt;br /&gt;
For Coal, you can have two drills facing each other: they&#039;ll run on the coal they get fed by their partner and you can collect the surplus.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that you can collect resources from machines without opening their inventories, with CTRL-LMB.&lt;br /&gt;
You might also want to activate the detailed view, by pressing the ALT key once. You can deactivate it by pressing ALT again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleCoal.PNG|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And for stone you can have the drill output directly into a chest.&lt;br /&gt;
&lt;br /&gt;
Once this is all setup up, you will probably want to make it go faster. Set up more drills with furnaces for the iron, setup some for copper and maybe lay more drills on the coal to cover for the extra coal production.&lt;br /&gt;
In the early game, the most used resource is iron, so you&#039;ll probably need twice as many miners on iron than copper, if not more. But expect copper to become more and more important the more you mess with electricity and electronics!&lt;br /&gt;
&lt;br /&gt;
=== More automation ===&lt;br /&gt;
&lt;br /&gt;
Ok great, so now you have 4 or so furnaces making iron, a couple making copper, some stone production and a good amount of coal production.&lt;br /&gt;
But you know what really sucks? having to run the coal around to all your other machines, right? Well let&#039;s automate that too!&lt;br /&gt;
Conveyor belts and inserters are the way of the future! The output slots on the drill can also output onto conveyor belts to be transported to your other machines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CoalConveyor.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we can take our coal to other places with no effort, we just need a way to input the coal into those machine.&lt;br /&gt;
This is what [[Inserters]] are for. You can use burner inserters as a cheap way to move items from anything to anything. You can move object from the ground, chests, machines and put them wherever you want.&lt;br /&gt;
Burner Inserters themselves require coal to run though, which makes this a little counter intuitive to have to fuel them instead of the machines you are trying to fuel anyway.&lt;br /&gt;
Here is a small example of inserters working. Notice that the flat line is where the inserters will pick up from, and the arrow is where they will place the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleOreProcessing.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok great, so now we know how to automatically mine things and then how to automatically move things from one place to another, and then to place said items into machine or out of machines.&lt;br /&gt;
&lt;br /&gt;
Next up we want to get some [[electric network|electricity]] so that we can have inserters that run of that instead of fuel.&lt;br /&gt;
&lt;br /&gt;
== Electrical power ==&lt;br /&gt;
&lt;br /&gt;
Electricity. This is where things start to get interesting. We&#039;re going to need a single offshore pump, some boilers and a steam turbine. These are really simple to set up, they just require twenty-some iron plates and 5 stone per boiler. The offshore pump goes in the water and needs no power to run. From there, you can either use pipes to transport the water to boilers, or you can run boilers straight from the pump. Boilers allow water to flow through them just like pipes do, except they also heat the water along the way and cannot be used as corners. The pipes or the boilers then connect to the middle of the short side of the steam engine. Make sure you connect it in the right place or it won&#039;t work. Moreover, steam engines allow water to run through them just like boilers, so you can have as many turbines as you want connected in a row. Here is a small example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SimpleGeneratorSetup.png|center|600px|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you need to use power poles to carry power to your machines. Place some down so that their coverage area (the blue square) overlaps each turbine in at least one square. If they are going to connect, the machines that use power will be shown with a blue outline around their edges.&lt;br /&gt;
&lt;br /&gt;
If the turbine is producing power but nothing is using it, it&#039;ll show a yellow flashing icon: right now it&#039;s showing because we don&#039;t have electric machines yet!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LonelyTurbine.PNG|center|upright=1|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your power setup can look however you want it to look.&lt;br /&gt;
A great method is to have a line of boilers that supply a certain amount of turbines with hot water, and then you can use transport belts to bring coal to them for inserters to place inside them so that your electricity is always running.&lt;br /&gt;
&lt;br /&gt;
The most often used setup is 1 offshore pump, 14 boilers and 10 steam engines. This is due to this being the best ratio between the 3 of them. 1 pump produces enough water for 10 engine, and the 14 boilers is sufficient to heat the water for that many. The example above is easily expanded into this efficient design. But hey, this game is all about experimentation and for you to be able to find ways to do your own things! So get to it, and show off your own unique designs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|upright=4|thumb|Here&#039;s my personal favourite setup. Even easier to power when medium powerpoles are available.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using this power is as simple as creating a machine that runs on electricity and placing a power pole close enough to it that the blue square touches the machine, just like you have to do at the power plant with the engines. Make sure that there is a line of power poles that actually connect to your power plant.&lt;br /&gt;
&lt;br /&gt;
Now that power is explained, we need to increase our resource production.&lt;br /&gt;
&lt;br /&gt;
However, if you want detailed info on your power production/consumption, you can check the [[Power Production#What_can_be_seen_from_the_electric_network_info.3F|Detailed Electric Network Info]], opened by clicking on any powerpole.&lt;br /&gt;
&lt;br /&gt;
== Re-thinking our resources and research ==&lt;br /&gt;
&lt;br /&gt;
Next we really want to get onto automation of items, not just the smelting of ores.&lt;br /&gt;
&lt;br /&gt;
Before we can get to that though, we&#039;re going to have increase our production of ores. This is where things start becoming a little tricky and there are few things you want to do at once.&lt;br /&gt;
We really want to be able to set the factory to make things and let it go. But for that we need some extra utilities which we don&#039;t have and need to get through [[research]].&lt;br /&gt;
&lt;br /&gt;
We haven&#039;t even touched on that yet! lets start by ramping up our resource production. Now that we have electricity, we can use [[Mining Drill|Electric Mining Drills]]. These are much better than those scummy Burner ones. They work exactly the same except they are twice as fast and they don&#039;t rely on fuel, as you could guess by the names. You can have them to output your raw resources onto belts and get them to a place where you can mass process the ores into plates. Here is a small example of what you could do, but let your imagination and your calculating logic figure out other, maybe even better ways of doing it! You want ore to be split more or less evenly on each side of the belts. This helps with the amount of resources that can be carried to your base of operations on a single belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BasicElectricMiners.PNG|center|upright=1.5|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is once again easily expandable all over an iron deposit. This conveyor belt can then take all of the ore to some sort of processing area. The processing area needs some machines that we currently don&#039;t have due to limitations in our research.&lt;br /&gt;
&lt;br /&gt;
Most importantly, we want the [[long handed inserter]]. This inserter is able to reach twice as far as a normal inserter! It is very useful for bringing or placing items to or from conveyor belts that are one extra tile away. So what we need to do is to make some science labs. They don&#039;t cost too many resources, but take a little while to make. Craft one or two of them and connect them to power. When you first place one, you are going to get a popup asking you want you want to research. We really want automation right now. This gives us our inserters and the Assembling machine 1, which is going to be very useful in the near future.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that the cost for this is 10 Science Pack 1&#039;s, or &amp;quot;red potions&amp;quot; or &amp;quot;flasks&amp;quot; as some people like to call them. These are simply another crafted item, which you should craft 10 of now and place them in your labs to begin researching. While you are waiting for your flasks to craft or your research to complete, lets continue building an ore processing center. We want a line of copper, iron and coal to be available for this area. Despite being in the electric era, our furnaces still need coal until a little further down the line.&lt;br /&gt;
&lt;br /&gt;
Below is another sample of how you &#039;&#039;could&#039;&#039; set up your area. There are efficient ways of making them that you might see on the forum, but if you want to learn about what they are and how they work, you can either experiment yourself or search the wiki/forum for some better designs.&lt;br /&gt;
&lt;br /&gt;
[[File:OreProcessingArea.PNG|center|upright=2|thumb]]&lt;br /&gt;
&lt;br /&gt;
As per usual, I leave this area with plenty of room to expand later on when demands become higher. The important parts about this is that you need the red, long handed inserters to be able to reach the coal in the middle to fuel your furnaces. You need seperate belts for your incoming raw materials to be able to be processed, and then another belt outside of them to handle the output after they have been smelted. These materials can then go straight into your base to be made into a myriad of other things. Finally, we have a steady and upgradeable supply of copper and iron plates, and we can get into further automation with the assembling machines so we can automate creation of things like Science Packs, Ammunition and every other item that the player themselves can craft, but without you involved at all!&lt;br /&gt;
&lt;br /&gt;
== Automating that research ==&lt;br /&gt;
&lt;br /&gt;
Ok, so a fair amount has happened. Now, to be able to progress into later parts of the game with better research we are going to want automate the process of making science packs and putting them into the labs. This way we won&#039;t have to worry about research any longer.&lt;br /&gt;
&lt;br /&gt;
There are many designs that you can find on the forums, but I&#039;ll show you something simple, letting you find what works for you. I would highly recommend that you research Logistics as your next research, and in fact manually craft the science required for this. The logistic research gives you some important things: the [[splitters|splitter]], the [[underground belts|underground belt]] and the [[fast inserter]]. The splitter and underground belts are some of the most important items you&#039;ll get at this stage. They do pretty much what their names imply.&lt;br /&gt;
&lt;br /&gt;
So what do science packs require? We need copper plates and iron gears. So far we have only dealt with raw resources, how do we make craftable things? The Assembler answers your prayers! If you place an assembler down and open its interface, it asks you what you would like it to craft. Once you select one, if you put the ingredients in that it requires it will craft the item and you can pull out the finished product. In the case of red science packs, we will need an assembler making iron gears, and an assembler making the actual packs. A nice way of doing this is to have a conveyor belt with 1 side containing the copper plates and the other side taking the gears from another assembler like below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedScienceProduction.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now this picture uses a few neat little tricks that I will explain in detail. If you have your plate belts seperate, and you want them running side by side there can be issues with trying to grab one or the other resources from the far belt. Yes, you could use a long inserter, but in some cases you don&#039;t want this (e.g. you need a fast inserter to get resources quickly into your assemblers).&lt;br /&gt;
&lt;br /&gt;
The area in red is a good way to get around this. By having a splitter, you can move the far belt from your production in close while also allowing it to continue down the line for later use. For the copper, we use an underground belt to go underneath the area that is now taken by the far line which also allows the copper to continue on. Once again, this is only one possible method of doing things and you are in no way obligated to follow it.&lt;br /&gt;
&lt;br /&gt;
The area in blue is a quick way to allow copper to continue down the main line, while also splitting some off for our red science assemblers. Notice how when it joins the line that the gears are on, they only join the bottom side of the belt. The little extra belt that I added to the left stops the belt from becoming a turn, and therefore makes the items only join the side I want them to. The rest is simple: the gears and copper get pulled into the assemblers, they make the science and then it gets pulled out again on the other side. These flasks can then be transported to some labs to automatically do your research for you, for example like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SmallScience.PNG|center|thumb|upright=3]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7765 Newbie Tips?]&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap/History&amp;diff=122528</id>
		<title>Roadmap/History</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap/History&amp;diff=122528"/>
		<updated>2015-12-26T16:20:11Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* Factorio 0.10 (June 2014) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 this forum thread]!&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Roadmap/Coming Releases]] for the future.&lt;br /&gt;
Please refer also to the [[Version History]], which include also much more details about the changes.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.12 (July 2015) ===&lt;br /&gt;
&lt;br /&gt;
* Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).&lt;br /&gt;
* First part of the endgame content. ([[rocket silo|Build rocket]] and send it to space).&lt;br /&gt;
* Chain signals (trains).&lt;br /&gt;
* [[combinators|Combinator]] and more circuit logic.&lt;br /&gt;
* [[Personal roboport]].&lt;br /&gt;
* Logistic trash fields.&lt;br /&gt;
* First part of nature destruction by pollution (only tree related now).&lt;br /&gt;
* First part of new ambient music update.&lt;br /&gt;
* Optimization of the game simulation speed.&lt;br /&gt;
* New graphics of [[combat robots]].&lt;br /&gt;
* Buildable floors. ([[concrete]] + [[stone brick|stone]])&lt;br /&gt;
* Attempt of steam integration.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.11 (31. October 2014) ===&lt;br /&gt;
&lt;br /&gt;
* Multiplayer for the brave ones.&lt;br /&gt;
* New player graphics (3 versions depending on armor and colored depending on the player color).&lt;br /&gt;
* The first (simple) instance of a tank.&lt;br /&gt;
* Gates.&lt;br /&gt;
* VRAM saving optimization.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.10 (June 2014) ===&lt;br /&gt;
&lt;br /&gt;
* Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).&lt;br /&gt;
* Functional replays. This will be a side-effect of multiplayer efforts.&lt;br /&gt;
* Factory sound background. Entities in the game will have specific sounds that play when player is near.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.9 (February 2013) ===&lt;br /&gt;
&lt;br /&gt;
* Blueprints.&lt;br /&gt;
* Oil/Chemicals industry.&lt;br /&gt;
* Biomes and doodads.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.8 (released at the beginning of December 2013) ===&lt;br /&gt;
* Standard Campaign rework.&lt;br /&gt;
* New terrain.&lt;br /&gt;
* Repairing robots (can reconstruct buildings as well)&lt;br /&gt;
* Roboport&lt;br /&gt;
* Map Editor rework&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.7 (released in september 2013) ===&lt;br /&gt;
* Improved Combat mechanics and modular armors.&lt;br /&gt;
* Pollution.&lt;br /&gt;
* More enemy variety and intelligent enemy behavior.&lt;br /&gt;
* Moddable weapons and attacks.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.6 (released in august 2013) ===&lt;br /&gt;
* Better looking terrain.&lt;br /&gt;
* Improvements to the map generator.&lt;br /&gt;
* Map of discovered part of the world.&lt;br /&gt;
* Speed improvements (multithreading).&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.5 (released in June 2013) ===&lt;br /&gt;
&lt;br /&gt;
* Automatic Factorio updater&lt;br /&gt;
** no need for manual download anymore&lt;br /&gt;
* Usability improvements&lt;br /&gt;
** better visualisation for building railroads&lt;br /&gt;
** electricity statistics&lt;br /&gt;
** fixes of ongoing bugs&lt;br /&gt;
** loads of small improvements (things like alt info for wagons, easier semaphore building, etc.) &lt;br /&gt;
* Graphics Gui rework&lt;br /&gt;
** the design for the new gui is ready and now it will be implemented&lt;br /&gt;
* Railroads improvements&lt;br /&gt;
** Train path finding uses signals for path recalculation&lt;br /&gt;
** Train can go backwards (when having locomotives on both ends)&lt;br /&gt;
** different Train stops can be merged into one station&lt;br /&gt;
* God mode&lt;br /&gt;
** play without the character&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.4 (released in May 2013) ===&lt;br /&gt;
* Game determinism and replay&lt;br /&gt;
** This is a first step towards the multiplayer&lt;br /&gt;
** Involves the replay functionality improvements (pause, fast forward, etc.)&lt;br /&gt;
* First version of the scenario pack&lt;br /&gt;
** There will be three scenarios to start with &lt;br /&gt;
* Trains&lt;br /&gt;
** Originally a stretch goal however we got a lot of requests for this&lt;br /&gt;
** There is already some functionality for the trains in the game and we want to finish it&lt;br /&gt;
* Electricity improvements&lt;br /&gt;
** Accumulator entity&lt;br /&gt;
** Large electric pole&lt;br /&gt;
** Electric substation&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap/History&amp;diff=122527</id>
		<title>Roadmap/History</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap/History&amp;diff=122527"/>
		<updated>2015-12-26T16:19:50Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 this forum thread]!&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Roadmap/Coming Releases]] for the future.&lt;br /&gt;
Please refer also to the [[Version History]], which include also much more details about the changes.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.12 (July 2015) ===&lt;br /&gt;
&lt;br /&gt;
* Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).&lt;br /&gt;
* First part of the endgame content. ([[rocket silo|Build rocket]] and send it to space).&lt;br /&gt;
* Chain signals (trains).&lt;br /&gt;
* [[combinators|Combinator]] and more circuit logic.&lt;br /&gt;
* [[Personal roboport]].&lt;br /&gt;
* Logistic trash fields.&lt;br /&gt;
* First part of nature destruction by pollution (only tree related now).&lt;br /&gt;
* First part of new ambient music update.&lt;br /&gt;
* Optimization of the game simulation speed.&lt;br /&gt;
* New graphics of [[combat robots]].&lt;br /&gt;
* Buildable floors. ([[concrete]] + [[stone brick|stone]])&lt;br /&gt;
* Attempt of steam integration.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.11 (31. October 2014) ===&lt;br /&gt;
&lt;br /&gt;
* Multiplayer for the brave ones.&lt;br /&gt;
* New player graphics (3 versions depending on armor and colored depending on the player color).&lt;br /&gt;
* The first (simple) instance of a tank.&lt;br /&gt;
* Gates.&lt;br /&gt;
* VRAM saving optimization.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.10 (June 2014) ===&lt;br /&gt;
&lt;br /&gt;
* Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game).&lt;br /&gt;
* Functional replays. This will be a side-effect of multiplayer efforts.&lt;br /&gt;
* Factory sound background&amp;quot;. Entities in the game will have specific sounds that play when player is near.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.9 (February 2013) ===&lt;br /&gt;
&lt;br /&gt;
* Blueprints.&lt;br /&gt;
* Oil/Chemicals industry.&lt;br /&gt;
* Biomes and doodads.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.8 (released at the beginning of December 2013) ===&lt;br /&gt;
* Standard Campaign rework.&lt;br /&gt;
* New terrain.&lt;br /&gt;
* Repairing robots (can reconstruct buildings as well)&lt;br /&gt;
* Roboport&lt;br /&gt;
* Map Editor rework&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.7 (released in september 2013) ===&lt;br /&gt;
* Improved Combat mechanics and modular armors.&lt;br /&gt;
* Pollution.&lt;br /&gt;
* More enemy variety and intelligent enemy behavior.&lt;br /&gt;
* Moddable weapons and attacks.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.6 (released in august 2013) ===&lt;br /&gt;
* Better looking terrain.&lt;br /&gt;
* Improvements to the map generator.&lt;br /&gt;
* Map of discovered part of the world.&lt;br /&gt;
* Speed improvements (multithreading).&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.5 (released in June 2013) ===&lt;br /&gt;
&lt;br /&gt;
* Automatic Factorio updater&lt;br /&gt;
** no need for manual download anymore&lt;br /&gt;
* Usability improvements&lt;br /&gt;
** better visualisation for building railroads&lt;br /&gt;
** electricity statistics&lt;br /&gt;
** fixes of ongoing bugs&lt;br /&gt;
** loads of small improvements (things like alt info for wagons, easier semaphore building, etc.) &lt;br /&gt;
* Graphics Gui rework&lt;br /&gt;
** the design for the new gui is ready and now it will be implemented&lt;br /&gt;
* Railroads improvements&lt;br /&gt;
** Train path finding uses signals for path recalculation&lt;br /&gt;
** Train can go backwards (when having locomotives on both ends)&lt;br /&gt;
** different Train stops can be merged into one station&lt;br /&gt;
* God mode&lt;br /&gt;
** play without the character&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.4 (released in May 2013) ===&lt;br /&gt;
* Game determinism and replay&lt;br /&gt;
** This is a first step towards the multiplayer&lt;br /&gt;
** Involves the replay functionality improvements (pause, fast forward, etc.)&lt;br /&gt;
* First version of the scenario pack&lt;br /&gt;
** There will be three scenarios to start with &lt;br /&gt;
* Trains&lt;br /&gt;
** Originally a stretch goal however we got a lot of requests for this&lt;br /&gt;
** There is already some functionality for the trains in the game and we want to finish it&lt;br /&gt;
* Electricity improvements&lt;br /&gt;
** Accumulator entity&lt;br /&gt;
** Large electric pole&lt;br /&gt;
** Electric substation&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap/History&amp;diff=122526</id>
		<title>Roadmap/History</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap/History&amp;diff=122526"/>
		<updated>2015-12-26T16:08:16Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: /* Factorio 0.12 (July 2015) */ Fixed typos and added some periods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For discussions about this article, please use [http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=678 this forum thread]!&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Roadmap/Coming Releases]] for the future.&lt;br /&gt;
Please refer also to the [[Version History]], which include also much more details about the changes.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.12 (July 2015) ===&lt;br /&gt;
&lt;br /&gt;
* Multiplayer enhancements (lag hiding, better pvp/forces support, IPv6 support, DNS names).&lt;br /&gt;
* First part of the endgame content. ([[rocket silo|Build rocket]] and send it to space).&lt;br /&gt;
* Chain signals (trains).&lt;br /&gt;
* [[combinators|Combinator]] and more circuit logic.&lt;br /&gt;
* [[Personal roboport]].&lt;br /&gt;
* Logistic trash fields.&lt;br /&gt;
* First part of nature destruction by pollution (only tree related now).&lt;br /&gt;
* First part of new ambient music update.&lt;br /&gt;
* Optimization of the game simulation speed.&lt;br /&gt;
* New graphics of [[combat robots]].&lt;br /&gt;
* Buildable floors. ([[concrete]] + [[stone brick|stone]])&lt;br /&gt;
* Attempt of steam integration.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.11 (31. October 2014) ===&lt;br /&gt;
&lt;br /&gt;
* Multiplayer for the brave ones&lt;br /&gt;
* New player graphics (3 versions depending on armor and colored depending on the player color)&lt;br /&gt;
* The first (simple) instance of a tank&lt;br /&gt;
* Gates&lt;br /&gt;
* VRAM saving optimization&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.10 (June 2014) ===&lt;br /&gt;
&lt;br /&gt;
* Finish the trailer. This is a #1 priority now :) Together with this we will work on presentation (finish new logo, new forum skin, new screenshots on web, credits page in the game)&lt;br /&gt;
* Functional replays. This will be a side-effect of multiplayer efforts.&lt;br /&gt;
* Factory sound background&amp;quot;. Entities in the game will have specific sounds that play when player is near.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.9 (February 2013) ===&lt;br /&gt;
&lt;br /&gt;
* Blueprints.&lt;br /&gt;
* Oil/Chemicals industry.&lt;br /&gt;
* Biomes and doodads.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.8 (released at the beginning of December 2013) ===&lt;br /&gt;
* Standard Campaign rework.&lt;br /&gt;
* New terrain.&lt;br /&gt;
* Repairing robots (can reconstruct buildings as well)&lt;br /&gt;
* Roboport&lt;br /&gt;
* Map Editor rework&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.7 (released in september 2013) ===&lt;br /&gt;
* Improved Combat mechanics and modular armors.&lt;br /&gt;
* Pollution.&lt;br /&gt;
* More enemy variety and intelligent enemy behavior.&lt;br /&gt;
* Moddable weapons and attacks.&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.6 (released in august 2013) ===&lt;br /&gt;
* Better looking terrain.&lt;br /&gt;
* Improvements to the map generator.&lt;br /&gt;
* Map of discovered part of the world.&lt;br /&gt;
* Speed improvements (multithreading).&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.5 (released in June 2013) ===&lt;br /&gt;
&lt;br /&gt;
* Automatic Factorio updater&lt;br /&gt;
** no need for manual download anymore&lt;br /&gt;
* Usability improvements&lt;br /&gt;
** better visualisation for building railroads&lt;br /&gt;
** electricity statistics&lt;br /&gt;
** fixes of ongoing bugs&lt;br /&gt;
** loads of small improvements (things like alt info for wagons, easier semaphore building, etc.) &lt;br /&gt;
* Graphics Gui rework&lt;br /&gt;
** the design for the new gui is ready and now it will be implemented&lt;br /&gt;
* Railroads improvements&lt;br /&gt;
** Train path finding uses signals for path recalculation&lt;br /&gt;
** Train can go backwards (when having locomotives on both ends)&lt;br /&gt;
** different Train stops can be merged into one station&lt;br /&gt;
* God mode&lt;br /&gt;
** play without the character&lt;br /&gt;
&lt;br /&gt;
=== Factorio 0.4 (released in May 2013) ===&lt;br /&gt;
* Game determinism and replay&lt;br /&gt;
** This is a first step towards the multiplayer&lt;br /&gt;
** Involves the replay functionality improvements (pause, fast forward, etc.)&lt;br /&gt;
* First version of the scenario pack&lt;br /&gt;
** There will be three scenarios to start with &lt;br /&gt;
* Trains&lt;br /&gt;
** Originally a stretch goal however we got a lot of requests for this&lt;br /&gt;
** There is already some functionality for the trains in the game and we want to finish it&lt;br /&gt;
* Electricity improvements&lt;br /&gt;
** Accumulator entity&lt;br /&gt;
** Large electric pole&lt;br /&gt;
** Electric substation&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=122522</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=122522"/>
		<updated>2015-12-26T15:59:59Z</updated>

		<summary type="html">&lt;p&gt;AnTracius: Fixed some typos and other stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factorio is played from the top down perspective of your player character, who is always in the center of your view. You have five primary ways of interacting with the world:&lt;br /&gt;
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)&lt;br /&gt;
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]&lt;br /&gt;
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)&lt;br /&gt;
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)&lt;br /&gt;
&#039;&#039;For more key-bindings, please see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
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In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first [[Iron axe]]:&lt;br /&gt;
== Tools ==&lt;br /&gt;
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]],[[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.&lt;br /&gt;
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&#039;&#039;Main article: [[Iron axe]]&#039;&#039;&lt;br /&gt;
{{:Iron axe}}&lt;br /&gt;
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&#039;&#039;Main article: [[Steel axe]]&#039;&#039;&lt;br /&gt;
{{:Steel axe}}&lt;br /&gt;
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&#039;&#039;Main article: [[Repair pack]]&#039;&#039;&lt;br /&gt;
{{:Repair pack}}&lt;br /&gt;
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&#039;&#039;Main article: [[Raw fish]]&#039;&#039;&lt;br /&gt;
{{:Raw fish}}&lt;br /&gt;
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== Weapons ==&lt;br /&gt;
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on this world. This capability mostly comes in the form of [[Turrets]] for your base&#039;s defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.&lt;br /&gt;
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If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a &#039;&#039;somewhat safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.&lt;br /&gt;
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Each player starts with a [[Pistol]] and ten magazines of [[Regular Magazine]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
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&#039;&#039;&#039;Note regarding friendly fire:&#039;&#039;&#039; Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.&lt;br /&gt;
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&#039;&#039;Main article: [[Pistol]]&#039;&#039;&lt;br /&gt;
{{:Pistol}}&lt;br /&gt;
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&#039;&#039;Main article: [[Submachine gun]]&#039;&#039;&lt;br /&gt;
{{:Submachine gun}}&lt;br /&gt;
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&#039;&#039;Main article: [[Shotgun]]&#039;&#039;&lt;br /&gt;
{{:Shotgun}}&lt;br /&gt;
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&#039;&#039;Main article: [[Combat shotgun]]&#039;&#039;&lt;br /&gt;
{{:Combat shotgun}}&lt;br /&gt;
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&#039;&#039;Main article: [[Rocket launcher]]&#039;&#039;&lt;br /&gt;
{{:Rocket launcher}}&lt;br /&gt;
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There is also a unique weapon, usable only in the [[Tank]]&lt;br /&gt;
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&#039;&#039;Main article: [[Tank#Cannon]]&#039;&#039;&lt;br /&gt;
{{:Tank#Cannon}}&lt;br /&gt;
== Armor ==&lt;br /&gt;
Once you&#039;ve faced your first proper attack, you&#039;ll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor&lt;br /&gt;
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&#039;&#039;Main article: [[Iron armor]]&#039;&#039;&lt;br /&gt;
{{:Iron armor}}&lt;br /&gt;
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&#039;&#039;Main article: [[Heavy armor]]&#039;&#039;&lt;br /&gt;
{{:Heavy armor}}&lt;br /&gt;
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From the mid-game onwards, you gain access to modular armors, offering higher resistances and durabilities along with the capacity to use various equipment [[Player#Modules|modules]]. To change modules equip the armor and interact (Default: RMB) to open the module grid.&lt;br /&gt;
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&#039;&#039;Main article: [[Basic modular armor]]&#039;&#039;&lt;br /&gt;
{{:Basic modular armor}}&lt;br /&gt;
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&#039;&#039;Main article: [[Power armor]]&#039;&#039;&lt;br /&gt;
{{:Power armor}}&lt;br /&gt;
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&#039;&#039;Main article: [[Power armor MK2]]&#039;&#039;&lt;br /&gt;
{{:Power armor MK2}}&lt;br /&gt;
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== Armor Modules ==&lt;br /&gt;
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules, although some are made obsolete by later versions.&lt;br /&gt;
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&#039;&#039;Main article: [[Basic exoskeleton equipment]]&#039;&#039;&lt;br /&gt;
{{:Basic exoskeleton equipment}}&lt;br /&gt;
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&#039;&#039;Main article: [[Battery MK1]]&#039;&#039;&lt;br /&gt;
{{:Battery MK1}}&lt;br /&gt;
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&#039;&#039;Main article: [[Battery MK2]]&#039;&#039;&lt;br /&gt;
{{:Battery MK2}}&lt;br /&gt;
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&#039;&#039;Main article: [[Portable solar panel]]&#039;&#039;&lt;br /&gt;
{{:Portable solar panel}}&lt;br /&gt;
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&#039;&#039;Main article: [[Portable fusion reactor]]&#039;&#039;&lt;br /&gt;
{{:Portable fusion reactor}}&lt;br /&gt;
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&#039;&#039;Main article: [[Energy shield]]&#039;&#039;&lt;br /&gt;
{{:Energy shield}}&lt;br /&gt;
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&#039;&#039;Main article: [[Energy shield MK2]]&#039;&#039;&lt;br /&gt;
{{:Energy shield MK2}}&lt;br /&gt;
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&#039;&#039;Main article: [[Night vision]]&#039;&#039;&lt;br /&gt;
{{:Night vision}}&lt;br /&gt;
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&#039;&#039;Main article: [[Personal laser defense]]&#039;&#039;&lt;br /&gt;
{{:Personal laser defense}}&lt;br /&gt;
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&#039;&#039;Main article: [[Discharge device]]&#039;&#039;&lt;br /&gt;
{{:Discharge defense}}&lt;br /&gt;
== Capsules ==&lt;br /&gt;
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
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&#039;&#039;Main article: [[Basic grenade]]&#039;&#039;&lt;br /&gt;
{{:Basic grenade}}&lt;br /&gt;
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&#039;&#039;Main article: [[Poison capsule]]&#039;&#039;&lt;br /&gt;
{{:Poison capsule}}&lt;br /&gt;
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&#039;&#039;Main article: [[Slowdown capsule]]&#039;&#039;&lt;br /&gt;
{{:Slowdown capsule}}&lt;br /&gt;
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With the midgame comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviours.&lt;br /&gt;
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&#039;&#039;&#039;Follower robot count:&#039;&#039;&#039; [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] &#039;&#039;&#039;do not&#039;&#039;&#039; count and can be deployed in whatever numbers the player can put out.&lt;br /&gt;
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&#039;&#039;Main article: [[Defender capsule]]&#039;&#039;&lt;br /&gt;
{{:Defender capsule}}&lt;br /&gt;
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&#039;&#039;Main article: [[Distractor capsule]]&#039;&#039;&lt;br /&gt;
{{:Distractor capsule}}&lt;br /&gt;
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&#039;&#039;Main article: [[Destroyer capsule]]&#039;&#039;&lt;br /&gt;
{{:Destroyer capsule}}&lt;br /&gt;
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Finally, there is a special piece of equipment, requiring the [[Discharge defense]] module in an equipped armor in order to function.&lt;br /&gt;
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&#039;&#039;Main article: [[Basic electric discharge defense remote]]&#039;&#039;&lt;br /&gt;
{{:Basic electric discharge defense remote}}&lt;br /&gt;
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{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>AnTracius</name></author>
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