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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bilka</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=Bilka"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Bilka"/>
	<updated>2026-06-17T04:56:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Infobox&amp;diff=218815</id>
		<title>Template:Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Infobox&amp;diff=218815"/>
		<updated>2026-06-15T11:09:29Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Changed Object description heading landmark to no longer be a real heading so that it does not show up in the TOC. Navigation by screenreader is not affected by this change due to the aria role fulfilling the same purpose as the heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-header &lt;br /&gt;
 {{#switch: {{{category}}}&lt;br /&gt;
 | Logistics             = logistics&lt;br /&gt;
 | Production            = production&lt;br /&gt;
 | Intermediate products = intermediates&lt;br /&gt;
 | Space                 = space&lt;br /&gt;
 | Combat                = combat&lt;br /&gt;
 | Technology            = technology&lt;br /&gt;
 | #default              = default-infobox&lt;br /&gt;
 }}&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;padding: 5px 0;&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;width:32px;&amp;quot; |{{Icon|{{{icon|{{No language suffix/No namespace}}}}}|||space-age={{{space-age|}}}}} &lt;br /&gt;
| class=&amp;quot;infobox-header-text&amp;quot; | &amp;lt;span&amp;gt;{{Translation|{{{name|{{No language suffix/No namespace}}}}} }}&amp;lt;/span&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if: {{{image|}}}&lt;br /&gt;
|&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;&lt;br /&gt;
[[File:{{{image}}}{{#ifeq: {{#explode: {{{image}}}|.|1}}||.png}}]]&lt;br /&gt;
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{{#if: {{{changed-by-space-age-mod|}}} |&lt;br /&gt;
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&amp;lt;table class=&amp;quot;tab tab-1&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:Infobox|base_tab}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;tab tab-2 hidden&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:Infobox|space_age_tab}}&lt;br /&gt;
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|&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
{{#invoke:Infobox|base_tab}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div role=&amp;quot;heading&amp;quot; aria-level=&amp;quot;2&amp;quot; class=&amp;quot;landmark&amp;quot;&amp;gt;{{Translation|Object description}}&amp;lt;/div&amp;gt;{{#ifeq: {{{space-age|}}} | yes | {{#ifeq: {{NAMESPACE}} | Infobox | | {{#ifeq: {{NAMESPACE}} | Template | | {{Category|Space Age}} }} }} }}{{#seo:&lt;br /&gt;
|og:site_name=Official Factorio Wiki&lt;br /&gt;
|og:type=article&lt;br /&gt;
|title={{Translation|{{No_language_suffix/No_namespace}}}} - Factorio Wiki&lt;br /&gt;
|og:image={{#if:{{{image|}}}|https://{{SERVERNAME}}/images/{{ucfirst:{{#replace:{{#if:{{{image|}}}|{{{image}}}{{#ifeq:{{#explode:{{{image}}}|.|1}}||.png}}|}}| |_}}}}|https://{{SERVERNAME}}/images/{{ucfirst:{{#replace:{{ConvertName|{{{icon|{{No_language_suffix/No_namespace}}}}}}}| |_}}}}.png}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=218786</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=218786"/>
		<updated>2026-06-12T10:52:43Z</updated>

		<summary type="html">&lt;p&gt;Bilka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
Although it can only be crafted on Fulgora, it can be transported to be placed on other planets or [[space platform]]s. When the [[quality]] mod (which provides the recycler) is used without the [[Space Age]] mod, the recycler can be crafted on Nauvis and the research has different prerequisites.&lt;br /&gt;
&lt;br /&gt;
The recycler has 4 module slots, but it cannot use [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;math&amp;gt;\left \lfloor 0.25 \cdot \tfrac{i}{o} + r \right\rfloor&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;i&amp;lt;/math&amp;gt; is the number of items used as ingredients, &amp;lt;math&amp;gt;o&amp;lt;/math&amp;gt; is the number of items returned by the recipe, and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output. Much like the [[big mining drill]]{{SA}}, if the recycler has more than one of an individual item type in its inventory, the recycler will output stacks of materials onto a belt if the [[stack inserter]]{{SA}} has been researched.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
&lt;br /&gt;
The broad rule governing the recycler&#039;s ability to reverse a recipe is that it can only reverse recipes made in [[assembling machine]]s of some type. There are many exceptions to this, however. For the purposes of the recycler&#039;s ability to recycle items, the [[electromagnetic plant]] counts as an &amp;quot;assembler&amp;quot;. So all of its recipes count unless otherwise stated. Recipes shared by assemblers and other machines are not so clear-cut: sometimes they count as recipes for those other machines, but sometimes they count as pure assembler recipes.&lt;br /&gt;
&lt;br /&gt;
Items can have multiple recipes; all that is needed for the recycler to reverse it is to find a single reversible recipe that produces that item.&lt;br /&gt;
&lt;br /&gt;
If no valid recipe producing the item can be reversed, the recycler will return the same item 25% of the time (possibly with a [[quality]] bonus if the appropriate modules are used), with the other 75% destroying the item. The in-game description says &amp;quot;Other items are ... turned to spoilage if they were biological.&amp;quot; Despite this, only nutrients are turned to spoilage. Most other apparently biological items, such as [[jelly]], eggs, or [[biolab]]s, get returned 25% of the time, as listed (or not listed, since eggs cannot be created in assemblers) in the table below.&lt;br /&gt;
&lt;br /&gt;
Recipes which can be made in an assembler (possibly also in non-assembler buildings) which cannot be reversed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || 3s || 0.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || 2.625s ||  0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || 1.875s || 0.53/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium plate}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Landfill}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Superconductor}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tungsten carbide}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wood processing}} || 0.25 || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako mash}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jelly}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron bacteria}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper bacteria}} || 0.125s || 8/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes exclusively executed by non-assembler machines, but can still be reversed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} || 0.5s || 2/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}} || 7.5s || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo underground belt}} || 0.25s || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo splitter}} || 0.25s || 4/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes shared by assembler/EMP and non-assembler machines which &#039;&#039;can&#039;&#039; be reversed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}} || 2.5s || 0.4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundry}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}} || 0.25s || 4/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unique recycling recipes ===&lt;br /&gt;
&lt;br /&gt;
Some items have unique recycling recipes:&lt;br /&gt;
&lt;br /&gt;
* Recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap cannot be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling [[nutrients]] will yield 2.5× that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item, other than scrap, is equal to 1/16th (0.0625) of the time it takes to craft that item. Note that this is not affected by how many products an item&#039;s recipe produces; if a recipe is crafted in 1 second, its recycling recipe takes 0.0625 seconds, regardless of whether the recipe produces 1 or 10 items. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) However, because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item without modules or beacons is effectively 1/8th (0.125) of the item&#039;s crafting time. For example, the time it takes to craft a [[steel plate]] in a [[stone furnace]] (which has a crafting speed of 1) is 16 seconds, and so recycling a steel plate takes 2 seconds. Some items with long crafting times (most notably [[steel plate]]s and [[concrete]]) can be processed much more quickly by crafting them into other items and then recycling the result instead.&lt;br /&gt;
&lt;br /&gt;
The following table provides some examples of how long it takes a recycler without modules or beacons to recycle one of that item, and the rate at which it recycles those items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel chest}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Hazard concrete}} || 0.03125s || 32/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes 0.2 seconds, meaning that it actually takes 0.4 seconds to run in a recycler, so a recycler takes in 2.5 scrap/s. The output rates are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In total, the recycler spits out 1.5 items/s, meaning 10 recyclers are just enough to saturate a yellow belt. The output values are increased by [[Scrap recycling productivity (research)|scrap recycling productivity research]].&lt;br /&gt;
&lt;br /&gt;
=== Technical details ===&lt;br /&gt;
&lt;br /&gt;
Internally, the recycler uses the [https://lua-api.factorio.com/latest/prototypes/FurnacePrototype.html furnace prototype], which performs recipes that are automatically selected based on input ingredients. Every item in the game has its own &amp;quot;recycling&amp;quot; recipe, those recipes can only be performed by a recycler.&lt;br /&gt;
&lt;br /&gt;
Since there are hundreds of items in the game, as well as to ensure compatibility with third-party mods, most recycling recipes are not explicitly defined. Instead, recycling recipes are procedurally generated based on existing recipes. Depending on whether or not the item is deemed &amp;quot;recyclable&amp;quot;, these procedurally generated recipes will either output a quarter of an item&#039;s ingredients or have a 25% chance of outputting the item itself.&lt;br /&gt;
&lt;br /&gt;
The recyclabillity of most items is based on the category of their recipes, with some exceptions being explicitly filtered by the name of the recipe&#039;s prototype. Furthermore, items with multiple viable recycling recipes are made non-recyclable to avoid ambiguity, and recipes with multiple different products will fail to generate a recycling recipe, thereby making them irreversible as a default. Third-party mods can also explicitly make a recipe irreversible by setting the recipe&#039;s &amp;lt;code&amp;gt;auto_recycle&amp;lt;/code&amp;gt; field to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe is a special case, as it is the only hard-coded recipe. It is also the only recycling recipe that is not hidden from the player, and which can be performed without a recycler. (Notably, this recipe is defined by the Space Age mod rather than the Quality mod, as scrap is exclusive to the former.)&lt;br /&gt;
&lt;br /&gt;
The generation of recycling recipes, as well as the filtering of non-recyclable recipes, is defined by the file &amp;lt;code&amp;gt;recycling.lua&amp;lt;/code&amp;gt; in the Quality mod&#039;s prototype folder. More specifically, the function &amp;lt;code&amp;gt;default_can_recycle&amp;lt;/code&amp;gt; decides whether a given recipe can be recycled or not, and the function &amp;lt;code&amp;gt;add_recipe_values&amp;lt;/code&amp;gt; does most of the configuration of recycling recipes, which includes setting the products of these recipes and how long they take to perform.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quality]]{{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=218785</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=218785"/>
		<updated>2026-06-12T10:49:18Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
Although it can only be crafted on Fulgora, it can be transported to be placed on other planets or [[space platform]]s. When the [[quality]] mod (which provides the recycler) is used without the [[Space Age]] mod, the recycler can be crafted on Nauvis and the research has different prerequisites.&lt;br /&gt;
&lt;br /&gt;
The recycler has 4 module slots, but it cannot use [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;math&amp;gt;\left \lfloor 0.25 \cdot \tfrac{i}{o} + r \right\rfloor&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;i&amp;lt;/math&amp;gt; is the number of items used as ingredients, &amp;lt;math&amp;gt;o&amp;lt;/math&amp;gt; is the number of items returned by the recipe, and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output. Much like the [[big mining drill]]{{SA}}, if the recycler has more than one of an individual item type in its inventory, the recycler will output stacks of materials onto a belt if the [[stack inserter]]{{SA}} has been researched.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
&lt;br /&gt;
The broad rule governing the recycler&#039;s ability to reverse a recipe is that it can only reverse recipes made in [[assembling machine]]s of some type. There are many exceptions to this, however. For the purposes of the recycler&#039;s ability to recycle items, the [[electromagnetic plant]] counts as an &amp;quot;assembler&amp;quot;. So all of its recipes count unless otherwise stated. Recipes shared by assemblers and other machines are not so clear-cut: sometimes they count as recipes for those other machines, but sometimes they count as pure assembler recipes.&lt;br /&gt;
&lt;br /&gt;
Items can have multiple recipes; all that is needed for the recycler to reverse it is to find a single reversible recipe that produces that item.&lt;br /&gt;
&lt;br /&gt;
If no valid recipe producing the item can be reversed, the recycler will return the same item 25% of the time (possibly with a [[quality]] bonus if the appropriate modules are used), with the other 75% destroying the item. The in-game description says &amp;quot;Other items are ... turned to spoilage if they were biological.&amp;quot; Despite this, only nutrients are turned to spoilage. Most other apparently biological items, such as [[jelly]], eggs, or [[biolab]]s, get returned 25% of the time, as listed (or not listed, since eggs cannot be created in assemblers) in the table below.&lt;br /&gt;
&lt;br /&gt;
Recipes which can be made in an assembler (possibly also in non-assembler buildings) which cannot be reversed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || 3s || 0.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || 2.625s ||  0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || 1.875s || 0.53/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium plate}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Landfill}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Superconductor}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tungsten carbide}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wood processing}} || 0.25 || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako mash}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jelly}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron bacteria}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper bacteria}} || 0.125s || 8/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes exclusively executed by non-assembler machines, but can still be reversed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} || 0.5s || 2/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}} || 7.5s || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo underground belt}} || 0.25s || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo splitter}} || 0.25s || 4/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes shared by assembler/EMP and non-assembler machines which &#039;&#039;can&#039;&#039; be reversed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}} || 2.5s || 0.4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundry}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}} || 0.25s || 4/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unique recycling recipes ===&lt;br /&gt;
&lt;br /&gt;
Some items have unique recycling recipes:&lt;br /&gt;
&lt;br /&gt;
* Recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap cannot be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling [[nutrients]] will yield 2.5× that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item, other than scrap, is equal to 1/16th (0.0625) of the time it takes to craft that recipe for that item. Note that this is not affected by how many products an item&#039;s recipe produces. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) However, because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item without modules or beacons is effectively 1/8th (0.125) of the item&#039;s crafting time. For example, the time it takes to craft a [[steel plate]] in a [[stone furnace]] (which has a crafting speed of 1) is 16 seconds, and so recycling a steel plate takes 2 seconds. Some items with long crafting times (most notably [[steel plate]]s and [[concrete]]) can be processed much more quickly by crafting them into other items and then recycling the result instead.&lt;br /&gt;
&lt;br /&gt;
The following table provides some examples of how long it takes a recycler without modules or beacons to recycle one of that item, and the rate at which it recycles those items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel chest}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Hazard concrete}} || 0.03125s || 32/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes 0.2 seconds, meaning that it actually takes 0.4 seconds to run in a recycler, so a recycler takes in 2.5 scrap/s. The output rates are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In total, the recycler spits out 1.5 items/s, meaning 10 recyclers are just enough to saturate a yellow belt. The output values are increased by [[Scrap recycling productivity (research)|scrap recycling productivity research]].&lt;br /&gt;
&lt;br /&gt;
=== Technical details ===&lt;br /&gt;
&lt;br /&gt;
Internally, the recycler uses the [https://lua-api.factorio.com/latest/prototypes/FurnacePrototype.html furnace prototype], which performs recipes that are automatically selected based on input ingredients. Every item in the game has its own &amp;quot;recycling&amp;quot; recipe, those recipes can only be performed by a recycler.&lt;br /&gt;
&lt;br /&gt;
Since there are hundreds of items in the game, as well as to ensure compatibility with third-party mods, most recycling recipes are not explicitly defined. Instead, recycling recipes are procedurally generated based on existing recipes. Depending on whether or not the item is deemed &amp;quot;recyclable&amp;quot;, these procedurally generated recipes will either output a quarter of an item&#039;s ingredients or have a 25% chance of outputting the item itself.&lt;br /&gt;
&lt;br /&gt;
The recyclabillity of most items is based on the category of their recipes, with some exceptions being explicitly filtered by the name of the recipe&#039;s prototype. Furthermore, items with multiple viable recycling recipes are made non-recyclable to avoid ambiguity, and recipes with multiple different products will fail to generate a recycling recipe, thereby making them irreversible as a default. Third-party mods can also explicitly make a recipe irreversible by setting the recipe&#039;s &amp;lt;code&amp;gt;auto_recycle&amp;lt;/code&amp;gt; field to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe is a special case, as it is the only hard-coded recipe. It is also the only recycling recipe that is not hidden from the player, and which can be performed without a recycler. (Notably, this recipe is defined by the Space Age mod rather than the Quality mod, as scrap is exclusive to the former.)&lt;br /&gt;
&lt;br /&gt;
The generation of recycling recipes, as well as the filtering of non-recyclable recipes, is defined by the file &amp;lt;code&amp;gt;recycling.lua&amp;lt;/code&amp;gt; in the Quality mod&#039;s prototype folder. More specifically, the function &amp;lt;code&amp;gt;default_can_recycle&amp;lt;/code&amp;gt; decides whether a given recipe can be recycled or not, and the function &amp;lt;code&amp;gt;add_recipe_values&amp;lt;/code&amp;gt; does most of the configuration of recycling recipes, which includes setting the products of these recipes and how long they take to perform.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quality]]{{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Recycler&amp;diff=218784</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Recycler&amp;diff=218784"/>
		<updated>2026-06-12T10:48:35Z</updated>

		<summary type="html">&lt;p&gt;Bilka: style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Recycler}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;recycler&#039;&#039;&#039; is a building that can convert most items into the ingredients used in their recipes, at the cost of losing 75% of said ingredients. In other words, it performs a lossy reversal of crafting.&lt;br /&gt;
&lt;br /&gt;
Although it can only be crafted on Fulgora, it can be transported to be placed on other planets or [[space platform]]s. When the [[quality]] mod (which provides the recycler) is used without the [[Space Age]] mod, the recycler can be crafted on Nauvis and the research has different prerequisites.&lt;br /&gt;
&lt;br /&gt;
The recycler has 4 module slots, but it cannot use [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
When an item enters a recycler, the item&#039;s main recipe is found, and the recycler is automatically set to perform its inverse.&lt;br /&gt;
&lt;br /&gt;
For each type of item used as an ingredient in the recycled item&#039;s main recipe, the number of items returned by the recycler is decided by &amp;lt;math&amp;gt;\left \lfloor 0.25 \cdot \tfrac{i}{o} + r \right\rfloor&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;i&amp;lt;/math&amp;gt; is the number of items used as ingredients, &amp;lt;math&amp;gt;o&amp;lt;/math&amp;gt; is the number of items returned by the recipe, and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; is a random number that is greater than or equal to 0 but less than 1. On average, this returns exactly 25% of the items needed to craft one item of the same type as the recycled item. For example, recycling a [[processing unit]] always gives 5 [[electronic circuit]]s while having a 50% chance of returning one [[advanced circuit]].&lt;br /&gt;
&lt;br /&gt;
All fluid ingredients are lost when recycling, as the recycler has no fluid output.&lt;br /&gt;
&lt;br /&gt;
Without quality modules, the resulting items have the same quality as the item being recycled, even if the latter was crafted using lower-quality ingredients. Quality modules can further increase the output&#039;s quality, just like with regular non-recycling recipes.&lt;br /&gt;
&lt;br /&gt;
The recycler has 12 internal slots for its output, but can only hold one stack of each item. The recycler will try to eject the contents of these slots, much like a mining drill. It is therefore not necessary to use an inserter to collect its output. Much like the [[big mining drill]]{{SA}}, if the recycler has more than one of an individual item type in its inventory, the recycler will output stacks of materials onto a belt if the [[stack inserter]]{{SA}} has been researched.&lt;br /&gt;
&lt;br /&gt;
=== Non-recyclable items ===&lt;br /&gt;
&lt;br /&gt;
The broad rule governing the recycler&#039;s ability to reverse a recipe is that it can only reverse recipes made in [[assembling machine]]s of some type. There are many exceptions to this, however. For the purposes of the recycler&#039;s ability to recycle items, the [[electromagnetic plant]] counts as an &amp;quot;assembler&amp;quot;. So all of its recipes count unless otherwise stated. Recipes shared by assemblers and other machines are not so clear-cut: sometimes they count as recipes for those other machines, but sometimes they count as pure assembler recipes.&lt;br /&gt;
&lt;br /&gt;
Items can have multiple recipes; all that is needed for the recycler to reverse it is to find a single reversible recipe that produces that item.&lt;br /&gt;
&lt;br /&gt;
If no valid recipe producing the item can be reversed, the recycler will return the same item 25% of the time (possibly with a [[quality]] bonus if the appropriate modules are used), with the other 75% destroying the item. The in-game description says &amp;quot;Other items are ... turned to spoilage if they were biological.&amp;quot; Despite this, only nutrients are turned to spoilage. Most other apparently biological items, such as [[jelly]], eggs, or [[biolab]]s, get returned 25% of the time, as listed (or not listed, since eggs cannot be created in assemblers) in the table below.&lt;br /&gt;
&lt;br /&gt;
Recipes which can be made in an assembler (possibly also in non-assembler buildings) which cannot be reversed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || 3s || 0.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || 2.625s || 0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || 2.625s ||  0.38/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || 1.875s || 0.53/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium plate}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Landfill}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Superconductor}} || 0.625s || 1.6/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tungsten carbide}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Uranium fuel cell}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Wood processing}} || 0.25 || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako mash}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jelly}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron bacteria}} || 0.125s || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper bacteria}} || 0.125s || 8/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes exclusively executed by non-assembler machines, but can still be reversed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Battery}} || 0.5s || 2/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion reactor}} || 7.5s || 0.13/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fusion generator}} || 3.75s || 0.27/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Railgun turret}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo underground belt}} || 0.25s || 4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Turbo splitter}} || 0.25s || 4/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Recipes shared by assembler/EMP and non-assembler machines which &#039;&#039;can&#039;&#039; be reversed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler Input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biochamber}} || 2.5s || 0.4/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic plant}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundry}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients from spoilage}} || 0.25s || 4/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unique recycling recipes ===&lt;br /&gt;
&lt;br /&gt;
Some items have unique recycling recipes:&lt;br /&gt;
&lt;br /&gt;
* Recycling [[scrap]] will perform the [[scrap recycling]] recipe, for which there is no inverse, as scrap cannot be crafted. This is used to obtain most resources on [[Fulgora]].&lt;br /&gt;
* Recycling [[nutrients]] will yield 2.5× that amount of [[spoilage]], as if they were made using the [[nutrients from spoilage]] recipe.&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The recycling recipe for an item, other than scrap, is equal to 1/16th (0.0625) of the time it takes to craft that item. Note that this is not affected by how many products an item&#039;s recipe produces. (Items without recipes, such as ore, are treated as having a crafting time of 0.5 seconds.) However, because the recycler has a base crafting speed of 0.5, the time it takes one recycler to recycle one item without modules or beacons is effectively 1/8th (0.125) of the item&#039;s crafting time. For example, the time it takes to craft a [[steel plate]] in a [[stone furnace]] (which has a crafting speed of 1) is 16 seconds, and so recycling a steel plate takes 2 seconds. Some items with long crafting times (most notably [[steel plate]]s and [[concrete]]) can be processed much more quickly by crafting them into other items and then recycling the result instead.&lt;br /&gt;
&lt;br /&gt;
The following table provides some examples of how long it takes a recycler without modules or beacons to recycle one of that item, and the rate at which it recycles those items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left !important;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recycler input !! Time !! Rate&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 2.0s || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1.875s || 0.533/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 1.25s || 0.8/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 0.75s || 1.33/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper plate}} || 0.4s || 2.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel chest}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron ore}} || 0.0625s || 16/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Hazard concrete}} || 0.03125s || 32/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe takes 0.2 seconds, meaning that it actually takes 0.4 seconds to run in a recycler, so a recycler takes in 2.5 scrap/s. The output rates are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Output !! Chance !! Rate&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;12&amp;quot;| {{Imagelink|Scrap|space-age=yes}} || {{Imagelink|Iron gear wheel}} || 20% || 0.5/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Solid fuel}} || 7% || 0.175/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Concrete}} || 6% || 0.15/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Ice|space-age=yes}} || 5% || 0.125/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel plate}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Battery}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone}} || 4% || 0.1/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper cable}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Advanced circuit}} || 3% || 0.075/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Processing unit}} || 2% || 0.05/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Low density structure}} || 1% || 0.025/s&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Holmium ore|space-age=yes}} || 1% || 0.025/s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In total, the recycler spits out 1.5 items/s, meaning 10 recyclers are just enough to saturate a yellow belt. The output values are increased by [[Scrap recycling productivity (research)|scrap recycling productivity research]].&lt;br /&gt;
&lt;br /&gt;
=== Technical details ===&lt;br /&gt;
&lt;br /&gt;
Internally, the recycler uses the [https://lua-api.factorio.com/latest/prototypes/FurnacePrototype.html furnace prototype], which performs recipes that are automatically selected based on input ingredients. Every item in the game has its own &amp;quot;recycling&amp;quot; recipe, those recipes can only be performed by a recycler.&lt;br /&gt;
&lt;br /&gt;
Since there are hundreds of items in the game, as well as to ensure compatibility with third-party mods, most recycling recipes are not explicitly defined. Instead, recycling recipes are procedurally generated based on existing recipes. Depending on whether or not the item is deemed &amp;quot;recyclable&amp;quot;, these procedurally generated recipes will either output a quarter of an item&#039;s ingredients or have a 25% chance of outputting the item itself.&lt;br /&gt;
&lt;br /&gt;
The recyclabillity of most items is based on the category of their recipes, with some exceptions being explicitly filtered by the name of the recipe&#039;s prototype. Furthermore, items with multiple viable recycling recipes are made non-recyclable to avoid ambiguity, and recipes with multiple different products will fail to generate a recycling recipe, thereby making them irreversible as a default. Third-party mods can also explicitly make a recipe irreversible by setting the recipe&#039;s &amp;lt;code&amp;gt;auto_recycle&amp;lt;/code&amp;gt; field to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
The scrap recycling recipe is a special case, as it is the only hard-coded recipe. It is also the only recycling recipe that is not hidden from the player, and which can be performed without a recycler. (Notably, this recipe is defined by the Space Age mod rather than the Quality mod, as scrap is exclusive to the former.)&lt;br /&gt;
&lt;br /&gt;
The generation of recycling recipes, as well as the filtering of non-recyclable recipes, is defined by the file &amp;lt;code&amp;gt;recycling.lua&amp;lt;/code&amp;gt; in the Quality mod&#039;s prototype folder. More specifically, the function &amp;lt;code&amp;gt;default_can_recycle&amp;lt;/code&amp;gt; decides whether a given recipe can be recycled or not, and the function &amp;lt;code&amp;gt;add_recipe_values&amp;lt;/code&amp;gt; does most of the configuration of recycling recipes, which includes setting the products of these recipes and how long they take to perform.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* If the recycled item has a fluid ingredient, then the smoke emitted from the recycler matches the fluid in colour.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fff-375-recycler-freezeframe.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quality]]{{SA}}&lt;br /&gt;
* [[Tutorial:Scrap recycling strategies]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Infobox/sandbox&amp;diff=218783</id>
		<title>Template:Infobox/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Infobox/sandbox&amp;diff=218783"/>
		<updated>2026-06-12T10:42:45Z</updated>

		<summary type="html">&lt;p&gt;Bilka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-header &lt;br /&gt;
 {{#switch: {{{category}}}&lt;br /&gt;
 | Logistics             = logistics&lt;br /&gt;
 | Production            = production&lt;br /&gt;
 | Intermediate products = intermediates&lt;br /&gt;
 | Space                 = space&lt;br /&gt;
 | Combat                = combat&lt;br /&gt;
 | Technology            = technology&lt;br /&gt;
 | #default              = default-infobox&lt;br /&gt;
 }}&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;padding: 5px 0;&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;width:32px;&amp;quot; |{{Icon|{{{icon|{{No language suffix/No namespace}}}}}|||space-age={{{space-age|}}}}} &lt;br /&gt;
| class=&amp;quot;infobox-header-text&amp;quot; | &amp;lt;span&amp;gt;{{Translation|{{{name|{{No language suffix/No namespace}}}}} }}&amp;lt;/span&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if: {{{image|}}}&lt;br /&gt;
|&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;&lt;br /&gt;
[[File:{{{image}}}{{#ifeq: {{#explode: {{{image}}}|.|1}}||.png}}]]&lt;br /&gt;
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}}&lt;br /&gt;
{{#if: {{{changed-by-space-age-mod|}}} |&lt;br /&gt;
&amp;lt;ul class=&amp;quot;tabber&amp;quot;&amp;gt;&amp;lt;li class=&amp;quot;tab-head tab-head-1 tab-head-active&amp;quot; data-name=&amp;quot;{{Translation|Base game}}&amp;quot;&amp;gt;{{Translation|Base game}}&amp;lt;/li&amp;gt;&amp;amp;nbsp;&amp;lt;li class=&amp;quot;tab-head tab-head-2&amp;quot; data-name=&amp;quot;{{Translation|Space Age mod}}&amp;quot;&amp;gt;{{Translation|Space Age mod}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;tab tab-1&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:Infobox/sandbox|base_tab}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;tab tab-2 hidden&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:Infobox/sandbox|space_age_tab}}&lt;br /&gt;
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|&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
{{#invoke:Infobox/sandbox|base_tab}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;div role=&amp;quot;heading&amp;quot; aria-level=&amp;quot;2&amp;quot; class=&amp;quot;landmark&amp;quot;&amp;gt;{{Translation|Object description}}&amp;lt;/div&amp;gt;{{#ifeq: {{{space-age|}}} | yes | {{#ifeq: {{NAMESPACE}} | Infobox | | {{#ifeq: {{NAMESPACE}} | Template | | {{Category|Space Age}} }} }} }}{{#seo:&lt;br /&gt;
|og:site_name=Official Factorio Wiki&lt;br /&gt;
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|og:image={{#if:{{{image|}}}|https://{{SERVERNAME}}/images/{{ucfirst:{{#replace:{{#if:{{{image|}}}|{{{image}}}{{#ifeq:{{#explode:{{{image}}}|.|1}}||.png}}|}}| |_}}}}|https://{{SERVERNAME}}/images/{{ucfirst:{{#replace:{{ConvertName|{{{icon|{{No_language_suffix/No_namespace}}}}}}}| |_}}}}.png}}&lt;br /&gt;
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{{Documentation}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|space-age-extra1 = foo-changed&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = item-that-is-in-both-mods&lt;br /&gt;
|icon = rocket silo&lt;br /&gt;
|health = 350&lt;br /&gt;
|science-capacity={{Quality|100%|200%|300%|400%|600%}}&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-total-raw = Time, 5 + Superconductor, 2 + Holmium ore, 234 + Iron plate, 3&lt;br /&gt;
|space-age-recipe = Time, 0.5 + Superconductor, 234 + Steel plate, 5 + Rail ramp, 3&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=2000&lt;br /&gt;
|space-age-stack-size=200&lt;br /&gt;
|recipe = Time, 0.5 + Copper cable, 3 + Iron plate, 1 = Electronic circuit, 3&lt;br /&gt;
|total-raw = Time, 1.25 + Copper plate, 1.5 + Iron plate, 1&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Foundation&lt;br /&gt;
|required-technologies = Production science pack + Rocket fuel + Uranium processing&lt;br /&gt;
|space-age-required-technologies = Space science pack + Uranium processing&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = satellite&lt;br /&gt;
|icon = satellite&lt;br /&gt;
|space-age=no&lt;br /&gt;
|category = Space&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|recipe = Time, 0.5 + Copper cable, 3 + Iron plate, 1 = Electronic circuit, 3&lt;br /&gt;
|total-raw = Time, 1.25 + Copper plate, 1.5 + Iron plate, 1&lt;br /&gt;
|producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Foundation&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|spoil-time = {{Quality|2h 5m 50s|2h 43m 34s|3h 21m 20s|3h 59m 5s|5h 14m 35s}}&lt;br /&gt;
|health={{Quality|200|300|400|500|600}}&lt;br /&gt;
|spoil-result = spoilage&lt;br /&gt;
|crafted-on = vulcanus&lt;br /&gt;
|buildable-on = gleba&lt;br /&gt;
|recycling-results = Iron plate, 2 + Copper plate, 0.25&lt;br /&gt;
|rocket-capacity = 50&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = space-age-only&lt;br /&gt;
|icon = foundry&lt;br /&gt;
|storage-size = 20&lt;br /&gt;
|space-age-storage-size = 100&lt;br /&gt;
|space-age=yes&lt;br /&gt;
|total-raw = Time, 5 + Superconductor, 2 + Holmium ore, 234 + Iron plate, 3&lt;br /&gt;
|recipe = Time, 0.5 + Superconductor, 234 + Steel plate, 5 + Rail ramp, 3&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Foundation&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|allows = Atomic bomb&lt;br /&gt;
|space-age-allows = Atomic bomb+Atomic bomb+Atomic bomb&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = kovarex-enrichment-process&lt;br /&gt;
|category = Combat&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Production science pack, 1&lt;br /&gt;
|cost-multiplier = 1500&lt;br /&gt;
|required-technologies = Production science pack + Rocket fuel + Uranium processing&lt;br /&gt;
|space-age-cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Space science pack, 1&lt;br /&gt;
|space-age-cost-multiplier = 1000&lt;br /&gt;
|space-age-required-technologies = Space science pack + Uranium processing&lt;br /&gt;
|effects = Kovarex enrichment process + Nuclear fuel&lt;br /&gt;
|space-age-effects = Nuclear fuel + Nuclear fuel + Nuclear fuel&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = advanced-circuit&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|recipe = Time, 6 + Copper cable, 4 + Electronic circuit, 2 + Plastic bar, 2&lt;br /&gt;
|total-raw = Time, 9.5 + Copper plate, 5 + Iron plate, 2 + Plastic bar, 2&lt;br /&gt;
|required-technologies = Advanced circuit&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Active provider chest + Artillery turret + Artillery wagon + Beacon + Belt immunity equipment + Buffer chest + Bulk inserter + Centrifuge + Chemical science pack + Distractor capsule + Efficiency module + Efficiency module 2 + Efficiency module 3 + Electric furnace + Energy shield + Express splitter + Logistic robot + Modular armor + Nightvision + Nuclear reactor + Passive provider chest + Personal roboport + Processing unit + Productivity module + Productivity module 2 + Productivity module 3 + Requester chest + Roboport + Selector combinator + Portable solar panel + Speed module + Speed module 2 + Speed module 3 + Storage chest + Substation + Tank&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-consumers = Active provider chest + Beacon + Belt immunity equipment + Big mining drill + Buffer chest + Bulk inserter + Centrifuge + Chemical science pack + Distractor capsule + Efficiency module + Efficiency module 2 + Efficiency module 3 + Electric furnace + Energy shield + Express splitter + Logistic robot + Modular armor + Nightvision + Nuclear reactor + Passive provider chest + Personal roboport + Processing unit + Productivity module + Productivity module 2 + Productivity module 3 + Quality module + Quality module 2 + Quality module 3 + Requester chest + Roboport + Selector combinator + Portable solar panel + Speed module + Speed module 2 + Speed module 3 + Storage chest + Substation + Tank + Toolbelt equipment&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Technology&lt;br /&gt;
|cost = Time, 60 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Production science pack, 1&lt;br /&gt;
|cost-multiplier = 300&lt;br /&gt;
|required-technologies = Production science pack + Speed module 2, 2&lt;br /&gt;
|allows = Rocket silo&lt;br /&gt;
|effects = Speed module 3&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-cost = Time, 60 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Space science pack, 1  + Metallurgic science pack, 1&lt;br /&gt;
|space-age-cost-multiplier = 2000&lt;br /&gt;
|space-age-required-technologies = Metallurgic science pack + Speed module 2, 2&lt;br /&gt;
|space-age-allows = none&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|cost = Time, 60 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Production science pack, 1&lt;br /&gt;
|cost-multiplier = 300&lt;br /&gt;
|required-technologies = Production science pack + Speed module 2, 2&lt;br /&gt;
|allows = Rocket silo&lt;br /&gt;
|effects = Speed module 3&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-technology-trigger = build-entity: asteroid collector&lt;br /&gt;
|space-age-cost = none&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Production&lt;br /&gt;
|required-technologies = Production science pack + Speed module 2, 2&lt;br /&gt;
|allows = Rocket silo&lt;br /&gt;
|effects = Speed module 3&lt;br /&gt;
|technology-trigger = capture-spawner&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Technology&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|technology-trigger = capture-spawner&lt;br /&gt;
|space-age-technology-trigger = craft-item: iron plate, 50&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|total-raw = Time, 16 + Concrete, 20 + Copper plate, 100 + Iron plate, 8 + Steel plate, 50 + Stone, 10&lt;br /&gt;
|category = Production&lt;br /&gt;
|health = {{Quality|500|650|800|950|1250}}&lt;br /&gt;
|image = Heating tower entity anim.gif&lt;br /&gt;
|dimensions = 3×3&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|energy = 16 MW burner&lt;br /&gt;
|heat-output  = 40 {{Translation|MW}} heat&lt;br /&gt;
|maximum-temperature = 1000 °C&lt;br /&gt;
|valid-fuel=Wood + Coal + Solid fuel + Carbon + Rocket fuel + Nuclear fuel + Yumako seed + Jellynut seed + Tree seed + Yumako + Jellynut + Spoilage + Yumako mash + Biter egg + Pentapod egg&lt;br /&gt;
|recipe = Time, 10 + Concrete, 20 + Boiler, 2 + Heat pipe, 5&lt;br /&gt;
|required-technologies=Heating tower&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|rotation-speed= 390 {{Translation|°/s}}&lt;br /&gt;
|asteroid-collection-area = 9×9&lt;br /&gt;
|asteroid-collection-arm-speed = 42 {{Translation|km/h}}&lt;br /&gt;
|asteroid-collection-arm-count = 5&lt;br /&gt;
|resource-drain = 20%&lt;br /&gt;
|science-pack-drain = 40%&lt;br /&gt;
|base-productivity = 30%&lt;br /&gt;
|radar-coverage-distance = {{Quality|1|2|3|4|6}}&lt;br /&gt;
|research-speed = 1&lt;br /&gt;
|name= Best tech (research)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Infobox/sandbox&amp;diff=218782</id>
		<title>Template:Infobox/sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Infobox/sandbox&amp;diff=218782"/>
		<updated>2026-06-12T10:04:26Z</updated>

		<summary type="html">&lt;p&gt;Bilka: what if&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-header &lt;br /&gt;
 {{#switch: {{{category}}}&lt;br /&gt;
 | Logistics             = logistics&lt;br /&gt;
 | Production            = production&lt;br /&gt;
 | Intermediate products = intermediates&lt;br /&gt;
 | Space                 = space&lt;br /&gt;
 | Combat                = combat&lt;br /&gt;
 | Technology            = technology&lt;br /&gt;
 | #default              = default-infobox&lt;br /&gt;
 }}&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;padding: 5px 0;&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;width:32px;&amp;quot; |{{Icon|{{{icon|{{No language suffix/No namespace}}}}}|||space-age={{{space-age|}}}}} &lt;br /&gt;
| class=&amp;quot;infobox-header-text&amp;quot; | &amp;lt;span&amp;gt;{{Translation|{{{name|{{No language suffix/No namespace}}}}} }}&amp;lt;/span&amp;gt;&lt;br /&gt;
|class=&amp;quot;plainlinks infobox-edit-link&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;display: none;&amp;quot; | [{{fullurl:{{ns:3002}}:{{#replace:{{No language suffix/No namespace}}| |_}}|action=edit}} {{Translation|Edit}}]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if: {{{image|}}}&lt;br /&gt;
|&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;&lt;br /&gt;
[[File:{{{image}}}{{#ifeq: {{#explode: {{{image}}}|.|1}}||.png}}]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{changed-by-space-age-mod|}}} |&lt;br /&gt;
&amp;lt;ul class=&amp;quot;tabber&amp;quot;&amp;gt;&amp;lt;li class=&amp;quot;tab-head tab-head-1 tab-head-active&amp;quot; data-name=&amp;quot;{{Translation|Base game}}&amp;quot;&amp;gt;{{Translation|Base game}}&amp;lt;/li&amp;gt;&amp;amp;nbsp;&amp;lt;li class=&amp;quot;tab-head tab-head-2&amp;quot; data-name=&amp;quot;{{Translation|Space Age mod}}&amp;quot;&amp;gt;{{Translation|Space Age mod}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;tab tab-1&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:Infobox/sandbox|base_tab}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;tab tab-2 hidden&amp;quot;&amp;gt;&lt;br /&gt;
{{#invoke:Infobox/sandbox|space_age_tab}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
{{#invoke:Infobox/sandbox|base_tab}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;h3 class=&amp;quot;landmark&amp;quot;&amp;gt;{{Translation|Object description}}&amp;lt;/h3&amp;gt;{{#ifeq: {{{space-age|}}} | yes | {{#ifeq: {{NAMESPACE}} | Infobox | | {{#ifeq: {{NAMESPACE}} | Template | | {{Category|Space Age}} }} }} }}{{#seo:&lt;br /&gt;
|og:site_name=Official Factorio Wiki&lt;br /&gt;
|og:type=article&lt;br /&gt;
|title={{Translation|{{No_language_suffix/No_namespace}}}} - Factorio Wiki&lt;br /&gt;
|og:image={{#if:{{{image|}}}|https://{{SERVERNAME}}/images/{{ucfirst:{{#replace:{{#if:{{{image|}}}|{{{image}}}{{#ifeq:{{#explode:{{{image}}}|.|1}}||.png}}|}}| |_}}}}|https://{{SERVERNAME}}/images/{{ucfirst:{{#replace:{{ConvertName|{{{icon|{{No_language_suffix/No_namespace}}}}}}}| |_}}}}.png}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|space-age-extra1 = foo-changed&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = item-that-is-in-both-mods&lt;br /&gt;
|icon = rocket silo&lt;br /&gt;
|health = 350&lt;br /&gt;
|science-capacity={{Quality|100%|200%|300%|400%|600%}}&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-total-raw = Time, 5 + Superconductor, 2 + Holmium ore, 234 + Iron plate, 3&lt;br /&gt;
|space-age-recipe = Time, 0.5 + Superconductor, 234 + Steel plate, 5 + Rail ramp, 3&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=2000&lt;br /&gt;
|space-age-stack-size=200&lt;br /&gt;
|recipe = Time, 0.5 + Copper cable, 3 + Iron plate, 1 = Electronic circuit, 3&lt;br /&gt;
|total-raw = Time, 1.25 + Copper plate, 1.5 + Iron plate, 1&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Foundation&lt;br /&gt;
|required-technologies = Production science pack + Rocket fuel + Uranium processing&lt;br /&gt;
|space-age-required-technologies = Space science pack + Uranium processing&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = satellite&lt;br /&gt;
|icon = satellite&lt;br /&gt;
|space-age=no&lt;br /&gt;
|category = Space&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|recipe = Time, 0.5 + Copper cable, 3 + Iron plate, 1 = Electronic circuit, 3&lt;br /&gt;
|total-raw = Time, 1.25 + Copper plate, 1.5 + Iron plate, 1&lt;br /&gt;
|producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Foundation&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|spoil-time = {{Quality|2h 5m 50s|2h 43m 34s|3h 21m 20s|3h 59m 5s|5h 14m 35s}}&lt;br /&gt;
|health={{Quality|200|300|400|500|600}}&lt;br /&gt;
|spoil-result = spoilage&lt;br /&gt;
|crafted-on = vulcanus&lt;br /&gt;
|buildable-on = gleba&lt;br /&gt;
|recycling-results = Iron plate, 2 + Copper plate, 0.25&lt;br /&gt;
|rocket-capacity = 50&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = space-age-only&lt;br /&gt;
|icon = foundry&lt;br /&gt;
|storage-size = 20&lt;br /&gt;
|space-age-storage-size = 100&lt;br /&gt;
|space-age=yes&lt;br /&gt;
|total-raw = Time, 5 + Superconductor, 2 + Holmium ore, 234 + Iron plate, 3&lt;br /&gt;
|recipe = Time, 0.5 + Superconductor, 234 + Steel plate, 5 + Rail ramp, 3&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|producers = Assembling machine + Player + Foundry&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Foundation&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|extra1 = foo&lt;br /&gt;
|allows = Atomic bomb&lt;br /&gt;
|space-age-allows = Atomic bomb+Atomic bomb+Atomic bomb&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = kovarex-enrichment-process&lt;br /&gt;
|category = Combat&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Production science pack, 1&lt;br /&gt;
|cost-multiplier = 1500&lt;br /&gt;
|required-technologies = Production science pack + Rocket fuel + Uranium processing&lt;br /&gt;
|space-age-cost = Time, 30 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Space science pack, 1&lt;br /&gt;
|space-age-cost-multiplier = 1000&lt;br /&gt;
|space-age-required-technologies = Space science pack + Uranium processing&lt;br /&gt;
|effects = Kovarex enrichment process + Nuclear fuel&lt;br /&gt;
|space-age-effects = Nuclear fuel + Nuclear fuel + Nuclear fuel&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = advanced-circuit&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|recipe = Time, 6 + Copper cable, 4 + Electronic circuit, 2 + Plastic bar, 2&lt;br /&gt;
|total-raw = Time, 9.5 + Copper plate, 5 + Iron plate, 2 + Plastic bar, 2&lt;br /&gt;
|required-technologies = Advanced circuit&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Active provider chest + Artillery turret + Artillery wagon + Beacon + Belt immunity equipment + Buffer chest + Bulk inserter + Centrifuge + Chemical science pack + Distractor capsule + Efficiency module + Efficiency module 2 + Efficiency module 3 + Electric furnace + Energy shield + Express splitter + Logistic robot + Modular armor + Nightvision + Nuclear reactor + Passive provider chest + Personal roboport + Processing unit + Productivity module + Productivity module 2 + Productivity module 3 + Requester chest + Roboport + Selector combinator + Portable solar panel + Speed module + Speed module 2 + Speed module 3 + Storage chest + Substation + Tank&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-consumers = Active provider chest + Beacon + Belt immunity equipment + Big mining drill + Buffer chest + Bulk inserter + Centrifuge + Chemical science pack + Distractor capsule + Efficiency module + Efficiency module 2 + Efficiency module 3 + Electric furnace + Energy shield + Express splitter + Logistic robot + Modular armor + Nightvision + Nuclear reactor + Passive provider chest + Personal roboport + Processing unit + Productivity module + Productivity module 2 + Productivity module 3 + Quality module + Quality module 2 + Quality module 3 + Requester chest + Roboport + Selector combinator + Portable solar panel + Speed module + Speed module 2 + Speed module 3 + Storage chest + Substation + Tank + Toolbelt equipment&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Technology&lt;br /&gt;
|cost = Time, 60 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Production science pack, 1&lt;br /&gt;
|cost-multiplier = 300&lt;br /&gt;
|required-technologies = Production science pack + Speed module 2, 2&lt;br /&gt;
|allows = Rocket silo&lt;br /&gt;
|effects = Speed module 3&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-cost = Time, 60 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Space science pack, 1  + Metallurgic science pack, 1&lt;br /&gt;
|space-age-cost-multiplier = 2000&lt;br /&gt;
|space-age-required-technologies = Metallurgic science pack + Speed module 2, 2&lt;br /&gt;
|space-age-allows = none&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|cost = Time, 60 + Automation science pack, 1 + Logistic science pack, 1 + Chemical science pack, 1 + Production science pack, 1&lt;br /&gt;
|cost-multiplier = 300&lt;br /&gt;
|required-technologies = Production science pack + Speed module 2, 2&lt;br /&gt;
|allows = Rocket silo&lt;br /&gt;
|effects = Speed module 3&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-technology-trigger = build-entity: asteroid collector&lt;br /&gt;
|space-age-cost = none&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Production&lt;br /&gt;
|required-technologies = Production science pack + Speed module 2, 2&lt;br /&gt;
|allows = Rocket silo&lt;br /&gt;
|effects = Speed module 3&lt;br /&gt;
|technology-trigger = capture-spawner&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = speed-module-3&lt;br /&gt;
|category = Technology&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|technology-trigger = capture-spawner&lt;br /&gt;
|space-age-technology-trigger = craft-item: iron plate, 50&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox/sandbox&lt;br /&gt;
|mining-time = 0.5&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|total-raw = Time, 16 + Concrete, 20 + Copper plate, 100 + Iron plate, 8 + Steel plate, 50 + Stone, 10&lt;br /&gt;
|category = Production&lt;br /&gt;
|health = {{Quality|500|650|800|950|1250}}&lt;br /&gt;
|image = Heating tower entity anim.gif&lt;br /&gt;
|dimensions = 3×3&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|energy = 16 MW burner&lt;br /&gt;
|heat-output  = 40 {{Translation|MW}} heat&lt;br /&gt;
|maximum-temperature = 1000 °C&lt;br /&gt;
|valid-fuel=Wood + Coal + Solid fuel + Carbon + Rocket fuel + Nuclear fuel + Yumako seed + Jellynut seed + Tree seed + Yumako + Jellynut + Spoilage + Yumako mash + Biter egg + Pentapod egg&lt;br /&gt;
|recipe = Time, 10 + Concrete, 20 + Boiler, 2 + Heat pipe, 5&lt;br /&gt;
|required-technologies=Heating tower&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|rotation-speed= 390 {{Translation|°/s}}&lt;br /&gt;
|asteroid-collection-area = 9×9&lt;br /&gt;
|asteroid-collection-arm-speed = 42 {{Translation|km/h}}&lt;br /&gt;
|asteroid-collection-arm-count = 5&lt;br /&gt;
|resource-drain = 20%&lt;br /&gt;
|science-pack-drain = 40%&lt;br /&gt;
|base-productivity = 30%&lt;br /&gt;
|radar-coverage-distance = {{Quality|1|2|3|4|6}}&lt;br /&gt;
|research-speed = 1&lt;br /&gt;
|name= Best tech (research)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroid_productivity_(research)/ru&amp;diff=218781</id>
		<title>Asteroid productivity (research)/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroid_productivity_(research)/ru&amp;diff=218781"/>
		<updated>2026-06-12T09:48:54Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Bilka moved page Advanced asteroid processing (research)/ru to Asteroid productivity (research)/ru without leaving a redirect: Moved page created in wrong location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Asteroid productivity (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Производительность астероидов&#039;&#039;&#039; — это исследование, добавляющее 10% производительности ко всем 6 рецептам дробления астероидов:&lt;br /&gt;
* [[Carbonic asteroid crushing/ru|Дробление карбоновых астероидов]]&lt;br /&gt;
* [[Oxide asteroid crushing/ru|Дробление оксидных астероидов]]&lt;br /&gt;
* [[Metallic asteroid crushing/ru|Дробление металлических астероидов]]&lt;br /&gt;
* [[Advanced carbonic asteroid crushing/ru|Продвинутое дробление карбоновых астероидов]]&lt;br /&gt;
* [[Advanced oxide asteroid crushing/ru|Продвинутое дробление оксидных астероидов]]&lt;br /&gt;
* [[Advanced metallic asteroid crushing/ru|Продвинутое дробление металлических астероидов]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Технология !! Стоимость !! Эффекты&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Asteroid productivity (research)|1}} Производительность астероидов 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical science pack|1}} {{Icon|Production science pack|1}} {{Icon|Utility science pack|1}} {{Icon|Space science pack|1}} {{Icon|Agricultural science pack|1}} &amp;lt;big&amp;gt;X {{Key|1000 × 1.5&amp;lt;sup&amp;gt;(Уровень)&amp;lt;/sup&amp;gt;}}&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;(например, 1500 для уровня 1, 2250 для уровня 2, 3375 для уровня 3) || +10% за уровень&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Обратите внимание, что лимит [[Productivity/ru#Limits|производительности в 300%]] &#039;&#039;&#039;распространяется&#039;&#039;&#039; на эту технологию. Её можно исследовать выше 30 уровня, но практического эффекта это не даст.&lt;br /&gt;
&lt;br /&gt;
== История ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Добавлено в дополнении [[Space Age/ru|Космическая эра]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Submachine_gun&amp;diff=218780</id>
		<title>Submachine gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Submachine_gun&amp;diff=218780"/>
		<updated>2026-06-12T09:43:11Z</updated>

		<summary type="html">&lt;p&gt;Bilka: no subjective tips pls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Submachine gun}}&lt;br /&gt;
The &#039;&#039;&#039;submachine gun&#039;&#039;&#039; is an upgrade from the [[pistol]]. It fires the same ammunition types and deals the same damage as the pistol, but has increased range and a much higher rate of fire. This same type of weapon is installed in the [[car]] and [[tank]]; the car and tank&#039;s version of the submachine gun fires +5 rounds per second and has +2 range compared to the handheld one. This weapon can easily handle moderate waves of small biters, even with [[Firearm magazine|regular ammunition]], but destroying [[Nests|nests]] efficiently requires damage upgrades or the more expensive [[Piercing rounds magazine|piercing round]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Tank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Weapons}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage_mechanics/ru&amp;diff=218779</id>
		<title>Spoilage mechanics/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage_mechanics/ru&amp;diff=218779"/>
		<updated>2026-06-12T09:39:51Z</updated>

		<summary type="html">&lt;p&gt;Bilka: This article is missing part of the first section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;О статье о предмете [[Spoilage/ru|гниль]] см. отдельную страницу.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Гниение&#039;&#039;&#039; — это механизм, при котором предмет через фиксированный промежуток времени самопроизвольно превращается в другой предмет, иногда в сущность (или вовсе исчезает). Большинство предметов, которые могут сгнить, либо производятся на [[Gleba/ru|Глебе]]{{SA}}, либо из ресурсов Глебы.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Время гниения предметов&lt;br /&gt;
|-&lt;br /&gt;
! Предмет !! Время !! Результат гниения&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || &amp;lt;span data-sort-value=&amp;quot;7550&amp;quot;&amp;gt;2 часа, 5 минут, 50 секунд&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;7200&amp;quot;&amp;gt;2 часа&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;3600&amp;quot;&amp;gt;1 час&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;3600&amp;quot;&amp;gt;1 час&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;3600&amp;quot;&amp;gt;1 час&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;1800&amp;quot;&amp;gt;30 минут&amp;lt;/span&amp;gt; || [[Enemies#Biters|Большая кусака]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;900&amp;quot;&amp;gt;15 минут&amp;lt;/span&amp;gt; || [[Enemies#Wrigglers|Ползун]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;300&amp;quot;&amp;gt;5 минут&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;240&amp;quot;&amp;gt;4 минуты&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;180&amp;quot;&amp;gt;3 минуты&amp;lt;/span&amp;gt; || [[Spoilage/ru|Гниль]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;60&amp;quot;&amp;gt;1 минута&amp;lt;/span&amp;gt; || [[Copper ore/ru|Медная руда]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;60&amp;quot;&amp;gt;1 минута&amp;lt;/span&amp;gt; || [[Iron ore/ru|Железная руда]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || &amp;lt;span data-sort-value=&amp;quot;0&amp;quot;&amp;gt;—&amp;lt;/span&amp;gt; || [[Enemies#Biters|Чудовищная кусака]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Свежесть и стаки ===&lt;br /&gt;
При объединении предметов в стак свежесть усредняется. Например, стак из 10 предметов со свежестью 50% и одного предмета со свежестью 100% даст 11 предметов со свежестью 54,5%. Все предметы в стаке сгниют одновременно.&lt;br /&gt;
&lt;br /&gt;
=== Производство и свежесть ===&lt;br /&gt;
Предметы, полученные не через рецепт (например, сбор [[Yumako/ru|юмако]] или [[Jellynut/ru|желейного ореха]]), создаются со 100% свежести. [[Pentapod egg/ru|Яйца кусак]] из [[Captive biter spawner/ru|пленённых гнёзд кусак]] начинают гнить только после извлечения.  &lt;br /&gt;
&lt;br /&gt;
Если рецепт использует несколько скоропортящихся ингредиентов, свежесть выходного продукта усредняется. Некоторые рецепты (например, [[Iron bacteria cultivation/ru|выращивание железных бактерий]]) всегда дают выход со 100% свежести, независимо от входов.&lt;br /&gt;
&lt;br /&gt;
=== Эффекты свежести ===&lt;br /&gt;
Для большинства предметов свежесть влияет только на передачу при производстве. Но для [[Agricultural science pack/ru|сельскохозяйственных научных пакетов]] свежесть влияет на скорость их потребления в [[Lab/ru|лаборатории]]. Пакет со свежестью 50% расходуется вдвое быстрее и даёт лишь половину ценности науки.  &lt;br /&gt;
&lt;br /&gt;
Свежесть не влияет на топливную ценность предметов: если они сгорят до гниения, энергия будет полной.&lt;br /&gt;
&lt;br /&gt;
== Продукты гниения ==&lt;br /&gt;
Большинство предметов превращаются в [[Spoilage/ru|гниль]], но некоторые — в другие предметы или сущности:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Особые случаи гниения&lt;br /&gt;
|-&lt;br /&gt;
! Предмет !! Эффект&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || Превращается в [[Copper ore/ru|медную руду]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || Превращается в [[Iron ore/ru|железную руду]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || Появляется [[Enemies#Biters|большая кусака]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || Появляется [[Enemies#Wrigglers|червяк]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Captive biter spawner|space-age=yes}} || Появляется [[Enemies#Biters|чудовищная кусака]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Математика ==&lt;br /&gt;
Буфер с *n* предметами и временем гниения *t* имеет среднюю скорость гниения *n/t*. Например, сундук со 48 стаками по 50 медных бактерий (гниют за 1 минуту) будет производить в среднем 2400 медной руды в минуту. Это соответствует [https://ru.wikipedia.org/wiki/Закон_Литтла закону Литтла] в теории очередей.&lt;br /&gt;
&lt;br /&gt;
== Интересные факты ==&lt;br /&gt;
* В *Космической эре* рыба базового качества имеет время гниения 2 часа, 5 минут и 50 секунд (7 550 секунд, или 453 000 игровых тиков) — отсылка к художнику V453000, автору иконки рыбы.&lt;br /&gt;
&lt;br /&gt;
{{C|Space Age}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:MANCCC/Space_platform/ru&amp;diff=218778</id>
		<title>User talk:MANCCC/Space platform/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:MANCCC/Space_platform/ru&amp;diff=218778"/>
		<updated>2026-06-12T09:36:38Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Bilka moved page Talk:Space platform/ru to User talk:MANCCC/Space platform/ru without leaving a redirect: WIP pages must be in your userspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Прошу людей (Жуков не жду) помочь с этой страницей.&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:MANCCC/Space_platform/ru&amp;diff=218777</id>
		<title>User:MANCCC/Space platform/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:MANCCC/Space_platform/ru&amp;diff=218777"/>
		<updated>2026-06-12T09:36:38Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Bilka moved page Space platform/ru to User:MANCCC/Space platform/ru without leaving a redirect: WIP pages must be in your userspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Infobox:Space platform}}&lt;br /&gt;
&#039;&#039;&#039;Космическая платформа&#039;&#039;&#039;-единственный способ добраться до других планет в расширении {{L|Space Age}}{{SA}}.&lt;br /&gt;
Для её создания нужно запустить [[space platform starter pack/ru|стартовый набор космической платформы]] с [[rocket silo/ru|ракетной шахты]]. При создании, в инвентаре космической платформы будет 10 [[Space platform foundation/ru|фундамента космической платформы]].&lt;br /&gt;
== Достижения ==&lt;br /&gt;
{{Achievement|reach-for-the-stars}}&lt;br /&gt;
== История изменений ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Добавлен в расширении {{L|Space Age}}{{SA}}&lt;br /&gt;
== Примечания ==&lt;br /&gt;
Космической платформе можно дать любое имя.&lt;br /&gt;
Космической платформе нужны [[thruster/ru|ускорители]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage/ru&amp;diff=218776</id>
		<title>Spoilage/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage/ru&amp;diff=218776"/>
		<updated>2026-06-12T09:35:07Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Spoilage}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|результат гниения предмета|статья, описывающая механику гниения предметов|Spoilage mechanics/ru}}&lt;br /&gt;
&#039;&#039;&#039;Гниль&#039;&#039;&#039; — это предмет, образующийся при гниении многих скоропортящихся предметов. Многие ресурсы и промежуточные продукты, производимые на [[Gleba/ru|Глебе]]{{SA}}, превращаются в гниль, включая [[Agricultural science pack/ru|сельскохозяйственные научные пакеты]]. [[Raw fish/ru|Сырая рыба]] в дополнении {{SA}}{{L|Space Age}} также может сгнить в гниль.&lt;br /&gt;
&lt;br /&gt;
Гниль можно напрямую собирать с [[Stingfrond/ru|жгучелиста]], [[Sunnycomb/ru|солнечного сотника]], [[Hairy clubnub/ru|волосатого клубня]] и другой флоры Глебы. Кроме того, [[Recycler/ru|переработка]]{{SA}} [[Nutrients/ru|питательных веществ]] ведёт себя так, будто питательные вещества были сделаны по рецепту «питательные вещества из гнили», что даёт значительно больше гнили, чем простое естественное гниение.&lt;br /&gt;
&lt;br /&gt;
Хотя гниль обычно является отходом, у неё есть несколько применений. Возможность [[Assembling machine 2/ru|сборочного автомата 2]] или более высокого уровня превращать гниль в [[Nutrients/ru|питательные вещества]] полезна на Глебе как способ производства питательных веществ без использования [[Biochamber/ru|биокамеры]]{{SA}} (здания, которое само использует питательные вещества как топливо).&lt;br /&gt;
&lt;br /&gt;
== Альтернативные рецепты ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Процесс !! Вход !! Выход !! Производится в !! Требуемая технология !! Только на&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Iron bacteria}} Железные бактерии || {{Icon|Time|1}} + {{Icon|Jelly|6}} || {{Icon|Iron bacteria|10%}} + {{Icon|Spoilage|4}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Jellynut (research)}} [[Jellynut (research)/ru|Желейный орех (исследование)]] || {{Icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Copper bacteria}} Медные бактерии || {{Icon|Time|1}} + {{Icon|Yumako mash|3}} || {{Icon|Copper bacteria|10%}} + {{Icon|Spoilage|1}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Yumako (research)}} [[Yumako (research)/ru|Юмако (исследование)]] || {{Icon|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Так как основной рецепт производства питательных веществ считается рецептом «питательные вещества из гнили», использование [[Recycler/ru|переработчика]]{{SA}} для переработки питательных веществ производит гниль. Поскольку этот рецепт имеет соотношение 10:1 (гниль : питательные вещества), обратный рецепт переработчика создаёт 2,5 единицы гнили за каждый переработанный питательный элемент.&lt;br /&gt;
&lt;br /&gt;
== Механика гнили ==&lt;br /&gt;
{{main|Spoilage mechanics/ru}}&lt;br /&gt;
&lt;br /&gt;
Многие предметы, производимые на [[Gleba/ru|Глебе]]{{SA}}, превращаются в гниль через определённое время, характерное для данного типа предмета. Этот механизм также называется «гнилью». Это может происходить где угодно — в машинах, на [[Transport belt/ru|транспортных лентах]] и даже когда предмет удерживается [[Inserter/ru|сборщиком]].&lt;br /&gt;
&lt;br /&gt;
[[Quality/ru|Качество]] увеличивает срок свежести предмета.&lt;br /&gt;
&lt;br /&gt;
== История ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Добавлено в дополнении [[Space Age/ru|Космическая эра]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== См. также ==&lt;br /&gt;
* [[Gleba/ru|Глеба]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=218775</id>
		<title>Spoilage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spoilage&amp;diff=218775"/>
		<updated>2026-06-12T09:33:51Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Alternative recipes */ use imagelink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Spoilage}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{About|the result of an item&#039;s spoilage|the article describing the mechanics of items spoiling|Spoilage mechanics}}&lt;br /&gt;
&#039;&#039;&#039;Spoilage&#039;&#039;&#039; is an item generated by letting many spoilable items spoil. Many resources and intermediates produced on [[Gleba]] transform into spoilage, including [[agricultural science pack]]s. [[Raw fish]] in Space Age also can spoil into spoilage.&lt;br /&gt;
&lt;br /&gt;
Spoilage can be directly harvested from [[stingfrond]], [[sunnycomb]], [[hairy clubnub]] and other flora present in Gleba. In addition, [[recycler|recycling]] [[nutrients]] will behave as if the nutrients were made using the [[nutrients from spoilage]] recipe, thereby yielding considerably more spoilage than simply allowing the nutrients to spoil naturally.&lt;br /&gt;
&lt;br /&gt;
While spoilage is generally a waste product, it does have a number of uses. The ability of an [[assembling machine 2]] or better to transform spoilage into [[nutrients]] is useful on Gleba as a way to produce nutrients that does not require the [[biochamber]] (a building which uses nutrients as fuel).&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Crafted only on&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Iron bacteria}} || {{Icon|Time|1}} + {{Icon|Jelly|6}} || {{Icon|Iron bacteria|10%}} + {{Icon|Spoilage|4}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Jellynut (research)}} [[Jellynut (research)]] || {{Icon|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Copper bacteria}} || {{Icon|Time|1}} + {{Icon|Yumako mash|3}} || {{Icon|Copper bacteria|10%}} + {{Icon|Spoilage|1}} || {{Icon|Biochamber}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Player}} || {{icontech|Yumako (research)}} [[Yumako (research)]] || {{Icon|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because the primary recipe for producing nutrients is considered to be the [[nutrients from spoilage]] recipe, using a [[recycler]] to recycle nutrients produces spoilage. Because this recipe has a 10:1 ratio of spoilage to nutrients, the recycler&#039;s reverse recipe generates 2.5 spoilage for each nutrient recycled.&lt;br /&gt;
&lt;br /&gt;
== Spoilage mechanics ==&lt;br /&gt;
{{main|Spoilage mechanics}}&lt;br /&gt;
&lt;br /&gt;
Many items produced on [[Gleba]] will transform into spoilage after a period of time particular to that type of item. This mechanism is also referred to as &amp;quot;spoilage&amp;quot;. This can happen anywhere, in machines, [[Transport belt|belts]] and even when being held by an [[inserter]].&lt;br /&gt;
&lt;br /&gt;
[[Quality]] increases the freshness duration of an item.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_science_pack/ru&amp;diff=218727</id>
		<title>Agricultural science pack/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_science_pack/ru&amp;diff=218727"/>
		<updated>2026-06-09T12:49:13Z</updated>

		<summary type="html">&lt;p&gt;Bilka: added navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural science pack}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Сельскохозяйственный научный пакет&#039;&#039;&#039; — это научный пакет [[Gleba/ru|Глебы]]{{SA}}. Он используется в [[Lab/ru|лабораториях]] для [[Research/ru|исследования]] [[Technologies/ru|технологий]].&lt;br /&gt;
&lt;br /&gt;
Сельскохозяйственный научный пакет подвержен [[Spoilage mechanics/ru|гниению]]. По мере того как пакеты теряют [[Spoilage mechanics/ru|свежесть]], ценность [[Research/ru|исследований]], которые они дают, снижается. Это проявляется в том, что пакеты расходуются быстрее в лабораториях, и значит, лаборатории будут потреблять больше пакетов для получения того же количества исследований.&lt;br /&gt;
&lt;br /&gt;
Свежесть передаётся от ингредиентов к продуктам, поэтому более свежие ингредиенты дают более свежие продукты. Свежесть ингредиентов усредняется для выходного продукта. Благодаря этому более свежие [[Pentapod egg/ru|яйца пентаподов]] могут компенсировать менее свежий [[Bioflux/ru|биофлукс]]; яйцо со свежестью 99% и биофлукс со свежестью 50% дадут пакет со свежестью 74,5%.&lt;br /&gt;
&lt;br /&gt;
Как и другие скоропортящиеся предметы, более высокое [[Quality/ru|качество]] пакетов увеличивает время до гниения и, соответственно, они медленнее теряют научную ценность.&lt;br /&gt;
&lt;br /&gt;
== Достижения ==&lt;br /&gt;
{{Achievement|research-with-agriculture}}&lt;br /&gt;
{{Achievement|rush-to-space}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- На этой странице нужно показать разницу между модулями производительности и качества, но пока нет точной формулы... --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== История ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Добавлено в дополнении [[Space Age/ru|Космическая эра]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Интересные факты ==&lt;br /&gt;
* Во время закрытого бета-тестирования дополнения *Космическая эра* сельскохозяйственный научный пакет имел питательные вещества в качестве ингредиента.&lt;br /&gt;
&lt;br /&gt;
== См. также ==&lt;br /&gt;
* [[Gleba/ru|Глеба]]{{SA}}&lt;br /&gt;
* [[Research/ru|Исследования]]&lt;br /&gt;
* {{L|Science pack}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Jellystem/ru&amp;diff=218726</id>
		<title>Jellystem/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Jellystem/ru&amp;diff=218726"/>
		<updated>2026-06-09T12:46:44Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Jellystem}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Желейное дерево&#039;&#039;&#039; — это растение, которое естественным образом растёт на [[Gleba/ru|Глебе]]{{SA}}. Оно является основным источником [[Jellynut/ru|желейного ореха]].&lt;br /&gt;
&lt;br /&gt;
Желейные деревья могут расти только в [[Gleba/ru#Биомы|красном биоме]] Глебы. Их можно выращивать, высаживая [[Jellynut seed/ru|семена желейного ореха]] вручную или с помощью [[Agricultural tower/ru|сельскохозяйственной башни]]{{SA}}. Их можно высаживать только на естественно плодородной почве желейного ореха, [[Artificial jellynut soil/ru|искусственной почве желейного ореха]] или [[Overgrowth jellynut soil/ru|проросшей почве желейного ореха]]. Два последних варианта — это плитки, которые можно размещать, но только поверх определённых плиток красного биома.&lt;br /&gt;
&lt;br /&gt;
Желейные деревья можно собирать вручную или с помощью [[Agricultural tower/ru|сельскохозяйственной башни]]{{SA}}. Количество желейных орехов при сборе равно половине текущего процента роста. Так как для полного роста требуется 300 секунд (5 минут), каждое дерево в среднем производит 0,1667 желейного ореха в секунду. [[Biochamber/ru|Биокамера]]{{SA}} без модулей может перерабатывать 2 желейных ореха в секунду, что означает, что одна биокамера способна полностью перерабатывать продукцию 12 желейных деревьев.&lt;br /&gt;
&lt;br /&gt;
Сбор дерева даёт 15 спор. Если дерево уничтожено (выстрелом или наездом [[car/ru|автомобиля]] или [[tank/ru|танка]]), оно не даст спор.&lt;br /&gt;
&lt;br /&gt;
== Интересные факты ==&lt;br /&gt;
* Во время разработки планировалось, что на Глебе будет много растений, которые собираются напрямую в предметы. [https://github.com/wube/factorio-data/blob/2.0.8/space-age/prototypes/entity/plants.lua#L348 Комментарий в коде определения желейного дерева] указывает, что оно изначально задумывалось как источник или компонент науки.&lt;br /&gt;
&lt;br /&gt;
== История ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Добавлено в дополнении [[Space Age/ru|Космическая эра]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== См. также ==&lt;br /&gt;
* [[Yumako tree/ru|Дерево юмако]]{{SA}}&lt;br /&gt;
* [[Gleba/ru|Глеба]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_tree/ru&amp;diff=218725</id>
		<title>Yumako tree/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_tree/ru&amp;diff=218725"/>
		<updated>2026-06-09T12:42:53Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako tree}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Дерево юмако&#039;&#039;&#039; — это растение, которое естественным образом растёт на [[Gleba/ru|Глебе]]{{SA}}. Оно является основным источником [[Yumako/ru|фрукта юмако]].&lt;br /&gt;
&lt;br /&gt;
Деревья юмако могут расти только в [[Gleba/ru#Биомы|зелёном биоме]] Глебы. Их можно выращивать, высаживая [[Yumako seed/ru|семена юмако]] вручную или с помощью [[Agricultural tower/ru|сельскохозяйственной башни]]{{SA}}. Их можно высаживать только на естественно плодородной почве юмако, [[Artificial yumako soil/ru|искусственной почве юмако]] или [[Overgrowth yumako soil/ru|проросшей почве юмако]]. Два последних варианта — это плитки, которые можно размещать, но только поверх определённых плиток зелёного биома.&lt;br /&gt;
&lt;br /&gt;
Деревья юмако можно собирать вручную или с помощью [[Agricultural tower/ru|сельскохозяйственной башни]]{{SA}}. С момента посадки до зрелости проходит 5 минут, но дерево можно добывать и раньше, получая меньше фруктов и то же количество спор. Количество фруктов юмако при сборе равно половине текущего процента роста. Например, если дерево собрано на 50% роста, оно даст 25 [[Yumako/ru|фруктов юмако]].&lt;br /&gt;
&lt;br /&gt;
При добыче дерево создаёт 15 спор. Однако если оно уничтожено (выстрелом или тараном), оно не даст спор.&lt;br /&gt;
&lt;br /&gt;
== Интересные факты ==&lt;br /&gt;
* Во время разработки планировалось, что на Глебе будет много растений, которые собираются напрямую в предметы. [https://github.com/wube/factorio-data/blob/2.0.8/space-age/prototypes/entity/plants.lua#L276 Комментарий в коде определения дерева юмако] указывает, что оно изначально задумывалось как источник «еды», предположительно [[Nutrients/ru|питательных веществ]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== История ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Добавлено в дополнении [[Space Age/ru|Космическая эра]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== См. также ==&lt;br /&gt;
* [[Jellystem/ru|Желейное дерево]]{{SA}}&lt;br /&gt;
* [[Gleba/ru|Глеба]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_tree&amp;diff=218724</id>
		<title>Yumako tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_tree&amp;diff=218724"/>
		<updated>2026-06-09T12:41:43Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako tree}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako tree&#039;&#039;&#039; is a plant which grows naturally on [[Gleba]]. It is the primary source of [[yumako]].&lt;br /&gt;
&lt;br /&gt;
Yumako trees can only grow in the [[Gleba#Biomes|green biome]] of Gleba. They can be cultivated by planting [[yumako seed]]s, either by hand or by an [[agricultural tower]]. They can only be planted on naturally fertile yumako soil, [[artificial yumako soil]] or [[overgrowth yumako soil]]. The latter two are tiles that can be placed, but only on top of certain kinds of tiles in the green biome.&lt;br /&gt;
&lt;br /&gt;
Yumako trees can be harvested either by hand or by an [[agricultural tower]]. It takes 5 minutes from planting for a yumako tree to reach maturity, but can be mined before this happens, generating less fruit and the same amount of spores. The amount of yumakos which can be gained per harvest is equal to half of its current growth percentage. For example, if the tree was mined at 50%, it will contain 25 [[yumako]]s. &lt;br /&gt;
&lt;br /&gt;
When mined, it creates 15 spores. However if it is destroyed (either by shooting it or by ramming it) it will not yield spores.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* During development, Gleba was intended to have many plants which were harvested directly into items. [https://github.com/wube/factorio-data/blob/2.0.8/space-age/prototypes/entity/plants.lua#L276 A code comment in the entity definition for the yumako tree] indicates it was originally designed as a source of &amp;quot;food&amp;quot;, presumably [[nutrients]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jellystem]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_mash&amp;diff=218723</id>
		<title>Yumako mash</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_mash&amp;diff=218723"/>
		<updated>2026-06-09T12:38:48Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako mash}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako mash&#039;&#039;&#039; is an intermediate product crafted from ingredients found on [[Gleba]]. Creating yumako mash is also the only way to acquire [[yumako seed]]s to plant new [[yumako tree]]s. When consumed, it instantly grants the [[player]] 80 health points, along with 16 health points per second for the next 12 seconds. This effect has a 16 seconds cooldown.&lt;br /&gt;
&lt;br /&gt;
The 2% chance of getting seeds means that on average, a mature yumako tree will yield 1 yumako seed. To get an increasing number of seeds, yumako processing should be done with [[productivity]] bonuses, either in the [[Biochamber]] or with [[productivity module]]s. Or both.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Player health regen boost.png|The player under the health boost effect.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jelly]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Jelly&amp;diff=218722</id>
		<title>Jelly</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Jelly&amp;diff=218722"/>
		<updated>2026-06-09T12:38:41Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* See also */ Add yumako mash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Jelly}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Jelly&#039;&#039;&#039; is a intermediate product that can be crafted out of [[jellynut]]s found on [[Gleba]]. When eaten, it provides a 150% movement speed bonus for 12 seconds.&lt;br /&gt;
&lt;br /&gt;
The 2% chance of getting seeds means that on average, a mature [[jellystem]] will yield 1 [[jellynut seed]]. To get an increasing number of seeds, jellynut processing needs to be done with [[productivity]] bonuses, either in the [[biochamber]] or with [[productivity module]]s. Or both.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:player_speed_boost.png|The player under the speed boost effect.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.22|&lt;br /&gt;
* Jelly is no longer mined from [[slipstack]] trees so it is less confusing where to get jelly from.}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Yumako mash]]{{SA}}&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Yumako_mash&amp;diff=218721</id>
		<title>Yumako mash</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Yumako_mash&amp;diff=218721"/>
		<updated>2026-06-09T12:38:10Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* See also */ add Jelly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Yumako mash}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Yumako mash&#039;&#039;&#039; is an intermediate product crafted from ingredients found on [[Gleba]]. Creating yumako mash is also the only way to acquire [[yumako seed]]s to plant new [[yumako tree]]s. When consumed, it instantly grants the [[player]] 80 health points, along with 16 health points per second for the next 12 seconds. This effect has a 16 seconds cooldown.&lt;br /&gt;
&lt;br /&gt;
The 2% chance of getting seeds means that on average, a mature yumako tree will yield 1 yumako seed. To get an increasing number of seeds, yumako processing should be done with [[productivity]] bonuses, either in the [[Biochamber]] or with [[productivity module]]s. Or both.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Player health regen boost.png|The player under the health boost effect.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jelly]]&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_oil_processing_(research)&amp;diff=218632</id>
		<title>Advanced oil processing (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_oil_processing_(research)&amp;diff=218632"/>
		<updated>2026-05-29T12:55:33Z</updated>

		<summary type="html">&lt;p&gt;Bilka: style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced oil processing (research)}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing allows the player to obtain better ratios when [[oil refinery|refining]] oil. When the resultant recipe is enabled, the refinery input, and chemical plant&#039;s inputs are changed, see below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
File:Refinery-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
File:Heavy-oil-cracking-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
File:Light-oil-cracking-input-examples.jpg|All 4 possible rotation states and their inputs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The basic oil processing recipe has its crude oil input and petroleum gas output in the same places as the advanced recipe, so a basic setup can be adapted to an advanced one simply by changing the recipe, if input and output pipelines are correctly laid first.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is possible to flip a refinery or chemical plant, giving another 4 possible input states for each recipe. They can be flipped horizontally with {{keybinding|H}} or vertically with {{keybinding|V}} ({{keybinding|ZL|Right}}, {{keybinding|ZL|Left}} respectively on Switch).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=218631</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=218631"/>
		<updated>2026-05-29T12:52:29Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Removed combinator sign because it no longer works because combinator icons in alt mode are reordered to inventory order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup|Combinator GUI and circuit network changed in 2.0}}&lt;br /&gt;
&#039;&#039;This is a &#039;&#039;&#039;beginners&#039;&#039;&#039; tutorial. See also the [[Circuit network]] page for an overview over the circuit network and the [[Tutorial:Combinator tutorial]] for an advanced tutorial.&#039;&#039;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Foreword == &lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings in &amp;quot;Alt-mode&amp;quot;&amp;quot; in the Interface/Alt-mode settings has to be checked and &amp;quot;Alt-mode&amp;quot; has to be turned on.&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:LightWiredToChest.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Lamp showing chest content condition ===&lt;br /&gt;
&lt;br /&gt;
This is one of the simplest possible use of circuit-network. A [[lamp]] is lit depending on the number of goods (in this example empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
==== Setting up circuit connection ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* The lamp is connected to the chest.&lt;br /&gt;
* The lamp is set to light if the chest contains less than 10 empty barrels.&lt;br /&gt;
&lt;br /&gt;
==== To set the light condition ====&lt;br /&gt;
* Open the lamp (left click on it).&lt;br /&gt;
* Set the input to barrels.&lt;br /&gt;
* Set the operator to &amp;lt; (less than).&lt;br /&gt;
* Set the constant number:&lt;br /&gt;
** Left click on the constant number&lt;br /&gt;
** Move the slider until 10 is shown, or edit the value box directly.&lt;br /&gt;
** Press set.&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConditionalLights.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[storage tank]].&lt;br /&gt;
* By setting different conditions on each lamp we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first lamp is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
&lt;br /&gt;
In this setup you can connect the storage tank to the lamps directly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
While after 2.0, a [[lamp]]&#039;s color can be changed in its GUI, it can also be connected to a circuit network for various purposes. To allow the circuit network to modify its color, you need an intermediate device like an [[arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connecting the [[lamp]] and the [[Storage tank]] you need:&lt;br /&gt;
# Add the arithmetic combinator.&lt;br /&gt;
# Connect the [[storage tank]] with the input of the  arithmetic combinator.&lt;br /&gt;
# Connect the  output of the [[arithmetic combinator]] with the lamp.&lt;br /&gt;
# Set up the arithmetic combinator:&lt;br /&gt;
## Setting the input to petroleum Gas + 0 (the constant 0 not the signal 0)&lt;br /&gt;
## Set the output to the pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
# Set up the [[lamp]]:&lt;br /&gt;
##  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&lt;br /&gt;
## Set the condition to the pink signal, and what value you want (i.e. &amp;gt; 100)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
Balancing the production of petroleum gas, light oil and heavy oil is one of the most important use cases of the circuit network.&lt;br /&gt;
&lt;br /&gt;
[[File:LgtOilCracking.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[pump]] is connected to the [[storage tank]] by a [[red wire]]. &lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 20000&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Alternative Setup for Cracking and Lubricant Production ===&lt;br /&gt;
This setup compares different fluid levels to each other instead of checking fixed values. It offers some guarantees such as petroleum gas being produced when you have light oil to spare, and light oil not being cracked when you have plenty of petroleum gas, and similar rules for heavy oil cracking and lubricant production. &lt;br /&gt;
&lt;br /&gt;
[[File:oil-single-cct.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
It takes 4 steps:&lt;br /&gt;
&lt;br /&gt;
# Have a fluid tank for heavy oil, light oil, petroleum gas, and lubricant. For each fluid, make sure to connect the tank via pipes to every location where the fluid is being produced or consumed.&lt;br /&gt;
# For each chemical plant (or each row of them, if you use rows) add a pump to the non-water fluid input pipe to make it possible to block the flow. Note: Alternatively, the blocking pumps could be added to the chemical plant output pipes, but there is no need to add pumps to both inputs and outputs.&lt;br /&gt;
# Connect every pump and every fluid tank to a single circuit network of red (or green) wire. The resulting circuit network will know about the fluid level in every storage tank and pass this information to every pump.&lt;br /&gt;
# For each connected pump set the circuit “enable condition” to &amp;quot;[input fluid] &amp;gt; [output fluid]&amp;quot; , for its respective chemical plant recipe. E.g. set &amp;quot;heavy oil &amp;gt; light oil&amp;quot; for the heavy oil cracking input pump, set &amp;quot;heavy oil &amp;gt; lubricant&amp;quot; for the lubricant production input pump, and set &amp;quot;light oil &amp;gt; petroleum gas&amp;quot; for the light oil cracking input pump.&lt;br /&gt;
&lt;br /&gt;
Done! Now all the pumps will move to equalize the fluid levels to each other. This will prevent fluid system deadlocks where you have plenty of one fluid but you are unable to make any of the other.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiple Storages ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests.&lt;br /&gt;
* This also works with [[storage tank]]s and [[roboport]]s.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:constant_combinator_signs2.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Managing Belts) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Somewhat similar to the previous example, constant combinator signals can be used with belts to help indicate what items should be on which belts. This is extremely useful when sharing blueprints, as it&#039;s possible for blueprints to be shared albeit with no indication on which items are meant for which belts.&lt;br /&gt;
* Note again that [[Display_panel|Display panels]] are more useful here as of the 2.0 update.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
* If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
*  The [[inserter]] is connected to the [[wooden chest]] using a [[red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BalancedChestInsert.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
Goal: Load n chests with approximately the same number of items. This can be used for train stations: [https://www.reddit.com/r/factorio/comments/4e03g2/madzuris_smart_loading_train_station_guide/ MadZuri&#039;s smart loading train station]&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, i.e. it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
*  This circuit keeps a [[storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[arithmetic combinator]] (left side in the picture) with a [[red wire]]. &lt;br /&gt;
*  Another couple of [[red wire]]s join the output of the [[arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;constant combinator&amp;gt; - &amp;lt;storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter for the first item by inventory order.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This circuit balances production of [[solar panel]]s and [[accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* Note: Instead of using six belts all set to &#039;&#039;&#039;hold&#039;&#039;&#039;, only one can be used, and set to &#039;&#039;&#039;Hold (all belts)&#039;&#039;&#039; for simplicity&lt;br /&gt;
* This [[red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Automation science pack = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs.&lt;br /&gt;
* When using &#039;&#039;&#039;Hold (all belts)&#039;&#039;&#039;, the amount required for enabling the inserters varies, but 30 is a good number.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This recipe produces a rolling sum of the number of items of each type, as they added or removed from a looping conveyor belt. Inserters placing items onto the belt can use this sum to turn on or off as needed. &lt;br /&gt;
* It achieves this through two networks, one red (subtraction) and one green (addition), connected to their own inserters, and two arithmetic combinators: one basic [[arithmetic combinator]] to do the subtraction, and one memory cell, to update and persist the values.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
* Each inserter that takes items &#039;&#039;&#039;from&#039;&#039;&#039; the belt is connected with Red wire. Each of these inserters is set to &#039;&#039;&#039;Mode of operation: None&#039;&#039;&#039;, &#039;&#039;&#039;Read hand contents is checked&#039;&#039;&#039;, and Hand read mode is set to &#039;&#039;&#039;Pulse&#039;&#039;&#039; (sends 1 each time an item is picked up). &lt;br /&gt;
* These red wire inserters are connected to the input of the subtraction arithmetic combinator, in this example, it is the one on the left.&lt;br /&gt;
* The left [[arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. This subtracts 1 each time an inserter removes an item from the belt, for the specific type of item taken.&lt;br /&gt;
* The right [[arithmetic combinator]] is the &#039;&#039;&#039;memory cell&#039;&#039;&#039;.&lt;br /&gt;
* The memory cell&#039;s input is connected to: 1. A green wire network of inserters placing items onto the belt (the addition), 2. The output of the left [[arithmetic combinator]] (the subtraction).&lt;br /&gt;
* The memory cell&#039;s output should be connected to its input, so that each time an update is sent from either the addition network (green wire) or subtraction network (red wire), the updated value is persisted.&lt;br /&gt;
* When a Green wire inserter adds an item to the belt, that item&#039;s count in the memory cell is increased by 1.&lt;br /&gt;
* The inserters that place items onto the belt (green wire) should be set to: &#039;&#039;&#039;Enable/disable&#039;&#039;&#039;, &#039;&#039;&#039;Read hand contents is checked&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode is set to Pulse&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;Enable/disable&#039;&#039;&#039; condition is set based on the number of items you&#039;d like picked up by the red wire inserters, e.g. Automation science pack &amp;lt;= 16 (one pack for each lab in the example shown here).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.png|border|left|430px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
This picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: The GUI in the image above has been altered to make sure all important info fits within the image size.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
* Storage tank that provides the [[steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[uranium fuel cell]]s for the reactor.&lt;br /&gt;
* Output inserter that takes [[Used_up_uranium_fuel_cell|empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserter that put uranium fuel cells into the reactor. This is connected to the output inserter and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
* If you are using multiple reactors you should only wire one output inserter to one steam tank, and then connect all input inserters to the single output inserter. This will synchronize fuel insertion to maximize the reactor neighbour heat bonus. The other reactors can have &amp;quot;dumb&amp;quot; output inserters that remove [[Used_up_uranium_fuel_cell|empty fuel cells]] immediately.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prioritize usage of uranium towards nuclear fuel production ===&lt;br /&gt;
Because a continuous supply of [[uranium fuel cell]]s is critical to maintaining a [[nuclear reactor]], the circuit network can be used to set up a system where [[uranium-235]] and [[uranium-238]] are conserved for the production of nuclear fuel before other uses.&lt;br /&gt;
&lt;br /&gt;
[[File:Nuclear Fuel Circuit Network.png|border|left|430px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using a [[splitter]], divert the two types of uranium onto two parallel conveyors, with an [[inserter]] positioned to gather uranium from each conveyor (a [[long-handed inserter]] will be needed for the far belt). Each of these inserters deposits their load into a container, from which two more inserters deliver the contents to an [[assembling machine]] making nuclear fuel. An inserter delivers the produced fuel to a third container, from which inserter(s) delivers the fuel to your nuclear reactor. Wire the two inserters gathering from the conveyors to the container each of them is delivering to, and to the tile of conveyor immediately after the tile the inserter is gathering from. Set each inserter&#039;s enable condition to &amp;quot;less than or equal to X amount of uranium&amp;quot;, using the appropriate type of uranium the inserter is gathering and X being the number of reserve uranium desired (optimally, one uranium-235 and nineteen uranium-238, the amount needed to produce nuclear fuel; the amount may be increased if a greater stockpile is desired). Set each conveyor&#039;s enable condition to &amp;quot;greater than or equal to X amount of uranium&amp;quot; in the same manner. Finally, connect the inserters delivering uranium to the assembly machine up to the container the assembly machine is delivering nuclear fuel to, and set each of their enable conditions to &amp;quot;nuclear fuel = 0 (the enable condition can be set to &amp;quot;less than or equal to X amount of nuclear fuel&amp;quot; if a larger stockpile is desired).&lt;br /&gt;
&lt;br /&gt;
This set-up accomplishes the following:&lt;br /&gt;
&lt;br /&gt;
* When there is sufficient nuclear fuel and uranium stockpiled, the inserters will deactivate and the conveyors activate, allowing the uranium to continue down the conveyors to other facilities.&lt;br /&gt;
* When the nuclear fuel stockpile hits zero (or decreases below the desired amount), the inserters delivering to the assembly machine will activate and deliver uranium to resume production of nuclear fuel until quota is reached again.&lt;br /&gt;
* When there is not enough uranium stockpiled to produce a batch of nuclear fuel, the inserters gathering uranium will activate and and resume gathering uranium until they reach their quota. The conveyors carrying uranium will stop past the inserters, cutting off other facilities from that type of uranium until its respective inserter reaches quota.&lt;br /&gt;
* The assembly machine will only be provided with uranium when the stockpile of nuclear fuel hits zero (or decreases below the desired amount), preventing over-production of nuclear fuel and thus over-consumption of uranium.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Railway network ==&lt;br /&gt;
=== Set train routing ===&lt;br /&gt;
The circuit network can be used to allow deeper micromanagement of [[train]]s. Circuits can be used to adjust train limits for [[Train stop|stops]], effectively disabling a stop when a resource is not available for loading, or if an unloading station already has more than enough of a resource. Note that adjusting train limits runs into fewer problems than fully enabling/disabling stops; see [https://factorio.com/blog/post/fff-361 Friday Facts #361 - Train stop limit, Tips and tricks] and the [[Train stop]] page for additional information about using train limits.&lt;br /&gt;
&lt;br /&gt;
=== Player safety ===&lt;br /&gt;
The circuit network can be used to ensure the player&#039;s safety when crossing train tracks so they do not get hit. Place [[gate]]s at designated crossing areas and connect an adjacent [[wall]] to [[rail signal]]s near the gate. Set the gate to &amp;quot;read sensor&amp;quot; and the signal to &amp;quot;close signal&amp;quot; with the condition being the signal the gate sends out being &amp;quot;1&amp;quot;. This means that when the gate is closed, the signal will be green and trains can pass freely, but when the player approaches the gate and it opens for them, the train signal will be turned red and trains will be stopped until the player clears the area.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this system can be reversed - by setting the gate to &amp;quot;open gate&amp;quot; and the train signal set to &amp;quot;read signal&amp;quot;, the gate will remain open normally and will close when a train is approaching, preventing the player from crossing until it is safe.&lt;br /&gt;
&lt;br /&gt;
In lieu of gates, the player can connect a [[programmable speaker]] to the train signals to broadcast a warning siren when a train is approaching the area.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but later a [https://forums.factorio.com/viewtopic.php?p=111192#p111192 single decider version was proposed]. The thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
&lt;br /&gt;
=== SR latch ===&lt;br /&gt;
In 2.0, an SR latch can be accomplished in a single decider combinator with many combinations of set and reset conditions. This latch, for example will set if the steam levels or the accumulator levels fall too low, and will reset when both levels recover. This is an SR latch; if both inputs are true, the latch will set.&lt;br /&gt;
[[File:SR-Multi-condition.png|border|left|430px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Backup steam example ===&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|border|left|430px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{BlueprintString|bp-string=0eNqllMmO2zAMht+FZ2UQx0trHwr0GXoMAkO2mRkBWgwtyQSB330oJXGKxmg604tNUdQnkr+kM3Qy4GiF9tCcQfRGO2i2Z3DiVXMZfZorhAacR65WqF+FRpgYCD3gOzTZtGOA2gsv8LIyDU6tDqpDSwHsRlA4iEAIib23ol+NRiIwGI2jxUbHvQhY5C8lgxMZ9Us5TewBuPkksMyeAPMZ6BSX8inv+xNeMfN43wcVJPfGLhRaJ0qZUTOp7d4a2Xb4xg+CoinEBD8G396F8KcxQg/C+kCee9YpYvUTpqVsyjluwF4MaFe9UZ3Qy0mV+TUpKo3BICy1Is0Wy0lemS3NDYnjovf3EZ2IvbDuc4WkzZzn8VRu1rGq/2PUX2H8ujDUyG1qVgM/4ObA9rqY6wHiFbio9efd+bcdxhP1L2jf7q1RrdAEgmbPpcNpt6hpNYNGcyRF3VH4/m1BzervR6wXtg/Ct6h5J3GAxtuAbHbPMsbYrzXvJsD6oZNUF1zybinG463ix2q/scU36KHaan29mAunN0p0pHEUaJuxkm1YuWNb+rIqWXmyKrIKFuczslIUK5JV0OxmRxThUVEq92eTwQGtS9uU1aYu6pp+eZ1X+TR9AMRRzM0=}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|border|left|430px]]&lt;br /&gt;
Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|border|left|430px]]&lt;br /&gt;
The decider sets and latches the Set signal [[File:Signal-S.png|21px]] when the accumulator falls below 20%, and unlatches when the accumulator reaches 90%.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|border|left|430px]]&lt;br /&gt;
The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toggle Latch ===&lt;br /&gt;
&lt;br /&gt;
[[File:ToggleLatch2.0.png|thumb|left|430px|The wiring setup for the toggle latch.]]&lt;br /&gt;
[[File:ToggleLatch2.0_Settings.png|thumb|left|430px|The decider combinator settings.]]&lt;br /&gt;
[[File:ToggleLatch2.0_InputSettings.png|thumb|left|430px|The required inputs.]]&lt;br /&gt;
&lt;br /&gt;
A variant of a SR latch that toggles between two states on receiving the leading edge of the given input signals.&lt;br /&gt;
&lt;br /&gt;
Both input signals are required to cause the latch to toggle.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Each digit is driven by its own [[green wire]], that wire holds 15 signals, one for each lamp used in the digit.&lt;br /&gt;
* [[constant combinator]]s are used to define which lamp should light up for each value.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Each row has its own [[red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: red, green, blue, yellow, pink, cyan, white.  &lt;br /&gt;
* We have a [[red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Setting Recipes ==&lt;br /&gt;
[[File:MultipleItemAssembler.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiple Item Assembling Machine ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This circuit design allows a user to have a single [[assembling machine]] produce several different items that all use mostly the same ingredients. This is a convenient way to avoid routing the same set of inputs to multiple assembly machines for items that need automated, but not constant production. For example, [[medium electric pole]]s and [[big electric pole]]s share the same ingredients, or the [[pumpjack]], [[oil refinery]], and [[chemical plant]] take mostly the same inputs.&lt;br /&gt;
* To use this, the player opens the [[constant combinator]] and selects which items and what quantities to make.&lt;br /&gt;
* This signal goes into the green wire input of the [[decider combinator]], where it is compared to the quantity of items in the logistics chest connected to the combinator input on the red wire.&lt;br /&gt;
* The decider combinator uses the &amp;quot;each&amp;quot; signal, so each signal on the green wire is compared to each signal on the red wire, and if there are fewer of any item in the chest than are set by the constant combinator, the decider combinator will output a signal on that item&#039;s channel.&lt;br /&gt;
* The assembling machine then is configured to set the recipe based on incoming signals and so will produce whatever items are needed to fulfill the settings on the constant combinator.&lt;br /&gt;
* The assembly machine outputs items to the steel chest, which then loads them into the requester chest, which feeds back into the assembly machine. This is because when a new recipe is loaded, any extra input items of the previous recipe must be unloaded from the machine, and this loop will supply those unloaded items back into the assembly machine, otherwise input materials will fill up the output storage, preventing new items from being produced.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signal Switch ==&lt;br /&gt;
&lt;br /&gt;
=== Simple Signal Switch ===&lt;br /&gt;
[[File:Factorio signal switch edit.png|430px|border|left|alt=combinator settings for a simple signal switch]]&lt;br /&gt;
* With the advent of complex conditionals, it is possible to have a single [[constant combinator]] + [[decider combinator]] output any arbitrary signal from any conditional block&lt;br /&gt;
* This relies the behavior of the &#039;&#039;&#039;each&#039;&#039;&#039; signal.  If the &#039;&#039;&#039;each&#039;&#039;&#039; signal is used in an input condition, then it can be used as the output signal as well.&lt;br /&gt;
* To start, we&#039;ll define all of the signals we may want to output in the constant combinator, and give them each a unique value.  If circumstances dictate that you cannot dedicate one of the decider&#039;s input wires to just the constant combinator, you may want to make the values negative and/or very large to ensure they stay unique.&lt;br /&gt;
* We can exploit the behavior of &#039;&#039;&#039;each&#039;&#039;&#039; to propagate any of our constant combinator signals when any arbitrary condition is true.&lt;br /&gt;
* The format is simple: Define the condition in which you want your signal sent, and then add `AND` &#039;&#039;&#039;each&#039;&#039;&#039; = `the signal in the constant combinator you want to send when that condition is true`.&lt;br /&gt;
* The condition can be simple, using only a single condition, or can have as many AND statements as you need.&lt;br /&gt;
* Because the &#039;&#039;&#039;each&#039;&#039;&#039; statement is only true - due to our constant combinator signals all having unique values - when &#039;&#039;&#039;each&#039;&#039;&#039; compares a signal to itself, and because we are using &#039;&#039;&#039;each&#039;&#039;&#039; as our output value, whenever the other conditions in each block are all true, the signal that is compared to &#039;&#039;&#039;each&#039;&#039;&#039; is sent as the output signal, as it is the only signal that passes that particular condition.&lt;br /&gt;
* In the example shown, the decider will output the &amp;quot;pipe&amp;quot; signal when there are fewer than 100 pipes in the chest. It will output the &amp;quot;underground pipe&amp;quot; signal when there are 100 or more pipes AND less than 100 underground pipes in the chest.&lt;br /&gt;
* It is important to set the &#039;&#039;&#039;each&#039;&#039;&#039; comparisons to use only the wire connected to the constant combinator, otherwise any other signals that share the same values might get passed through.&lt;br /&gt;
&lt;br /&gt;
=== Latching Signal Switch ===&lt;br /&gt;
[[File:Factorio latching signal switch edit.png|430px|border|left|alt=Combinator settings for a latching signal switch that manages metallic asteroid processing]]&lt;br /&gt;
* This type of circuit expands on the simple signal switch by making the decider act as an SR (set/reset) latch as well as a signal switch.&lt;br /&gt;
* Adding latching helps prevent machines from flickering on and off, and recipes from switching wildly due to changing conditions.&lt;br /&gt;
* For this, the decider&#039;s output is connected to its input via the wire NOT connected to the constant combinator. This allows us to use the decider&#039;s current output as part of our logic.&lt;br /&gt;
* Each separate recipe needs two blocks: the &amp;quot;set&amp;quot; conditions, or &amp;quot;when do we turn the latch on,&amp;quot; and the &amp;quot;reset&amp;quot; conditions, or &amp;quot;when do we turn the latch off.&amp;quot;&lt;br /&gt;
* For the example shown here, the latch for advanced metallic asteroid processing is &#039;&#039;set&#039;&#039; when there is less than 80 copper ore on the output belts ({{Icon|Copper ore}} &amp;lt; 80).&lt;br /&gt;
* The second group of conditionals keeps the latch on until the reset condition - {{Icon|copper ore}} ≥ 300 - is reached. Because the &#039;&#039;set&#039;&#039; condition makes the decider start outputting the {{Icon|Advanced metallic asteroid crushing}} signal, then that makes the second block of conditionals true until {{Icon|copper ore}} reaches 300.  Once there are 300 copper ore on the belt, neither of the {{Icon|Advanced metallic asteroid crushing}} conditions will be true, and the latch will &#039;&#039;reset&#039;&#039;.&lt;br /&gt;
* The next two blocks are a latch for basic metallic asteroid processing. In this case, the &#039;&#039;set&#039;&#039; condition is {{Icon|Iron ore}} &amp;lt; 120 AND {{Icon|Advanced metallic asteroid crushing}} = 0. The check for {{Icon|Advanced metallic asteroid crushing}} ensures that we do not have both latches on at once. It&#039;s up to you to define the priority of possible output signals by adding similar checks. So for basic processing, the latch can be &#039;&#039;reset&#039;&#039; by two things: either {{Icon|Iron ore}} reaching 500+, or by the {{Icon|Advanced metallic asteroid crushing}} latch turning on.&lt;br /&gt;
* Pay close attention to which wires you&#039;re using for each condition. Always be as restrictive as possible.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=218630</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=218630"/>
		<updated>2026-05-29T12:48:46Z</updated>

		<summary type="html">&lt;p&gt;Bilka: capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, changing any enemy or pollution settings to anything lower than default (Including selecting any map generation presets that do so, such as rail world) disables the following achievements, and will warn the player of this before they start the game:&lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online on the map where the achievement is being awarded.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
| Here &amp;quot;build&amp;quot; means to &#039;&#039;place&#039;&#039; the spidertron, simply crafting it does not unlock this achievement.&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
| This achievement checks that a [[steam turbine]] produced power. Beforehand, a [[nuclear reactor]] needs to be built and a [[uranium fuel cell]] consumed, as well as a [[depleted uranium fuel cell]] produced. These various conditions can be unrelated, meaning the steam turbine does not need to be consuming steam that was produced with the help of a nuclear reactor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. [[Tile]]s do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. Tiles do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
| Tiles also count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| The actual condition is a check each time a tile is exhausted, that there are no ore tiles left within 12 tiles. [https://forums.factorio.com/126207]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | These three achievements refer to the Iron Throne, a large throne made from swords fused together with dragonfire in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; and its TV adaptation &#039;&#039;Game of Thrones&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to that particular network.&lt;br /&gt;
10 GJ over an hour is equivalent to a constant production of 10GJ ÷ (60 × 60s) = 2778kW. With the day-night cycle, a solar panel on Nauvis produces 42 kW on average. So in theory just 67 solar panels are enough to gain the achievement, if the produced power is consumed.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, as well as the name of Sun Microsystems&#039; Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only the first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]]. Note spawner health is larger with higher [[evolution]].&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
| All [[Gleba]] plants count as trees for this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]].&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 7 for a total of 100 robots. In the base game (i.e. without Space Age), 3 rocket launches are needed to obtain the space science packs to get the 3,000 space science needed to research level 7.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;The Art of Siege&#039;&#039; is a collection of four board wargames published by Simulations Publications Inc. in 1979 that simulate four famous sieges.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement can no longer be unlocked if the first [[Enemies#Nests|spawner or egg raft]] is destroyed in any way but with artillery. Killing Nauvis worms is allowed.&lt;br /&gt;
A possible strategy to neutralize spawners without destroying them is to block enemy spawning by placing structures around spawners.[https://forums.factorio.com/128208]&lt;br /&gt;
&lt;br /&gt;
In Space Age, the [[pentapod egg]]s required for [[biochamber]]s can be obtained from [[stompers|stomper]] shells, so no egg rafts need to be destroyed.&lt;br /&gt;
&amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting solar panels does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; the chests breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
| A play on name of the similar Nauvis achievement &amp;quot;It stinks and they don&#039;t like it&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from the movie &#039;&#039;Gran Torino&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]] (meaning players should not even unlock the ability to make production or utility science packs, much less research something requiring them.)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from the movie &#039;&#039;Predator&#039;&#039; (1987).&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from the movie &#039;&#039;Split Second&#039;&#039; .&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.46|&lt;br /&gt;
* New achievement limitations won&#039;t affect saves started before the version 2.0.45.&lt;br /&gt;
* Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.&lt;br /&gt;
* Some achievements are also disabled when Gleba enemies are set to be lower.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.45|&lt;br /&gt;
* Fixed that the achievements checks of map startup difficulty settings didn&#039;t check for pollution, expansion settings, starting area and trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement updated with different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=218629</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=218629"/>
		<updated>2026-05-29T12:48:24Z</updated>

		<summary type="html">&lt;p&gt;Bilka: style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, changing any enemy or pollution settings to anything lower than default (Including selecting any map generation presets that do so, such as Rail World) disables the following achievements, and will warn the player of this before they start the game:&lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online on the map where the achievement is being awarded.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
| Here &amp;quot;build&amp;quot; means to &#039;&#039;place&#039;&#039; the spidertron, simply crafting it does not unlock this achievement.&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
| This achievement checks that a [[steam turbine]] produced power. Beforehand, a [[nuclear reactor]] needs to be built and a [[uranium fuel cell]] consumed, as well as a [[depleted uranium fuel cell]] produced. These various conditions can be unrelated, meaning the steam turbine does not need to be consuming steam that was produced with the help of a nuclear reactor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. [[Tile]]s do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. Tiles do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
| Tiles also count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| The actual condition is a check each time a tile is exhausted, that there are no ore tiles left within 12 tiles. [https://forums.factorio.com/126207]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | These three achievements refer to the Iron Throne, a large throne made from swords fused together with dragonfire in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; and its TV adaptation &#039;&#039;Game of Thrones&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to that particular network.&lt;br /&gt;
10 GJ over an hour is equivalent to a constant production of 10GJ ÷ (60 × 60s) = 2778kW. With the day-night cycle, a solar panel on Nauvis produces 42 kW on average. So in theory just 67 solar panels are enough to gain the achievement, if the produced power is consumed.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, as well as the name of Sun Microsystems&#039; Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only the first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]]. Note spawner health is larger with higher [[evolution]].&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
| All [[Gleba]] plants count as trees for this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]].&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 7 for a total of 100 robots. In the base game (i.e. without Space Age), 3 rocket launches are needed to obtain the space science packs to get the 3,000 space science needed to research level 7.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;The Art of Siege&#039;&#039; is a collection of four board wargames published by Simulations Publications Inc. in 1979 that simulate four famous sieges.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement can no longer be unlocked if the first [[Enemies#Nests|spawner or egg raft]] is destroyed in any way but with artillery. Killing Nauvis worms is allowed.&lt;br /&gt;
A possible strategy to neutralize spawners without destroying them is to block enemy spawning by placing structures around spawners.[https://forums.factorio.com/128208]&lt;br /&gt;
&lt;br /&gt;
In Space Age, the [[pentapod egg]]s required for [[biochamber]]s can be obtained from [[stompers|stomper]] shells, so no egg rafts need to be destroyed.&lt;br /&gt;
&amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting solar panels does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; the chests breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
| A play on name of the similar Nauvis achievement &amp;quot;It stinks and they don&#039;t like it&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from the movie &#039;&#039;Gran Torino&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]] (meaning players should not even unlock the ability to make production or utility science packs, much less research something requiring them.)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from the movie &#039;&#039;Predator&#039;&#039; (1987).&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from the movie &#039;&#039;Split Second&#039;&#039; .&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.46|&lt;br /&gt;
* New achievement limitations won&#039;t affect saves started before the version 2.0.45.&lt;br /&gt;
* Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.&lt;br /&gt;
* Some achievements are also disabled when Gleba enemies are set to be lower.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.45|&lt;br /&gt;
* Fixed that the achievements checks of map startup difficulty settings didn&#039;t check for pollution, expansion settings, starting area and trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement updated with different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Materials_and_recipes&amp;diff=218628</id>
		<title>Talk:Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Materials_and_recipes&amp;diff=218628"/>
		<updated>2026-05-29T12:39:02Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Where are the recipes? Does the page name need to change? */ Added recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Are raw resources items ? ==&lt;br /&gt;
&lt;br /&gt;
IMO they are too many things described/listed in this page. I think that it would be clearer if we limit the concept of &#039;&#039;&#039;Items&#039;&#039;&#039; to those who can be crafted IG (i.e. who can be fund in the crafting menu).&lt;br /&gt;
&lt;br /&gt;
As a consequence &#039;&#039;&#039;raw resources&#039;&#039;&#039; will have a dedicated page. BTW in the wiki a lot of links point directly to this subsection, doesn&#039;t that mean that it is a specific concept ? [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 05:29, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Organization of the items ==&lt;br /&gt;
&lt;br /&gt;
I think that this page would be clearer (and with no more discussion/editing about sorting) if we use the same sections that those who are used IG in the crafting menu, in the same order : Logistics, Production, Intermediate products, Combat... In each section we may have a table for each line in the menu.&lt;br /&gt;
&lt;br /&gt;
If we do that it would be easier to have a global introduction text, with a link to the crafting concept, as well as explanation in each section. &lt;br /&gt;
&lt;br /&gt;
As you can see, my proposition is to have a wiki organized like it is IG. [[User:Mgiraud|Mgiraud]] ([[User talk:Mgiraud|talk]]) 05:40, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Makes sense to me.  Most of the subsections currently here already have their own pages anyway, which would be a better place to list these particular groupings of items.  --[[User:Super aardvark|Super aardvark]] ([[User talk:Super aardvark|talk]]) 02:06, 21 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove spidertron remote etc? ==&lt;br /&gt;
- spidertron remote&lt;br /&gt;
- red wire&lt;br /&gt;
- green wire&lt;br /&gt;
- discharge defense remote&lt;br /&gt;
- artillery remote&lt;br /&gt;
are no longer craftable items, and ingame - both factoriopedia and the crafting menu - doesnt show them in the same places anymore. Should we remove them from this page? Move them to an &amp;quot;unsorted&amp;quot; tab like ingame? --[[User:Zaz|Zaz]] ([[User talk:Zaz|talk]]) 14:50, 12 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where are the recipes? Does the page name need to change? ==&lt;br /&gt;
&lt;br /&gt;
I came here to find info about the first three asteroid chunk reprocessing recipes, but there&#039;s only links to the asteroid chunks themselves. Poking around the menu, I don&#039;t see any recipes at all, only materials. Should the page be renamed &amp;quot;Materials&amp;quot;, or am I missing something? --[[User:Gotube|Gotube]] ([[User talk:Gotube|talk]]) 05:38, 3 March 2026 (UTC)&lt;br /&gt;
: The page already listed recipes with the uranium related recipes. With Space Age the organisation of the template was very unclear at the start, so the recipes weren&#039;t added. I&#039;ve added them now and fixed some other discrepancies compared to Factoriopedia. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 12:38, 29 May 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=MediaWiki:Common.css&amp;diff=218627</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=MediaWiki:Common.css&amp;diff=218627"/>
		<updated>2026-05-29T12:36:15Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Minus one row&lt;/p&gt;
&lt;hr /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Inventory&amp;diff=218626</id>
		<title>Template:Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Inventory&amp;diff=218626"/>
		<updated>2026-05-29T12:35:51Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Removed the bacteria recipes because template became too large and they are directly next to the icons they redirect to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;inventory&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tab-header&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-1 tab-head-active&amp;quot; data-name=&amp;quot;{{Translation|Logistics}}&amp;quot;&amp;gt;[[File:Item-group logistics.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-2&amp;quot; data-name=&amp;quot;{{Translation|Production}}&amp;quot;&amp;gt;[[File:Item-group production.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-3&amp;quot; data-name=&amp;quot;{{Translation|Intermediate products}}&amp;quot;&amp;gt;[[File:Item-group intermediate products.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-4&amp;quot; data-name=&amp;quot;{{Translation|Space}}&amp;quot;&amp;gt;[[File:Item-group space.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-5&amp;quot; data-name=&amp;quot;{{Translation|Combat}}&amp;quot;&amp;gt;[[File:Item-group military.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Wooden chest.png|32px|link=Wooden chest{{If language suffix}}|{{Translation|Wooden chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron chest.png|32px|link=Iron chest{{If language suffix}}|{{Translation|Iron chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steel chest.png|32px|link=Steel chest{{If language suffix}}|{{Translation|Steel chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Storage tank.png|32px|link=Storage tank{{If language suffix}}|{{Translation|Storage tank}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast transport belt.png|32px|link=Fast transport belt{{If language suffix}}|{{Translation|Fast transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Express transport belt.png|32px|link=Express transport belt{{If language suffix}}|{{Translation|Express transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Turbo transport belt.png|32px|link=Turbo transport belt{{If language suffix}}|{{Translation|Turbo transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Underground belt.png|32px|link=Underground belt{{If language suffix}}|{{Translation|Underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast underground belt.png|32px|link=Fast underground belt{{If language suffix}}|{{Translation|Fast underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Express underground belt.png|32px|link=Express underground belt{{If language suffix}}|{{Translation|Express underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Turbo underground belt.png|32px|link=Turbo underground belt{{If language suffix}}|{{Translation|Turbo underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Splitter.png|32px|link=Splitter{{If language suffix}}|{{Translation|Splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast splitter.png|32px|link=Fast splitter{{If language suffix}}|{{Translation|Fast splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Express splitter.png|32px|link=Express splitter{{If language suffix}}|{{Translation|Express splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Turbo splitter.png|32px|link=Turbo splitter{{If language suffix}}|{{Translation|Turbo splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Burner inserter.png|32px|link=Burner inserter{{If language suffix}}|{{Translation|Burner inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Inserter.png|32px|link=Inserter{{If language suffix}}|{{Translation|Inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Long-handed inserter.png|32px|link=Long-handed inserter{{If language suffix}}|{{Translation|Long-handed inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast inserter.png|32px|link=Fast inserter{{If language suffix}}|{{Translation|Fast inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Bulk inserter.png|32px|link=Bulk inserter{{If language suffix}}|{{Translation|Bulk inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stack inserter.png|32px|link=Stack inserter{{If language suffix}}|{{Translation|Stack inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Small electric pole.png|32px|link=Small electric pole{{If language suffix}}|{{Translation|Small electric pole}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Medium electric pole.png|32px|link=Medium electric pole{{If language suffix}}|{{Translation|Medium electric pole}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Big electric pole.png|32px|link=Big electric pole{{If language suffix}}|{{Translation|Big electric pole}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Substation.png|32px|link=Substation{{If language suffix}}|{{Translation|Substation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pipe.png|32px|link=Pipe{{If language suffix}}|{{Translation|Pipe}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pipe to ground.png|32px|link=Pipe to ground{{If language suffix}}|{{Translation|Pipe to ground}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pump.png|32px|link=Pump{{If language suffix}}|{{Translation|Pump}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail.png|32px|link=Rail{{If language suffix}}|{{Translation|Rail}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail ramp.png|32px|link=Rail ramp{{If language suffix}}|{{Translation|Rail ramp}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail support.png|32px|link=Rail support{{If language suffix}}|{{Translation|Rail support}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Train stop.png|32px|link=Train stop{{If language suffix}}|{{Translation|Train stop}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail signal.png|32px|link=Rail signal{{If language suffix}}|{{Translation|Rail signal}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail chain signal.png|32px|link=Rail chain signal{{If language suffix}}|{{Translation|Rail chain signal}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Locomotive.png|32px|link=Locomotive{{If language suffix}}|{{Translation|Locomotive}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo wagon.png|32px|link=Cargo wagon{{If language suffix}}|{{Translation|Cargo wagon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluid wagon.png|32px|link=Fluid wagon{{If language suffix}}|{{Translation|Fluid wagon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery wagon.png|32px|link=Artillery wagon{{If language suffix}}|{{Translation|Artillery wagon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Car.png|32px|link=Car{{If language suffix}}|{{Translation|Car}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tank.png|32px|link=Tank{{If language suffix}}|{{Translation|Tank}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Spidertron.png|32px|link=Spidertron{{If language suffix}}|{{Translation|Spidertron}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Spidertron remote.png|32px|link=Spidertron remote{{If language suffix}}|{{Translation|Spidertron remote}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Logistic robot.png|32px|link=Logistic robot{{If language suffix}}|{{Translation|Logistic robot}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Construction robot.png|32px|link=Construction robot{{If language suffix}}|{{Translation|Construction robot}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Active provider chest.png|32px|link=Active provider chest{{If language suffix}}|{{Translation|Active provider chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Passive provider chest.png|32px|link=Passive provider chest{{If language suffix}}|{{Translation|Passive provider chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Storage chest.png|32px|link=Storage chest{{If language suffix}}|{{Translation|Storage chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Buffer chest.png|32px|link=Buffer chest{{If language suffix}}|{{Translation|Buffer chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Requester chest.png|32px|link=Requester chest{{If language suffix}}|{{Translation|Requester chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Roboport.png|32px|link=Roboport{{If language suffix}}|{{Translation|Roboport}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lamp.png|32px|link=Lamp{{If language suffix}}|{{Translation|Lamp}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Red wire.png|32px|link=Red wire{{If language suffix}}|{{Translation|Red wire}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Green wire.png|32px|link=Green wire{{If language suffix}}|{{Translation|Green wire}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Arithmetic combinator.png|32px|link=Arithmetic combinator{{If language suffix}}|{{Translation|Arithmetic combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Decider combinator.png|32px|link=Decider combinator{{If language suffix}}|{{Translation|Decider combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Selector combinator.png|32px|link=Selector combinator{{If language suffix}}|{{Translation|Selector combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Constant combinator.png|32px|link=Constant combinator{{If language suffix}}|{{Translation|Constant combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Power switch.png|32px|link=Power switch{{If language suffix}}|{{Translation|Power switch}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Programmable speaker.png|32px|link=Programmable speaker{{If language suffix}}|{{Translation|Programmable speaker}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Display panel.png|32px|link=Display panel{{If language suffix}}|{{Translation|Display panel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stone brick.png|32px|link=Stone brick{{If language suffix}}|{{Translation|Stone brick}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Concrete.png|32px|link=Concrete{{If language suffix}}|{{Translation|Concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Hazard concrete.png|32px|link=Hazard concrete{{If language suffix}}|{{Translation|Hazard concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Refined concrete.png|32px|link=Refined concrete{{If language suffix}}|{{Translation|Refined concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Refined hazard concrete.png|32px|link=Refined hazard concrete{{If language suffix}}|{{Translation|Refined hazard concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Landfill.png|32px|link=Landfill{{If language suffix}}|{{Translation|Landfill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artificial yumako soil.png|32px|link=Artificial yumako soil{{If language suffix}}|{{Translation|Artificial yumako soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Overgrowth yumako soil.png|32px|link=Overgrowth yumako soil{{If language suffix}}|{{Translation|Overgrowth yumako soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artificial jellynut soil.png|32px|link=Artificial jellynut soil{{If language suffix}}|{{Translation|Artificial jellynut soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Overgrowth jellynut soil.png|32px|link=Overgrowth jellynut soil{{If language suffix}}|{{Translation|Overgrowth jellynut soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ice platform.png|32px|link=Ice platform{{If language suffix}}|{{Translation|Ice platform}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Foundation.png|32px|link=Foundation{{If language suffix}}|{{Translation|Foundation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cliff explosives.png|32px|link=Cliff explosives{{If language suffix}}|{{Translation|Cliff explosives}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-2 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Repair pack.png|32px|link=Repair pack{{If language suffix}}|{{Translation|Repair pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Blueprint.png|32px|link=Blueprint{{If language suffix}}|{{Translation|Blueprint}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Deconstruction planner.png|32px|link=Deconstruction planner{{If language suffix}}|{{Translation|Deconstruction planner}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Upgrade planner.png|32px|link=Upgrade planner{{If language suffix}}|{{Translation|Upgrade planner}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Blueprint book.png|32px|link=Blueprint book{{If language suffix}}|{{Translation|Blueprint book}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Boiler.png|32px|link=Boiler{{If language suffix}}|{{Translation|Boiler}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam engine.png|32px|link=Steam engine{{If language suffix}}|{{Translation|Steam engine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solar panel.png|32px|link=Solar panel{{If language suffix}}|{{Translation|Solar panel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Accumulator.png|32px|link=Accumulator{{If language suffix}}|{{Translation|Accumulator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nuclear reactor.png|32px|link=Nuclear reactor{{If language suffix}}|{{Translation|Nuclear reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heat pipe.png|32px|link=Heat pipe{{If language suffix}}|{{Translation|Heat pipe}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heat exchanger.png|32px|link=Heat exchanger{{If language suffix}}|{{Translation|Heat exchanger}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam turbine.png|32px|link=Steam turbine{{If language suffix}}|{{Translation|Steam turbine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fusion reactor.png|32px|link=Fusion reactor{{If language suffix}}|{{Translation|Fusion reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fusion generator.png|32px|link=Fusion generator{{If language suffix}}|{{Translation|Fusion generator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Burner mining drill.png|32px|link=Burner mining drill{{If language suffix}}|{{Translation|Burner mining drill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electric mining drill.png|32px|link=Electric mining drill{{If language suffix}}|{{Translation|Electric mining drill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Big mining drill.png|32px|link=Big mining drill{{If language suffix}}|{{Translation|Big mining drill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Offshore pump.png|32px|link=Offshore pump{{If language suffix}}|{{Translation|Offshore pump}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pumpjack.png|32px|link=Pumpjack{{If language suffix}}|{{Translation|Pumpjack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stone furnace.png|32px|link=Stone furnace{{If language suffix}}|{{Translation|Stone furnace}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steel furnace.png|32px|link=Steel furnace{{If language suffix}}|{{Translation|Steel furnace}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electric furnace.png|32px|link=Electric furnace{{If language suffix}}|{{Translation|Electric furnace}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Foundry.png|32px|link=Foundry{{If language suffix}}|{{Translation|Foundry}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Recycler.png|32px|link=Recycler{{If language suffix}}|{{Translation|Recycler}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Agricultural tower.png|32px|link=Agricultural tower{{If language suffix}}|{{Translation|Agricultural tower}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biochamber.png|32px|link=Biochamber{{If language suffix}}|{{Translation|Biochamber}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Captive biter spawner.png|32px|link=Captive biter spawner{{If language suffix}}|{{Translation|Captive biter spawner}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Assembling machine 1.png|32px|link=Assembling machine 1{{If language suffix}}|{{Translation|Assembling machine 1}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Assembling machine 2.png|32px|link=Assembling machine 2{{If language suffix}}|{{Translation|Assembling machine 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Assembling machine 3.png|32px|link=Assembling machine 3{{If language suffix}}|{{Translation|Assembling machine 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oil refinery.png|32px|link=Oil refinery{{If language suffix}}|{{Translation|Oil refinery}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Chemical plant.png|32px|link=Chemical plant{{If language suffix}}|{{Translation|Chemical plant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Centrifuge.png|32px|link=Centrifuge{{If language suffix}}|{{Translation|Centrifuge}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electromagnetic plant.png|32px|link=Electromagnetic plant{{If language suffix}}|{{Translation|Electromagnetic plant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cryogenic plant.png|32px|link=Cryogenic plant{{If language suffix}}|{{Translation|Cryogenic plant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lab.png|32px|link=Lab{{If language suffix}}|{{Translation|Lab}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biolab.png|32px|link=Biolab{{If language suffix}}|{{Translation|Biolab}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lightning rod.png|32px|link=Lightning rod{{If language suffix}}|{{Translation|Lightning rod}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lightning collector.png|32px|link=Lightning collector{{If language suffix}}|{{Translation|Lightning collector}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heating tower.png|32px|link=Heating tower{{If language suffix}}|{{Translation|Heating tower}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Beacon.png|32px|link=Beacon{{If language suffix}}|{{Translation|Beacon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Speed module.png|32px|link=Speed module{{If language suffix}}|{{Translation|Speed module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Speed module 2.png|32px|link=Speed module 2{{If language suffix}}|{{Translation|Speed module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Speed module 3.png|32px|link=Speed module 3{{If language suffix}}|{{Translation|Speed module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Efficiency module.png|32px|link=Efficiency module{{If language suffix}}|{{Translation|Efficiency module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Efficiency module 2.png|32px|link=Efficiency module 2{{If language suffix}}|{{Translation|Efficiency module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Efficiency module 3.png|32px|link=Efficiency module 3{{If language suffix}}|{{Translation|Efficiency module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Productivity module.png|32px|link=Productivity module{{If language suffix}}|{{Translation|Productivity module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Productivity module 2.png|32px|link=Productivity module 2{{If language suffix}}|{{Translation|Productivity module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Productivity module 3.png|32px|link=Productivity module 3{{If language suffix}}|{{Translation|Productivity module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quality module.png|32px|link=Quality module{{If language suffix}}|{{Translation|Quality module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quality module 2.png|32px|link=Quality module 2{{If language suffix}}|{{Translation|Quality module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quality module 3.png|32px|link=Quality module 3{{If language suffix}}|{{Translation|Quality module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-3 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Water.png|32px|link=Water{{If language suffix}}|{{Translation|Water}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam.png|32px|link=Steam{{If language suffix}}|{{Translation|Steam}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Crude oil.png|32px|link=Crude oil{{If language suffix}}|{{Translation|Crude oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Petroleum gas.png|32px|link=Petroleum gas{{If language suffix}}|{{Translation|Petroleum gas}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light oil.png|32px|link=Light oil{{If language suffix}}|{{Translation|Light oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy oil.png|32px|link=Heavy oil{{If language suffix}}|{{Translation|Heavy oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lubricant.png|32px|link=Lubricant{{If language suffix}}|{{Translation|Lubricant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Sulfuric acid.png|32px|link=Sulfuric acid{{If language suffix}}|{{Translation|Sulfuric acid}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Thruster fuel.png|32px|link=Thruster fuel{{If language suffix}}|{{Translation|Thruster fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Thruster oxidizer.png|32px|link=Thruster oxidizer{{If language suffix}}|{{Translation|Thruster oxidizer}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lava.png|32px|link=Lava{{If language suffix}}|{{Translation|Lava}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Molten iron.png|32px|link=Molten iron{{If language suffix}}|{{Translation|Molten iron}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Molten copper.png|32px|link=Molten copper{{If language suffix}}|{{Translation|Molten copper}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Holmium solution.png|32px|link=Holmium solution{{If language suffix}}|{{Translation|Holmium solution}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electrolyte.png|32px|link=Electrolyte{{If language suffix}}|{{Translation|Electrolyte}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammoniacal solution.png|32px|link=Ammoniacal solution{{If language suffix}}|{{Translation|Ammoniacal solution}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammonia.png|32px|link=Ammonia{{If language suffix}}|{{Translation|Ammonia}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluorine.png|32px|link=Fluorine{{If language suffix}}|{{Translation|Fluorine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (hot).png|32px|link=Fluoroketone (hot){{If language suffix}}|{{Translation|Fluoroketone (hot)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (cold).png|32px|link=Fluoroketone (cold){{If language suffix}}|{{Translation|Fluoroketone (cold)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lithium brine.png|32px|link=Lithium brine{{If language suffix}}|{{Translation|Lithium brine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Plasma.png|32px|link=Plasma{{If language suffix}}|{{Translation|Plasma}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Basic oil processing.png|32px|link=Basic oil processing{{If language suffix}}|{{Translation|Basic oil processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced oil processing.png|32px|link=Advanced oil processing{{If language suffix}}|{{Translation|Advanced oil processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Simple coal liquefaction.png|32px|link=Simple coal liquefaction{{If language suffix}}|{{Translation|Simple coal liquefaction}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Coal liquefaction.png|32px|link=Coal liquefaction{{If language suffix}}|{{Translation|Coal liquefaction}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy oil cracking.png|32px|link=Heavy oil cracking{{If language suffix}}|{{Translation|Heavy oil cracking}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light oil cracking.png|32px|link=Light oil cracking{{If language suffix}}|{{Translation|Light oil cracking}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from petroleum gas.png|32px|link=Solid fuel from petroleum gas{{If language suffix}}|{{Translation|Solid fuel from petroleum gas}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from light oil.png|32px|link=Solid fuel from light oil{{If language suffix}}|{{Translation|Solid fuel from light oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from heavy oil.png|32px|link=Solid fuel from heavy oil{{If language suffix}}|{{Translation|Solid fuel from heavy oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Acid neutralisation.png|32px|link=Acid neutralisation{{If language suffix}}|{{Translation|Acid neutralisation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam condensation.png|32px|link=Steam condensation{{If language suffix}}|{{Translation|Steam condensation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ice melting.png|32px|link=Ice melting{{If language suffix}}|{{Translation|Ice melting}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Wood.png|32px|link=Wood{{If language suffix}}|{{Translation|Wood}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Coal.png|32px|link=Coal{{If language suffix}}|{{Translation|Coal}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stone.png|32px|link=Stone{{If language suffix}}|{{Translation|Stone}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron ore.png|32px|link=Iron ore{{If language suffix}}|{{Translation|Iron ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper ore.png|32px|link=Copper ore{{If language suffix}}|{{Translation|Copper ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium ore.png|32px|link=Uranium ore{{If language suffix}}|{{Translation|Uranium ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Raw fish.png|32px|link=Raw fish{{If language suffix}}|{{Translation|Raw fish}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ice.png|32px|link=Ice{{If language suffix}}|{{Translation|Ice}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron plate.png|32px|link=Iron plate{{If language suffix}}|{{Translation|Iron plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper plate.png|32px|link=Copper plate{{If language suffix}}|{{Translation|Copper plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steel plate.png|32px|link=Steel plate{{If language suffix}}|{{Translation|Steel plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel.png|32px|link=Solid fuel{{If language suffix}}|{{Translation|Solid fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Plastic bar.png|32px|link=Plastic bar{{If language suffix}}|{{Translation|Plastic bar}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Sulfur.png|32px|link=Sulfur{{If language suffix}}|{{Translation|Sulfur}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Battery.png|32px|link=Battery{{If language suffix}}|{{Translation|Battery}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosives.png|32px|link=Explosives{{If language suffix}}|{{Translation|Explosives}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbon.png|32px|link=Carbon{{If language suffix}}|{{Translation|Carbon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Coal synthesis.png|32px|link=Coal synthesis{{If language suffix}}|{{Translation|Coal synthesis}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Water barrel.png|32px|link=Water barrel{{If language suffix}}|{{Translation|Water barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Crude oil barrel.png|32px|link=Crude oil barrel{{If language suffix}}|{{Translation|Crude oil barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Petroleum gas barrel.png|32px|link=Petroleum gas barrel{{If language suffix}}|{{Translation|Petroleum gas barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light oil barrel.png|32px|link=Light oil barrel{{If language suffix}}|{{Translation|Light oil barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy oil barrel.png|32px|link=Heavy oil barrel{{If language suffix}}|{{Translation|Heavy oil barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lubricant barrel.png|32px|link=Lubricant barrel{{If language suffix}}|{{Translation|Lubricant barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Sulfuric acid barrel.png|32px|link=Sulfuric acid barrel{{If language suffix}}|{{Translation|Sulfuric acid barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (hot) barrel.png|32px|link=Fluoroketone (hot) barrel{{If language suffix}}|{{Translation|Fluoroketone (hot) barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (cold) barrel.png|32px|link=Fluoroketone (cold) barrel{{If language suffix}}|{{Translation|Fluoroketone (cold) barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron gear wheel.png|32px|link=Iron gear wheel{{If language suffix}}|{{Translation|Iron gear wheel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron stick.png|32px|link=Iron stick{{If language suffix}}|{{Translation|Iron stick}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper cable.png|32px|link=Copper cable{{If language suffix}}|{{Translation|Copper cable}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Barrel.png|32px|link=Barrel{{If language suffix}}|{{Translation|Barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electronic circuit.png|32px|link=Electronic circuit{{If language suffix}}|{{Translation|Electronic circuit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced circuit.png|32px|link=Advanced circuit{{If language suffix}}|{{Translation|Advanced circuit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Processing unit.png|32px|link=Processing unit{{If language suffix}}|{{Translation|Processing unit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Engine unit.png|32px|link=Engine unit{{If language suffix}}|{{Translation|Engine unit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electric engine unit.png|32px|link=Electric engine unit{{If language suffix}}|{{Translation|Electric engine unit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flying robot frame.png|32px|link=Flying robot frame{{If language suffix}}|{{Translation|Flying robot frame}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Low density structure.png|32px|link=Low density structure{{If language suffix}}|{{Translation|Low density structure}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket fuel.png|32px|link=Rocket fuel{{If language suffix}}|{{Translation|Rocket fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium processing.png|32px|link=Uranium processing{{If language suffix}}|{{Translation|Uranium processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium-235.png|32px|link=Uranium-235{{If language suffix}}|{{Translation|Uranium-235}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium-238.png|32px|link=Uranium-238{{If language suffix}}|{{Translation|Uranium-238}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium fuel cell.png|32px|link=Uranium fuel cell{{If language suffix}}|{{Translation|Uranium fuel cell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Depleted uranium fuel cell.png|32px|link=Depleted uranium fuel cell{{If language suffix}}|{{Translation|Depleted uranium fuel cell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nuclear fuel reprocessing.png|32px|link=Nuclear fuel reprocessing{{If language suffix}}|{{Translation|Nuclear fuel reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Kovarex enrichment process.png|32px|link=Kovarex enrichment process{{If language suffix}}|{{Translation|Kovarex enrichment process}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nuclear fuel.png|32px|link=Nuclear fuel{{If language suffix}}|{{Translation|Nuclear fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Calcite.png|32px|link=Calcite{{If language suffix}}|{{Translation|Calcite}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tungsten ore.png|32px|link=Tungsten ore{{If language suffix}}|{{Translation|Tungsten ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tungsten carbide.png|32px|link=Tungsten carbide{{If language suffix}}|{{Translation|Tungsten carbide}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tungsten plate.png|32px|link=Tungsten plate{{If language suffix}}|{{Translation|Tungsten plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Scrap.png|32px|link=Scrap{{If language suffix}}|{{Translation|Scrap}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Scrap recycling.png|32px|link=Scrap recycling{{If language suffix}}|{{Translation|Scrap recycling}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Holmium ore.png|32px|link=Holmium ore{{If language suffix}}|{{Translation|Holmium ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Holmium plate.png|32px|link=Holmium plate{{If language suffix}}|{{Translation|Holmium plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Superconductor.png|32px|link=Superconductor{{If language suffix}}|{{Translation|Superconductor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Supercapacitor.png|32px|link=Supercapacitor{{If language suffix}}|{{Translation|Supercapacitor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako processing.png|32px|link=Yumako processing{{If language suffix}}|{{Translation|Yumako processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako seed.png|32px|link=Yumako seed{{If language suffix}}|{{Translation|Yumako seed}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jellynut processing.png|32px|link=Jellynut processing{{If language suffix}}|{{Translation|Jellynut processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jellynut seed.png|32px|link=Jellynut seed{{If language suffix}}|{{Translation|Jellynut seed}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako.png|32px|link=Yumako{{If language suffix}}|{{Translation|Yumako}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jellynut.png|32px|link=Jellynut{{If language suffix}}|{{Translation|Jellynut}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron bacteria.png|32px|link=Iron bacteria{{If language suffix}}|{{Translation|Iron bacteria}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper bacteria.png|32px|link=Copper bacteria{{If language suffix}}|{{Translation|Copper bacteria}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Spoilage.png|32px|link=Spoilage{{If language suffix}}|{{Translation|Spoilage}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients.png|32px|link=Nutrients{{If language suffix}}|{{Translation|Nutrients}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from spoilage.png|32px|link=Nutrients from spoilage{{If language suffix}}|{{Translation|Nutrients from spoilage}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from yumako mash.png|32px|link=Nutrients from yumako mash{{If language suffix}}|{{Translation|Nutrients from yumako mash}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from bioflux.png|32px|link=Nutrients from bioflux{{If language suffix}}|{{Translation|Nutrients from bioflux}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Bioflux.png|32px|link=Bioflux{{If language suffix}}|{{Translation|Bioflux}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako mash.png|32px|link=Yumako mash{{If language suffix}}|{{Translation|Yumako mash}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jelly.png|32px|link=Jelly{{If language suffix}}|{{Translation|Jelly}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket fuel from jelly.png|32px|link=Rocket fuel from jelly{{If language suffix}}|{{Translation|Rocket fuel from jelly}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biolubricant.png|32px|link=Biolubricant{{If language suffix}}|{{Translation|Biolubricant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Bioplastic.png|32px|link=Bioplastic{{If language suffix}}|{{Translation|Bioplastic}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biosulfur.png|32px|link=Biosulfur{{If language suffix}}|{{Translation|Biosulfur}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbon fiber.png|32px|link=Carbon fiber{{If language suffix}}|{{Translation|Carbon fiber}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Burnt spoilage.png|32px|link=Burnt spoilage{{If language suffix}}|{{Translation|Burnt spoilage}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biter egg.png|32px|link=Biter egg{{If language suffix}}|{{Translation|Biter egg}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pentapod egg.png|32px|link=Pentapod egg{{If language suffix}}|{{Translation|Pentapod egg}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tree seed.png|32px|link=Tree seed{{If language suffix}}|{{Translation|Tree seed}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fish breeding.png|32px|link=Fish breeding{{If language suffix}}|{{Translation|Fish breeding}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from fish.png|32px|link=Nutrients from fish{{If language suffix}}|{{Translation|Nutrients from fish(recipe)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from biter egg.png|32px|link=Nutrients from biter egg{{If language suffix}}|{{Translation|Nutrients from biter egg(recipe)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammoniacal solution separation.png|32px|link=Ammoniacal solution separation{{If language suffix}}|{{Translation|Ammoniacal solution separation(recipe)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from ammonia.png|32px|link=Solid fuel from ammonia{{If language suffix}}|{{Translation|Solid fuel from ammonia}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammonia rocket fuel.png|32px|link=Ammonia rocket fuel{{If language suffix}}|{{Translation|Ammonia rocket fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (hot).png|32px|link=Fluoroketone (hot){{If language suffix}}|{{Translation|Fluoroketone (hot)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cooling hot fluoroketone.png|32px|link=Cooling hot fluoroketone{{If language suffix}}|{{Translation|Cooling hot fluoroketone}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lithium.png|32px|link=Lithium{{If language suffix}}|{{Translation|Lithium}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lithium plate.png|32px|link=Lithium plate{{If language suffix}}|{{Translation|Lithium plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quantum processor.png|32px|link=Quantum processor{{If language suffix}}|{{Translation|Quantum processor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fusion power cell.png|32px|link=Fusion power cell{{If language suffix}}|{{Translation|Fusion power cell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Automation science pack.png|32px|link=Automation science pack{{If language suffix}}|{{Translation|Automation science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Logistic science pack.png|32px|link=Logistic science pack{{If language suffix}}|{{Translation|Logistic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Military science pack.png|32px|link=Military science pack{{If language suffix}}|{{Translation|Military science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Chemical science pack.png|32px|link=Chemical science pack{{If language suffix}}|{{Translation|Chemical science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Production science pack.png|32px|link=Production science pack{{If language suffix}}|{{Translation|Production science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Utility science pack.png|32px|link=Utility science pack{{If language suffix}}|{{Translation|Utility science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space science pack.png|32px|link=Space science pack{{If language suffix}}|{{Translation|Space science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallurgic science pack.png|32px|link=Metallurgic science pack{{If language suffix}}|{{Translation|Metallurgic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electromagnetic science pack.png|32px|link=Electromagnetic science pack{{If language suffix}}|{{Translation|Electromagnetic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Agricultural science pack.png|32px|link=Agricultural science pack{{If language suffix}}|{{Translation|Agricultural science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cryogenic science pack.png|32px|link=Cryogenic science pack{{If language suffix}}|{{Translation|Cryogenic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Promethium science pack.png|32px|link=Promethium science pack{{If language suffix}}|{{Translation|Promethium science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-4 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket silo.png|32px|link=Rocket silo{{If language suffix}}|{{Translation|Rocket silo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket part.png|32px|link=Rocket part{{If language suffix}}|{{Translation|Rocket part}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo landing pad.png|32px|link=Cargo landing pad{{If language suffix}}|{{Translation|Cargo landing pad}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo pod.png|32px|link=Cargo pod{{If language suffix}}|{{Translation|Cargo pod}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform foundation.png|32px|link=Space platform foundation{{If language suffix}}|{{Translation|Space platform foundation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform hub.png|32px|link=Space platform hub{{If language suffix}}|{{Translation|Space platform hub}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo bay.png|32px|link=Cargo bay{{If language suffix}}|{{Translation|Cargo bay}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Asteroid collector.png|32px|link=Asteroid collector{{If language suffix}}|{{Translation|Asteroid collector}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Crusher.png|32px|link=Crusher{{If language suffix}}|{{Translation|Crusher}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Thruster.png|32px|link=Thruster{{If language suffix}}|{{Translation|Thruster}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Satellite.png|32px|link=Satellite{{If language suffix}}|{{Translation|Satellite}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform starter pack.png|32px|link=Space platform starter pack{{If language suffix}}|{{Translation|Space platform starter pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallic asteroid chunk.png|32px|link=Metallic asteroid chunk{{If language suffix}}|{{Translation|Metallic asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbonic asteroid chunk.png|32px|link=Carbonic asteroid chunk{{If language suffix}}|{{Translation|Carbonic asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oxide asteroid chunk.png|32px|link=Oxide asteroid chunk{{If language suffix}}|{{Translation|Oxide asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Promethium asteroid chunk.png|32px|link=Promethium asteroid chunk{{If language suffix}}|{{Translation|Promethium asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallic asteroid crushing.png|32px|link=Metallic asteroid crushing{{If language suffix}}|{{Translation|Metallic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbonic asteroid crushing.png|32px|link=Carbonic asteroid crushing{{If language suffix}}|{{Translation|Carbonic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oxide asteroid crushing.png|32px|link=Oxide asteroid crushing{{If language suffix}}|{{Translation|Oxide asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallic asteroid reprocessing.png|32px|link=Metallic asteroid reprocessing{{If language suffix}}|{{Translation|Metallic asteroid reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbonic asteroid reprocessing.png|32px|link=Carbonic asteroid reprocessing{{If language suffix}}|{{Translation|Carbonic asteroid reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oxide asteroid reprocessing.png|32px|link=Oxide asteroid reprocessing{{If language suffix}}|{{Translation|Oxide asteroid reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced metallic asteroid crushing.png|32px|link=Advanced metallic asteroid crushing{{If language suffix}}|{{Translation|Advanced metallic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced carbonic asteroid crushing.png|32px|link=Advanced carbonic asteroid crushing{{If language suffix}}|{{Translation|Advanced carbonic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced oxide asteroid crushing.png|32px|link=Advanced oxide asteroid crushing{{If language suffix}}|{{Translation|Advanced oxide asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced thruster fuel.png|32px|link=Advanced thruster fuel{{If language suffix}}|{{Translation|Advanced thruster fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced thruster oxidizer.png|32px|link=Advanced thruster oxidizer{{If language suffix}}|{{Translation|Advanced thruster oxidizer}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nauvis.png|32px|link=Nauvis{{If language suffix}}|{{Translation|Nauvis}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform.png|32px|link=Space platform{{If language suffix}}|{{Translation|Space platform}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Vulcanus.png|32px|link=Vulcanus{{If language suffix}}|{{Translation|Vulcanus}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Gleba.png|32px|link=Gleba{{If language suffix}}|{{Translation|Gleba}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fulgora.png|32px|link=Fulgora{{If language suffix}}|{{Translation|Fulgora}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Aquilo.png|32px|link=Aquilo{{If language suffix}}|{{Translation|Aquilo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solar system edge.png|32px|link=Solar system edge{{If language suffix}}|{{Translation|Solar system edge}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Shattered planet.png|32px|link=Shattered planet{{If language suffix}}|{{Translation|Shattered planet}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-5 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pistol.png|32px|link=Pistol{{If language suffix}}|{{Translation|Pistol}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Submachine gun.png|32px|link=Submachine gun{{If language suffix}}|{{Translation|Submachine gun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Railgun.png|32px|link=Railgun{{If language suffix}}|{{Translation|Railgun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tesla gun.png|32px|link=Tesla gun{{If language suffix}}|{{Translation|Tesla gun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Shotgun.png|32px|link=Shotgun{{If language suffix}}|{{Translation|Shotgun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Combat shotgun.png|32px|link=Combat shotgun{{If language suffix}}|{{Translation|Combat shotgun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket launcher.png|32px|link=Rocket launcher{{If language suffix}}|{{Translation|Rocket launcher}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flamethrower.png|32px|link=Flamethrower{{If language suffix}}|{{Translation|Flamethrower}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Firearm magazine.png|32px|link=Firearm magazine{{If language suffix}}|{{Translation|Firearm magazine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Piercing rounds magazine.png|32px|link=Piercing rounds magazine{{If language suffix}}|{{Translation|Piercing rounds magazine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium rounds magazine.png|32px|link=Uranium rounds magazine{{If language suffix}}|{{Translation|Uranium rounds magazine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Shotgun shells.png|32px|link=Shotgun shells{{If language suffix}}|{{Translation|Shotgun shells}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Piercing shotgun shells.png|32px|link=Piercing shotgun shells{{If language suffix}}|{{Translation|Piercing shotgun shells}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cannon shell.png|32px|link=Cannon shell{{If language suffix}}|{{Translation|Cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosive cannon shell.png|32px|link=Explosive cannon shell{{If language suffix}}|{{Translation|Explosive cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium cannon shell.png|32px|link=Uranium cannon shell{{If language suffix}}|{{Translation|Uranium cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosive uranium cannon shell.png|32px|link=Explosive uranium cannon shell{{If language suffix}}|{{Translation|Explosive uranium cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery shell.png|32px|link=Artillery shell{{If language suffix}}|{{Translation|Artillery shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket.png|32px|link=Rocket{{If language suffix}}|{{Translation|Rocket}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosive rocket.png|32px|link=Explosive rocket{{If language suffix}}|{{Translation|Explosive rocket}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Atomic bomb.png|32px|link=Atomic bomb{{If language suffix}}|{{Translation|Atomic bomb}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Capture bot rocket.png|32px|link=Capture bot rocket{{If language suffix}}|{{Translation|Capture bot rocket}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flamethrower ammo.png|32px|link=Flamethrower ammo{{If language suffix}}|{{Translation|Flamethrower ammo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Railgun ammo.png|32px|link=Railgun ammo{{If language suffix}}|{{Translation|Railgun ammo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tesla ammo.png|32px|link=Tesla ammo{{If language suffix}}|{{Translation|Tesla ammo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Grenade.png|32px|link=Grenade{{If language suffix}}|{{Translation|Grenade}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cluster grenade.png|32px|link=Cluster grenade{{If language suffix}}|{{Translation|Cluster grenade}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Poison capsule.png|32px|link=Poison capsule{{If language suffix}}|{{Translation|Poison capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Slowdown capsule.png|32px|link=Slowdown capsule{{If language suffix}}|{{Translation|Slowdown capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Defender capsule.png|32px|link=Defender capsule{{If language suffix}}|{{Translation|Defender capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Distractor capsule.png|32px|link=Distractor capsule{{If language suffix}}|{{Translation|Distractor capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Destroyer capsule.png|32px|link=Destroyer capsule{{If language suffix}}|{{Translation|Destroyer capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light armor.png|32px|link=Light armor{{If language suffix}}|{{Translation|Light armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy armor.png|32px|link=Heavy armor{{If language suffix}}|{{Translation|Heavy armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Modular armor.png|32px|link=Modular armor{{If language suffix}}|{{Translation|Modular armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Power armor.png|32px|link=Power armor{{If language suffix}}|{{Translation|Power armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Power armor MK2.png|32px|link=Power armor MK2{{If language suffix}}|{{Translation|Power armor MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Mech armor.png|32px|link=Mech armor{{If language suffix}}|{{Translation|Mech armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Portable solar panel.png|32px|link=Portable solar panel{{If language suffix}}|{{Translation|Portable solar panel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Portable fission reactor.png|32px|link=Portable fission reactor{{If language suffix}}|{{Translation|Portable fission reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Portable fusion reactor.png|32px|link=Portable fusion reactor{{If language suffix}}|{{Translation|Portable fusion reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal battery.png|32px|link=Personal battery{{If language suffix}}|{{Translation|Personal battery}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal battery MK2.png|32px|link=Personal battery MK2{{If language suffix}}|{{Translation|Personal battery MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal battery MK3.png|32px|link=Personal battery MK3{{If language suffix}}|{{Translation|Personal battery MK3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Belt immunity equipment.png|32px|link=Belt immunity equipment{{If language suffix}}|{{Translation|Belt immunity equipment}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Exoskeleton.png|32px|link=Exoskeleton{{If language suffix}}|{{Translation|Exoskeleton}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal roboport.png|32px|link=Personal roboport{{If language suffix}}|{{Translation|Personal roboport}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal roboport MK2.png|32px|link=Personal roboport MK2{{If language suffix}}|{{Translation|Personal roboport MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nightvision.png|32px|link=Nightvision{{If language suffix}}|{{Translation|Nightvision}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Toolbelt equipment.png|32px|link=Toolbelt equipment{{If language suffix}}|{{Translation|Toolbelt equipment}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Energy shield.png|32px|link=Energy shield{{If language suffix}}|{{Translation|Energy shield}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Energy shield MK2.png|32px|link=Energy shield MK2{{If language suffix}}|{{Translation|Energy shield MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal laser defense.png|32px|link=Personal laser defense{{If language suffix}}|{{Translation|Personal laser defense}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Discharge defense.png|32px|link=Discharge defense{{If language suffix}}|{{Translation|Discharge defense}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Discharge defense remote.png|32px|link=Discharge defense remote{{If language suffix}}|{{Translation|Discharge defense remote}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Wall.png|32px|link=Wall{{If language suffix}}|{{Translation|Wall}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Gate.png|32px|link=Gate{{If language suffix}}|{{Translation|Gate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Radar.png|32px|link=Radar{{If language suffix}}|{{Translation|Radar}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Land mine.png|32px|link=Land mine{{If language suffix}}|{{Translation|Land mine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Gun turret.png|32px|link=Gun turret{{If language suffix}}|{{Translation|Gun turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Laser turret.png|32px|link=Laser turret{{If language suffix}}|{{Translation|Laser turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flamethrower turret.png|32px|link=Flamethrower turret{{If language suffix}}|{{Translation|Flamethrower turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery turret.png|32px|link=Artillery turret{{If language suffix}}|{{Translation| Artillery turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---	&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery targeting remote.png|32px|link=Artillery targeting remote{{If language suffix}}|{{Translation|Artillery targeting remote}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket turret.png|32px|link=Rocket turret{{If language suffix}}|{{Translation|Rocket turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tesla turret.png|32px|link=Tesla turret{{If language suffix}}|{{Translation|Tesla turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Railgun turret.png|32px|link=Railgun turret{{If language suffix}}|{{Translation|Railgun turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;{{doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=MediaWiki:Common.css&amp;diff=218625</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=MediaWiki:Common.css&amp;diff=218625"/>
		<updated>2026-05-29T12:31:42Z</updated>

		<summary type="html">&lt;p&gt;Bilka: The template is 3 rows higher in total on the main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* --- General look and feel of the site --- */&lt;br /&gt;
&lt;br /&gt;
/* latin-ext */&lt;br /&gt;
@font-face {&lt;br /&gt;
  font-family: &#039;Titillium Web&#039;;&lt;br /&gt;
  font-style: normal;&lt;br /&gt;
  font-weight: 400;&lt;br /&gt;
  src: local(&#039;Titillium Web&#039;), local(&#039;TitilliumWeb-Regular&#039;), url(&#039;/resources/dark/fonts/TitilliumWeb-Regular.ttf&#039;) format(&#039;truetype&#039;);&lt;br /&gt;
  unicode-range: U+0100-024F, U+1E00-1EFF, U+20A0-20AB, U+20AD-20CF, U+2C60-2C7F, U+A720-A7FF;&lt;br /&gt;
}&lt;br /&gt;
/* latin */&lt;br /&gt;
@font-face {&lt;br /&gt;
  font-family: &#039;Titillium Web&#039;;&lt;br /&gt;
  font-style: normal;&lt;br /&gt;
  font-weight: 400;&lt;br /&gt;
  src: local(&#039;Titillium Web&#039;), local(&#039;TitilliumWeb-Regular&#039;), url(&#039;/resources/dark/fonts/TitilliumWeb-Regular.ttf&#039;) format(&#039;truetype&#039;);&lt;br /&gt;
  unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2212, U+2215, U+E0FF, U+EFFD, U+F000;&lt;br /&gt;
}&lt;br /&gt;
/* latin-ext */&lt;br /&gt;
@font-face {&lt;br /&gt;
  font-family: &#039;Titillium Web&#039;;&lt;br /&gt;
  font-style: normal;&lt;br /&gt;
  font-weight: 600;&lt;br /&gt;
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textarea#wpBio {&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=MediaWiki:Common.css&amp;diff=218624</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=MediaWiki:Common.css&amp;diff=218624"/>
		<updated>2026-05-29T12:27:40Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Expanded template inventory height due to new rows&lt;/p&gt;
&lt;hr /&gt;
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  padding: 2px;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  margin-bottom: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.spoiler-container .button:active {&lt;br /&gt;
  box-shadow: -1px 1px 1px #777777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Infobox --- */&lt;br /&gt;
.infobox {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox table {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox .infobox-image img{&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox-header &amp;gt; div:first-child {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox-header &amp;gt; div {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox-header-text {&lt;br /&gt;
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 text-align: left !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-header-text span{&lt;br /&gt;
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 font-weight: bold;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox-header-text p{&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox-edit-link {&lt;br /&gt;
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 font-size:small;&lt;br /&gt;
 padding-right: 0.5em;&lt;br /&gt;
 text-align: right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-edit-link a {&lt;br /&gt;
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 font-style: italic;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
 /* switching the infobox-header colors per category using classes so that they can be easily modified by user css */&lt;br /&gt;
&lt;br /&gt;
.infobox .combat {&lt;br /&gt;
 background: #FF0000;&lt;br /&gt;
 color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox .intermediates {&lt;br /&gt;
 background: #AAAAAA;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox .production {&lt;br /&gt;
 background: #FFA600;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox .logistics {&lt;br /&gt;
 background: #A1056F;&lt;br /&gt;
 color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox .space {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox .technology {&lt;br /&gt;
 background: #228B22;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox .default-infobox {&lt;br /&gt;
 background: lightblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
 /* end of the style classes for the infobox header color switcher */&lt;br /&gt;
&lt;br /&gt;
.infobox p {&lt;br /&gt;
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}&lt;br /&gt;
.infobox .infobox-header th {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox .infobox-header &amp;gt; div {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox .infobox-header .header-icon {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox .infobox-header {&lt;br /&gt;
 border-radius: 7px 7px 0 0;&lt;br /&gt;
 overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox tr.border-top td {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox tr td:nth-child(2) {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox .infobox-header th &amp;gt; div {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.infobox-vrow-value {&lt;br /&gt;
 text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox ul.tabber {&lt;br /&gt;
 margin: 0;&lt;br /&gt;
 padding: 3px 0 1px 0;&lt;br /&gt;
 margin-top: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox ul.tabber li.tab-head {&lt;br /&gt;
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 display: inline;&lt;br /&gt;
 padding: 3px 0.5em;&lt;br /&gt;
&lt;br /&gt;
 color: rgb(6, 69, 173);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --- Navbox --- */&lt;br /&gt;
.navbox {&lt;br /&gt;
 padding-top: 1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox th {&lt;br /&gt;
 background: rgba(173, 216, 230, 1.0);&lt;br /&gt;
 border-radius: 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox, .navbox tr, .navbox table, .navbox p {&lt;br /&gt;
 width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox-header p {&lt;br /&gt;
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 font-size: 125%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox p {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.navbox td &amp;gt; div, .navbox th &amp;gt; div {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.navbox .navbox-header {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.navbox .list-data {&lt;br /&gt;
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 background: rgba(173, 216, 230, 0.4);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox .group-data {&lt;br /&gt;
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 text-align: right;&lt;br /&gt;
 border-radius: 10px 0 0 10px;&lt;br /&gt;
 background: rgba(173, 216, 230, 0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style for horizontal lists (separator following item).&lt;br /&gt;
   @source mediawiki.org/wiki/Snippets/Horizontal_lists&lt;br /&gt;
   @revision 9 (2016-08-10)&lt;br /&gt;
   @author [[User:Edokter]]&lt;br /&gt;
 */&lt;br /&gt;
.hlist dl,&lt;br /&gt;
.hlist ol,&lt;br /&gt;
.hlist ul {&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
/* Display list items inline */&lt;br /&gt;
.hlist dd,&lt;br /&gt;
.hlist dt,&lt;br /&gt;
.hlist li {&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    display: inline;&lt;br /&gt;
}&lt;br /&gt;
/* Display nested lists inline */&lt;br /&gt;
.hlist.inline,&lt;br /&gt;
.hlist.inline dl,&lt;br /&gt;
.hlist.inline ol,&lt;br /&gt;
.hlist.inline ul,&lt;br /&gt;
.hlist dl dl, .hlist dl ol, .hlist dl ul,&lt;br /&gt;
.hlist ol dl, .hlist ol ol, .hlist ol ul,&lt;br /&gt;
.hlist ul dl, .hlist ul ol, .hlist ul ul {&lt;br /&gt;
    display: inline;&lt;br /&gt;
}&lt;br /&gt;
/* Hide empty list items */&lt;br /&gt;
.hlist .mw-empty-li,&lt;br /&gt;
.hlist .mw-empty-elt {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
/* Generate interpuncts */&lt;br /&gt;
.hlist dt:after {&lt;br /&gt;
    content: &amp;quot;: &amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
.hlist dd:after,&lt;br /&gt;
.hlist li:after {&lt;br /&gt;
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    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.hlist dd:last-child:after,&lt;br /&gt;
.hlist dt:last-child:after,&lt;br /&gt;
.hlist li:last-child:after {&lt;br /&gt;
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}&lt;br /&gt;
/* Add parentheses around nested lists */&lt;br /&gt;
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.hlist dt dd:first-child:before, .hlist dt dt:first-child:before, .hlist dt li:first-child:before,&lt;br /&gt;
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    font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
.hlist dd dd:last-child:after, .hlist dd dt:last-child:after, .hlist dd li:last-child:after,&lt;br /&gt;
.hlist dt dd:last-child:after, .hlist dt dt:last-child:after, .hlist dt li:last-child:after,&lt;br /&gt;
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    font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
/* Put ordinals in front of ordered list items */&lt;br /&gt;
.hlist ol {&lt;br /&gt;
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}&lt;br /&gt;
.hlist ol &amp;gt; li {&lt;br /&gt;
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}&lt;br /&gt;
.hlist ol &amp;gt; li:before {&lt;br /&gt;
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}&lt;br /&gt;
.hlist dd ol &amp;gt; li:first-child:before,&lt;br /&gt;
.hlist dt ol &amp;gt; li:first-child:before,&lt;br /&gt;
.hlist li ol &amp;gt; li:first-child:before {&lt;br /&gt;
    content: &amp;quot; (&amp;quot; counter(listitem) &amp;quot;\a0&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template:Stub */&lt;br /&gt;
&lt;br /&gt;
.stub {&lt;br /&gt;
 border: 5px solid #FF6666;&lt;br /&gt;
 border-radius: 10px;&lt;br /&gt;
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 -o-border-radius: 10px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template:Inventory */&lt;br /&gt;
&lt;br /&gt;
.tab-header div {&lt;br /&gt;
 display: inline-block &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tab-head {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.tab-head img {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.tab-head img:hover {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.tab-head-active img {&lt;br /&gt;
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&lt;br /&gt;
.tab .factorio-icon {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.tab .factorio-icon img {&lt;br /&gt;
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&lt;br /&gt;
.tab .factorio-icon:hover {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.tab:not(.wikiEditor-ui .tab):not(.infobox .tab) {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.factorio-contentcell .inventory {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Custom list symbols */&lt;br /&gt;
&lt;br /&gt;
.factorio-list ul {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.factorio-list ul li ul {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.factorio-list ul li ul li ul {&lt;br /&gt;
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&lt;br /&gt;
.factorio-list ul li ul li ul li ul{&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Template:Documentation */&lt;br /&gt;
&lt;br /&gt;
.factorio-doc {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.factorio-doc-heading {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Template:BlueprintString */&lt;br /&gt;
&lt;br /&gt;
.bps-box {&lt;br /&gt;
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&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Text blinking in rail signal colors */&lt;br /&gt;
&lt;br /&gt;
@keyframes rail-signal-blink {&lt;br /&gt;
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}&lt;br /&gt;
@-webkit-keyframes rail-signal-blink {&lt;br /&gt;
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}&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Prototype parents list */&lt;br /&gt;
&lt;br /&gt;
.prototype-parents {&lt;br /&gt;
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    padding-bottom: 3px;&lt;br /&gt;
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&lt;br /&gt;
/* Prototype table of contents */&lt;br /&gt;
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.prototype-toc-item-name {&lt;br /&gt;
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}&lt;br /&gt;
.prototype-toc-item-info {&lt;br /&gt;
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.prototype-property-type-usage {&lt;br /&gt;
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&lt;br /&gt;
/* Prototype tree on Prototype definitions */&lt;br /&gt;
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.prototype-tree-root ul {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.prototype-tree-root li {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.prototype-tree-root li::before {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
 /* The actual prototype tree, without roots. */&lt;br /&gt;
.prototype-tree ul {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Inventory&amp;diff=218623</id>
		<title>Template:Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Inventory&amp;diff=218623"/>
		<updated>2026-05-29T12:24:23Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Added space platform, cargo pod and missing recipes, fixed ordering to match Factoriopedia. Casting recipes still missing, unsure if they should be added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;inventory&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tab-header&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-1 tab-head-active&amp;quot; data-name=&amp;quot;{{Translation|Logistics}}&amp;quot;&amp;gt;[[File:Item-group logistics.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-2&amp;quot; data-name=&amp;quot;{{Translation|Production}}&amp;quot;&amp;gt;[[File:Item-group production.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-3&amp;quot; data-name=&amp;quot;{{Translation|Intermediate products}}&amp;quot;&amp;gt;[[File:Item-group intermediate products.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-4&amp;quot; data-name=&amp;quot;{{Translation|Space}}&amp;quot;&amp;gt;[[File:Item-group space.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;tab-head tab-head-5&amp;quot; data-name=&amp;quot;{{Translation|Combat}}&amp;quot;&amp;gt;[[File:Item-group military.png|64px|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Wooden chest.png|32px|link=Wooden chest{{If language suffix}}|{{Translation|Wooden chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron chest.png|32px|link=Iron chest{{If language suffix}}|{{Translation|Iron chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steel chest.png|32px|link=Steel chest{{If language suffix}}|{{Translation|Steel chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Storage tank.png|32px|link=Storage tank{{If language suffix}}|{{Translation|Storage tank}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Transport belt.png|32px|link=Transport belt{{If language suffix}}|{{Translation|Transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast transport belt.png|32px|link=Fast transport belt{{If language suffix}}|{{Translation|Fast transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Express transport belt.png|32px|link=Express transport belt{{If language suffix}}|{{Translation|Express transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Turbo transport belt.png|32px|link=Turbo transport belt{{If language suffix}}|{{Translation|Turbo transport belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Underground belt.png|32px|link=Underground belt{{If language suffix}}|{{Translation|Underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast underground belt.png|32px|link=Fast underground belt{{If language suffix}}|{{Translation|Fast underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Express underground belt.png|32px|link=Express underground belt{{If language suffix}}|{{Translation|Express underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Turbo underground belt.png|32px|link=Turbo underground belt{{If language suffix}}|{{Translation|Turbo underground belt}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Splitter.png|32px|link=Splitter{{If language suffix}}|{{Translation|Splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast splitter.png|32px|link=Fast splitter{{If language suffix}}|{{Translation|Fast splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Express splitter.png|32px|link=Express splitter{{If language suffix}}|{{Translation|Express splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Turbo splitter.png|32px|link=Turbo splitter{{If language suffix}}|{{Translation|Turbo splitter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Burner inserter.png|32px|link=Burner inserter{{If language suffix}}|{{Translation|Burner inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Inserter.png|32px|link=Inserter{{If language suffix}}|{{Translation|Inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Long-handed inserter.png|32px|link=Long-handed inserter{{If language suffix}}|{{Translation|Long-handed inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fast inserter.png|32px|link=Fast inserter{{If language suffix}}|{{Translation|Fast inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Bulk inserter.png|32px|link=Bulk inserter{{If language suffix}}|{{Translation|Bulk inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stack inserter.png|32px|link=Stack inserter{{If language suffix}}|{{Translation|Stack inserter}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Small electric pole.png|32px|link=Small electric pole{{If language suffix}}|{{Translation|Small electric pole}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Medium electric pole.png|32px|link=Medium electric pole{{If language suffix}}|{{Translation|Medium electric pole}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Big electric pole.png|32px|link=Big electric pole{{If language suffix}}|{{Translation|Big electric pole}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Substation.png|32px|link=Substation{{If language suffix}}|{{Translation|Substation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pipe.png|32px|link=Pipe{{If language suffix}}|{{Translation|Pipe}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pipe to ground.png|32px|link=Pipe to ground{{If language suffix}}|{{Translation|Pipe to ground}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pump.png|32px|link=Pump{{If language suffix}}|{{Translation|Pump}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail.png|32px|link=Rail{{If language suffix}}|{{Translation|Rail}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail ramp.png|32px|link=Rail ramp{{If language suffix}}|{{Translation|Rail ramp}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail support.png|32px|link=Rail support{{If language suffix}}|{{Translation|Rail support}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Train stop.png|32px|link=Train stop{{If language suffix}}|{{Translation|Train stop}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail signal.png|32px|link=Rail signal{{If language suffix}}|{{Translation|Rail signal}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rail chain signal.png|32px|link=Rail chain signal{{If language suffix}}|{{Translation|Rail chain signal}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Locomotive.png|32px|link=Locomotive{{If language suffix}}|{{Translation|Locomotive}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo wagon.png|32px|link=Cargo wagon{{If language suffix}}|{{Translation|Cargo wagon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluid wagon.png|32px|link=Fluid wagon{{If language suffix}}|{{Translation|Fluid wagon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery wagon.png|32px|link=Artillery wagon{{If language suffix}}|{{Translation|Artillery wagon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Car.png|32px|link=Car{{If language suffix}}|{{Translation|Car}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tank.png|32px|link=Tank{{If language suffix}}|{{Translation|Tank}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Spidertron.png|32px|link=Spidertron{{If language suffix}}|{{Translation|Spidertron}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Spidertron remote.png|32px|link=Spidertron remote{{If language suffix}}|{{Translation|Spidertron remote}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Logistic robot.png|32px|link=Logistic robot{{If language suffix}}|{{Translation|Logistic robot}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Construction robot.png|32px|link=Construction robot{{If language suffix}}|{{Translation|Construction robot}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Active provider chest.png|32px|link=Active provider chest{{If language suffix}}|{{Translation|Active provider chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Passive provider chest.png|32px|link=Passive provider chest{{If language suffix}}|{{Translation|Passive provider chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Storage chest.png|32px|link=Storage chest{{If language suffix}}|{{Translation|Storage chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Buffer chest.png|32px|link=Buffer chest{{If language suffix}}|{{Translation|Buffer chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Requester chest.png|32px|link=Requester chest{{If language suffix}}|{{Translation|Requester chest}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Roboport.png|32px|link=Roboport{{If language suffix}}|{{Translation|Roboport}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lamp.png|32px|link=Lamp{{If language suffix}}|{{Translation|Lamp}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Red wire.png|32px|link=Red wire{{If language suffix}}|{{Translation|Red wire}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Green wire.png|32px|link=Green wire{{If language suffix}}|{{Translation|Green wire}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Arithmetic combinator.png|32px|link=Arithmetic combinator{{If language suffix}}|{{Translation|Arithmetic combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Decider combinator.png|32px|link=Decider combinator{{If language suffix}}|{{Translation|Decider combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Selector combinator.png|32px|link=Selector combinator{{If language suffix}}|{{Translation|Selector combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Constant combinator.png|32px|link=Constant combinator{{If language suffix}}|{{Translation|Constant combinator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Power switch.png|32px|link=Power switch{{If language suffix}}|{{Translation|Power switch}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Programmable speaker.png|32px|link=Programmable speaker{{If language suffix}}|{{Translation|Programmable speaker}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Display panel.png|32px|link=Display panel{{If language suffix}}|{{Translation|Display panel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stone brick.png|32px|link=Stone brick{{If language suffix}}|{{Translation|Stone brick}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Concrete.png|32px|link=Concrete{{If language suffix}}|{{Translation|Concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Hazard concrete.png|32px|link=Hazard concrete{{If language suffix}}|{{Translation|Hazard concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Refined concrete.png|32px|link=Refined concrete{{If language suffix}}|{{Translation|Refined concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Refined hazard concrete.png|32px|link=Refined hazard concrete{{If language suffix}}|{{Translation|Refined hazard concrete}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Landfill.png|32px|link=Landfill{{If language suffix}}|{{Translation|Landfill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artificial yumako soil.png|32px|link=Artificial yumako soil{{If language suffix}}|{{Translation|Artificial yumako soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Overgrowth yumako soil.png|32px|link=Overgrowth yumako soil{{If language suffix}}|{{Translation|Overgrowth yumako soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artificial jellynut soil.png|32px|link=Artificial jellynut soil{{If language suffix}}|{{Translation|Artificial jellynut soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Overgrowth jellynut soil.png|32px|link=Overgrowth jellynut soil{{If language suffix}}|{{Translation|Overgrowth jellynut soil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ice platform.png|32px|link=Ice platform{{If language suffix}}|{{Translation|Ice platform}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Foundation.png|32px|link=Foundation{{If language suffix}}|{{Translation|Foundation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cliff explosives.png|32px|link=Cliff explosives{{If language suffix}}|{{Translation|Cliff explosives}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-2 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Repair pack.png|32px|link=Repair pack{{If language suffix}}|{{Translation|Repair pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Blueprint.png|32px|link=Blueprint{{If language suffix}}|{{Translation|Blueprint}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Deconstruction planner.png|32px|link=Deconstruction planner{{If language suffix}}|{{Translation|Deconstruction planner}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Upgrade planner.png|32px|link=Upgrade planner{{If language suffix}}|{{Translation|Upgrade planner}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Blueprint book.png|32px|link=Blueprint book{{If language suffix}}|{{Translation|Blueprint book}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Boiler.png|32px|link=Boiler{{If language suffix}}|{{Translation|Boiler}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam engine.png|32px|link=Steam engine{{If language suffix}}|{{Translation|Steam engine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solar panel.png|32px|link=Solar panel{{If language suffix}}|{{Translation|Solar panel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Accumulator.png|32px|link=Accumulator{{If language suffix}}|{{Translation|Accumulator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nuclear reactor.png|32px|link=Nuclear reactor{{If language suffix}}|{{Translation|Nuclear reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heat pipe.png|32px|link=Heat pipe{{If language suffix}}|{{Translation|Heat pipe}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heat exchanger.png|32px|link=Heat exchanger{{If language suffix}}|{{Translation|Heat exchanger}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam turbine.png|32px|link=Steam turbine{{If language suffix}}|{{Translation|Steam turbine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fusion reactor.png|32px|link=Fusion reactor{{If language suffix}}|{{Translation|Fusion reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fusion generator.png|32px|link=Fusion generator{{If language suffix}}|{{Translation|Fusion generator}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Burner mining drill.png|32px|link=Burner mining drill{{If language suffix}}|{{Translation|Burner mining drill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electric mining drill.png|32px|link=Electric mining drill{{If language suffix}}|{{Translation|Electric mining drill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Big mining drill.png|32px|link=Big mining drill{{If language suffix}}|{{Translation|Big mining drill}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Offshore pump.png|32px|link=Offshore pump{{If language suffix}}|{{Translation|Offshore pump}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pumpjack.png|32px|link=Pumpjack{{If language suffix}}|{{Translation|Pumpjack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stone furnace.png|32px|link=Stone furnace{{If language suffix}}|{{Translation|Stone furnace}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steel furnace.png|32px|link=Steel furnace{{If language suffix}}|{{Translation|Steel furnace}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electric furnace.png|32px|link=Electric furnace{{If language suffix}}|{{Translation|Electric furnace}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Foundry.png|32px|link=Foundry{{If language suffix}}|{{Translation|Foundry}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Recycler.png|32px|link=Recycler{{If language suffix}}|{{Translation|Recycler}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Agricultural tower.png|32px|link=Agricultural tower{{If language suffix}}|{{Translation|Agricultural tower}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biochamber.png|32px|link=Biochamber{{If language suffix}}|{{Translation|Biochamber}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Captive biter spawner.png|32px|link=Captive biter spawner{{If language suffix}}|{{Translation|Captive biter spawner}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Assembling machine 1.png|32px|link=Assembling machine 1{{If language suffix}}|{{Translation|Assembling machine 1}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Assembling machine 2.png|32px|link=Assembling machine 2{{If language suffix}}|{{Translation|Assembling machine 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Assembling machine 3.png|32px|link=Assembling machine 3{{If language suffix}}|{{Translation|Assembling machine 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oil refinery.png|32px|link=Oil refinery{{If language suffix}}|{{Translation|Oil refinery}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Chemical plant.png|32px|link=Chemical plant{{If language suffix}}|{{Translation|Chemical plant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Centrifuge.png|32px|link=Centrifuge{{If language suffix}}|{{Translation|Centrifuge}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electromagnetic plant.png|32px|link=Electromagnetic plant{{If language suffix}}|{{Translation|Electromagnetic plant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cryogenic plant.png|32px|link=Cryogenic plant{{If language suffix}}|{{Translation|Cryogenic plant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lab.png|32px|link=Lab{{If language suffix}}|{{Translation|Lab}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biolab.png|32px|link=Biolab{{If language suffix}}|{{Translation|Biolab}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lightning rod.png|32px|link=Lightning rod{{If language suffix}}|{{Translation|Lightning rod}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lightning collector.png|32px|link=Lightning collector{{If language suffix}}|{{Translation|Lightning collector}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heating tower.png|32px|link=Heating tower{{If language suffix}}|{{Translation|Heating tower}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Beacon.png|32px|link=Beacon{{If language suffix}}|{{Translation|Beacon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Speed module.png|32px|link=Speed module{{If language suffix}}|{{Translation|Speed module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Speed module 2.png|32px|link=Speed module 2{{If language suffix}}|{{Translation|Speed module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Speed module 3.png|32px|link=Speed module 3{{If language suffix}}|{{Translation|Speed module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Efficiency module.png|32px|link=Efficiency module{{If language suffix}}|{{Translation|Efficiency module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Efficiency module 2.png|32px|link=Efficiency module 2{{If language suffix}}|{{Translation|Efficiency module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Efficiency module 3.png|32px|link=Efficiency module 3{{If language suffix}}|{{Translation|Efficiency module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Productivity module.png|32px|link=Productivity module{{If language suffix}}|{{Translation|Productivity module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Productivity module 2.png|32px|link=Productivity module 2{{If language suffix}}|{{Translation|Productivity module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Productivity module 3.png|32px|link=Productivity module 3{{If language suffix}}|{{Translation|Productivity module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quality module.png|32px|link=Quality module{{If language suffix}}|{{Translation|Quality module}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quality module 2.png|32px|link=Quality module 2{{If language suffix}}|{{Translation|Quality module 2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quality module 3.png|32px|link=Quality module 3{{If language suffix}}|{{Translation|Quality module 3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-3 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Water.png|32px|link=Water{{If language suffix}}|{{Translation|Water}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam.png|32px|link=Steam{{If language suffix}}|{{Translation|Steam}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Crude oil.png|32px|link=Crude oil{{If language suffix}}|{{Translation|Crude oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Petroleum gas.png|32px|link=Petroleum gas{{If language suffix}}|{{Translation|Petroleum gas}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light oil.png|32px|link=Light oil{{If language suffix}}|{{Translation|Light oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy oil.png|32px|link=Heavy oil{{If language suffix}}|{{Translation|Heavy oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lubricant.png|32px|link=Lubricant{{If language suffix}}|{{Translation|Lubricant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Sulfuric acid.png|32px|link=Sulfuric acid{{If language suffix}}|{{Translation|Sulfuric acid}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Thruster fuel.png|32px|link=Thruster fuel{{If language suffix}}|{{Translation|Thruster fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Thruster oxidizer.png|32px|link=Thruster oxidizer{{If language suffix}}|{{Translation|Thruster oxidizer}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lava.png|32px|link=Lava{{If language suffix}}|{{Translation|Lava}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Molten iron.png|32px|link=Molten iron{{If language suffix}}|{{Translation|Molten iron}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Molten copper.png|32px|link=Molten copper{{If language suffix}}|{{Translation|Molten copper}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Holmium solution.png|32px|link=Holmium solution{{If language suffix}}|{{Translation|Holmium solution}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electrolyte.png|32px|link=Electrolyte{{If language suffix}}|{{Translation|Electrolyte}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammoniacal solution.png|32px|link=Ammoniacal solution{{If language suffix}}|{{Translation|Ammoniacal solution}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammonia.png|32px|link=Ammonia{{If language suffix}}|{{Translation|Ammonia}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluorine.png|32px|link=Fluorine{{If language suffix}}|{{Translation|Fluorine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (hot).png|32px|link=Fluoroketone (hot){{If language suffix}}|{{Translation|Fluoroketone (hot)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (cold).png|32px|link=Fluoroketone (cold){{If language suffix}}|{{Translation|Fluoroketone (cold)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lithium brine.png|32px|link=Lithium brine{{If language suffix}}|{{Translation|Lithium brine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Plasma.png|32px|link=Plasma{{If language suffix}}|{{Translation|Plasma}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Basic oil processing.png|32px|link=Basic oil processing{{If language suffix}}|{{Translation|Basic oil processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced oil processing.png|32px|link=Advanced oil processing{{If language suffix}}|{{Translation|Advanced oil processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Simple coal liquefaction.png|32px|link=Simple coal liquefaction{{If language suffix}}|{{Translation|Simple coal liquefaction}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Coal liquefaction.png|32px|link=Coal liquefaction{{If language suffix}}|{{Translation|Coal liquefaction}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy oil cracking.png|32px|link=Heavy oil cracking{{If language suffix}}|{{Translation|Heavy oil cracking}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light oil cracking.png|32px|link=Light oil cracking{{If language suffix}}|{{Translation|Light oil cracking}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from petroleum gas.png|32px|link=Solid fuel from petroleum gas{{If language suffix}}|{{Translation|Solid fuel from petroleum gas}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from light oil.png|32px|link=Solid fuel from light oil{{If language suffix}}|{{Translation|Solid fuel from light oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from heavy oil.png|32px|link=Solid fuel from heavy oil{{If language suffix}}|{{Translation|Solid fuel from heavy oil}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Acid neutralisation.png|32px|link=Acid neutralisation{{If language suffix}}|{{Translation|Acid neutralisation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steam condensation.png|32px|link=Steam condensation{{If language suffix}}|{{Translation|Steam condensation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ice melting.png|32px|link=Ice melting{{If language suffix}}|{{Translation|Ice melting}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Wood.png|32px|link=Wood{{If language suffix}}|{{Translation|Wood}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Coal.png|32px|link=Coal{{If language suffix}}|{{Translation|Coal}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Stone.png|32px|link=Stone{{If language suffix}}|{{Translation|Stone}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron ore.png|32px|link=Iron ore{{If language suffix}}|{{Translation|Iron ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper ore.png|32px|link=Copper ore{{If language suffix}}|{{Translation|Copper ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium ore.png|32px|link=Uranium ore{{If language suffix}}|{{Translation|Uranium ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Raw fish.png|32px|link=Raw fish{{If language suffix}}|{{Translation|Raw fish}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ice.png|32px|link=Ice{{If language suffix}}|{{Translation|Ice}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron plate.png|32px|link=Iron plate{{If language suffix}}|{{Translation|Iron plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper plate.png|32px|link=Copper plate{{If language suffix}}|{{Translation|Copper plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Steel plate.png|32px|link=Steel plate{{If language suffix}}|{{Translation|Steel plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel.png|32px|link=Solid fuel{{If language suffix}}|{{Translation|Solid fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Plastic bar.png|32px|link=Plastic bar{{If language suffix}}|{{Translation|Plastic bar}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Sulfur.png|32px|link=Sulfur{{If language suffix}}|{{Translation|Sulfur}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Battery.png|32px|link=Battery{{If language suffix}}|{{Translation|Battery}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosives.png|32px|link=Explosives{{If language suffix}}|{{Translation|Explosives}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbon.png|32px|link=Carbon{{If language suffix}}|{{Translation|Carbon}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Coal synthesis.png|32px|link=Coal synthesis{{If language suffix}}|{{Translation|Coal synthesis}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Water barrel.png|32px|link=Water barrel{{If language suffix}}|{{Translation|Water barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Crude oil barrel.png|32px|link=Crude oil barrel{{If language suffix}}|{{Translation|Crude oil barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Petroleum gas barrel.png|32px|link=Petroleum gas barrel{{If language suffix}}|{{Translation|Petroleum gas barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light oil barrel.png|32px|link=Light oil barrel{{If language suffix}}|{{Translation|Light oil barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy oil barrel.png|32px|link=Heavy oil barrel{{If language suffix}}|{{Translation|Heavy oil barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lubricant barrel.png|32px|link=Lubricant barrel{{If language suffix}}|{{Translation|Lubricant barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Sulfuric acid barrel.png|32px|link=Sulfuric acid barrel{{If language suffix}}|{{Translation|Sulfuric acid barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (hot) barrel.png|32px|link=Fluoroketone (hot) barrel{{If language suffix}}|{{Translation|Fluoroketone (hot) barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (cold) barrel.png|32px|link=Fluoroketone (cold) barrel{{If language suffix}}|{{Translation|Fluoroketone (cold) barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron gear wheel.png|32px|link=Iron gear wheel{{If language suffix}}|{{Translation|Iron gear wheel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron stick.png|32px|link=Iron stick{{If language suffix}}|{{Translation|Iron stick}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper cable.png|32px|link=Copper cable{{If language suffix}}|{{Translation|Copper cable}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Barrel.png|32px|link=Barrel{{If language suffix}}|{{Translation|Barrel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electronic circuit.png|32px|link=Electronic circuit{{If language suffix}}|{{Translation|Electronic circuit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced circuit.png|32px|link=Advanced circuit{{If language suffix}}|{{Translation|Advanced circuit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Processing unit.png|32px|link=Processing unit{{If language suffix}}|{{Translation|Processing unit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Engine unit.png|32px|link=Engine unit{{If language suffix}}|{{Translation|Engine unit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electric engine unit.png|32px|link=Electric engine unit{{If language suffix}}|{{Translation|Electric engine unit}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flying robot frame.png|32px|link=Flying robot frame{{If language suffix}}|{{Translation|Flying robot frame}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Low density structure.png|32px|link=Low density structure{{If language suffix}}|{{Translation|Low density structure}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket fuel.png|32px|link=Rocket fuel{{If language suffix}}|{{Translation|Rocket fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium processing.png|32px|link=Uranium processing{{If language suffix}}|{{Translation|Uranium processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium-235.png|32px|link=Uranium-235{{If language suffix}}|{{Translation|Uranium-235}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium-238.png|32px|link=Uranium-238{{If language suffix}}|{{Translation|Uranium-238}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium fuel cell.png|32px|link=Uranium fuel cell{{If language suffix}}|{{Translation|Uranium fuel cell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Depleted uranium fuel cell.png|32px|link=Depleted uranium fuel cell{{If language suffix}}|{{Translation|Depleted uranium fuel cell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nuclear fuel reprocessing.png|32px|link=Nuclear fuel reprocessing{{If language suffix}}|{{Translation|Nuclear fuel reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Kovarex enrichment process.png|32px|link=Kovarex enrichment process{{If language suffix}}|{{Translation|Kovarex enrichment process}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nuclear fuel.png|32px|link=Nuclear fuel{{If language suffix}}|{{Translation|Nuclear fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Calcite.png|32px|link=Calcite{{If language suffix}}|{{Translation|Calcite}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tungsten ore.png|32px|link=Tungsten ore{{If language suffix}}|{{Translation|Tungsten ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tungsten carbide.png|32px|link=Tungsten carbide{{If language suffix}}|{{Translation|Tungsten carbide}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tungsten plate.png|32px|link=Tungsten plate{{If language suffix}}|{{Translation|Tungsten plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Scrap.png|32px|link=Scrap{{If language suffix}}|{{Translation|Scrap}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Scrap recycling.png|32px|link=Scrap recycling{{If language suffix}}|{{Translation|Scrap recycling}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Holmium ore.png|32px|link=Holmium ore{{If language suffix}}|{{Translation|Holmium ore}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Holmium plate.png|32px|link=Holmium plate{{If language suffix}}|{{Translation|Holmium plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Superconductor.png|32px|link=Superconductor{{If language suffix}}|{{Translation|Superconductor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Supercapacitor.png|32px|link=Supercapacitor{{If language suffix}}|{{Translation|Supercapacitor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako processing.png|32px|link=Yumako processing{{If language suffix}}|{{Translation|Yumako processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako seed.png|32px|link=Yumako seed{{If language suffix}}|{{Translation|Yumako seed}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jellynut processing.png|32px|link=Jellynut processing{{If language suffix}}|{{Translation|Jellynut processing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jellynut seed.png|32px|link=Jellynut seed{{If language suffix}}|{{Translation|Jellynut seed}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako.png|32px|link=Yumako{{If language suffix}}|{{Translation|Yumako}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jellynut.png|32px|link=Jellynut{{If language suffix}}|{{Translation|Jellynut}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron bacteria.png|32px|link=Iron bacteria{{If language suffix}}|{{Translation|Iron bacteria}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Iron bacteria cultivation.png|32px|link=Iron bacteria cultivation{{If language suffix}}|{{Translation|Iron bacteria cultivation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper bacteria.png|32px|link=Copper bacteria{{If language suffix}}|{{Translation|Copper bacteria}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Copper bacteria cultivation.png|32px|link=Copper bacteria cultivation{{If language suffix}}|{{Translation|Copper bacteria cultivation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Spoilage.png|32px|link=Spoilage{{If language suffix}}|{{Translation|Spoilage}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients.png|32px|link=Nutrients{{If language suffix}}|{{Translation|Nutrients}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from spoilage.png|32px|link=Nutrients from spoilage{{If language suffix}}|{{Translation|Nutrients from spoilage}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from yumako mash.png|32px|link=Nutrients from yumako mash{{If language suffix}}|{{Translation|Nutrients from yumako mash}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from bioflux.png|32px|link=Nutrients from bioflux{{If language suffix}}|{{Translation|Nutrients from bioflux}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Bioflux.png|32px|link=Bioflux{{If language suffix}}|{{Translation|Bioflux}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Yumako mash.png|32px|link=Yumako mash{{If language suffix}}|{{Translation|Yumako mash}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Jelly.png|32px|link=Jelly{{If language suffix}}|{{Translation|Jelly}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket fuel from jelly.png|32px|link=Rocket fuel from jelly{{If language suffix}}|{{Translation|Rocket fuel from jelly}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biolubricant.png|32px|link=Biolubricant{{If language suffix}}|{{Translation|Biolubricant}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Bioplastic.png|32px|link=Bioplastic{{If language suffix}}|{{Translation|Bioplastic}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biosulfur.png|32px|link=Biosulfur{{If language suffix}}|{{Translation|Biosulfur}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbon fiber.png|32px|link=Carbon fiber{{If language suffix}}|{{Translation|Carbon fiber}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Burnt spoilage.png|32px|link=Burnt spoilage{{If language suffix}}|{{Translation|Burnt spoilage}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Biter egg.png|32px|link=Biter egg{{If language suffix}}|{{Translation|Biter egg}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pentapod egg.png|32px|link=Pentapod egg{{If language suffix}}|{{Translation|Pentapod egg}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tree seed.png|32px|link=Tree seed{{If language suffix}}|{{Translation|Tree seed}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fish breeding.png|32px|link=Fish breeding{{If language suffix}}|{{Translation|Fish breeding}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from fish.png|32px|link=Nutrients from fish{{If language suffix}}|{{Translation|Nutrients from fish(recipe)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nutrients from biter egg.png|32px|link=Nutrients from biter egg{{If language suffix}}|{{Translation|Nutrients from biter egg(recipe)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammoniacal solution separation.png|32px|link=Ammoniacal solution separation{{If language suffix}}|{{Translation|Ammoniacal solution separation(recipe)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solid fuel from ammonia.png|32px|link=Solid fuel from ammonia{{If language suffix}}|{{Translation|Solid fuel from ammonia}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Ammonia rocket fuel.png|32px|link=Ammonia rocket fuel{{If language suffix}}|{{Translation|Ammonia rocket fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fluoroketone (hot).png|32px|link=Fluoroketone (hot){{If language suffix}}|{{Translation|Fluoroketone (hot)}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cooling hot fluoroketone.png|32px|link=Cooling hot fluoroketone{{If language suffix}}|{{Translation|Cooling hot fluoroketone}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lithium.png|32px|link=Lithium{{If language suffix}}|{{Translation|Lithium}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Lithium plate.png|32px|link=Lithium plate{{If language suffix}}|{{Translation|Lithium plate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Quantum processor.png|32px|link=Quantum processor{{If language suffix}}|{{Translation|Quantum processor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fusion power cell.png|32px|link=Fusion power cell{{If language suffix}}|{{Translation|Fusion power cell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Automation science pack.png|32px|link=Automation science pack{{If language suffix}}|{{Translation|Automation science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Logistic science pack.png|32px|link=Logistic science pack{{If language suffix}}|{{Translation|Logistic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Military science pack.png|32px|link=Military science pack{{If language suffix}}|{{Translation|Military science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Chemical science pack.png|32px|link=Chemical science pack{{If language suffix}}|{{Translation|Chemical science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Production science pack.png|32px|link=Production science pack{{If language suffix}}|{{Translation|Production science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Utility science pack.png|32px|link=Utility science pack{{If language suffix}}|{{Translation|Utility science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space science pack.png|32px|link=Space science pack{{If language suffix}}|{{Translation|Space science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallurgic science pack.png|32px|link=Metallurgic science pack{{If language suffix}}|{{Translation|Metallurgic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Electromagnetic science pack.png|32px|link=Electromagnetic science pack{{If language suffix}}|{{Translation|Electromagnetic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Agricultural science pack.png|32px|link=Agricultural science pack{{If language suffix}}|{{Translation|Agricultural science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cryogenic science pack.png|32px|link=Cryogenic science pack{{If language suffix}}|{{Translation|Cryogenic science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Promethium science pack.png|32px|link=Promethium science pack{{If language suffix}}|{{Translation|Promethium science pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-4 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket silo.png|32px|link=Rocket silo{{If language suffix}}|{{Translation|Rocket silo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket part.png|32px|link=Rocket part{{If language suffix}}|{{Translation|Rocket part}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo landing pad.png|32px|link=Cargo landing pad{{If language suffix}}|{{Translation|Cargo landing pad}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo pod.png|32px|link=Cargo pod{{If language suffix}}|{{Translation|Cargo pod}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform foundation.png|32px|link=Space platform foundation{{If language suffix}}|{{Translation|Space platform foundation}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform hub.png|32px|link=Space platform hub{{If language suffix}}|{{Translation|Space platform hub}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cargo bay.png|32px|link=Cargo bay{{If language suffix}}|{{Translation|Cargo bay}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Asteroid collector.png|32px|link=Asteroid collector{{If language suffix}}|{{Translation|Asteroid collector}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Crusher.png|32px|link=Crusher{{If language suffix}}|{{Translation|Crusher}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Thruster.png|32px|link=Thruster{{If language suffix}}|{{Translation|Thruster}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Satellite.png|32px|link=Satellite{{If language suffix}}|{{Translation|Satellite}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform starter pack.png|32px|link=Space platform starter pack{{If language suffix}}|{{Translation|Space platform starter pack}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallic asteroid chunk.png|32px|link=Metallic asteroid chunk{{If language suffix}}|{{Translation|Metallic asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbonic asteroid chunk.png|32px|link=Carbonic asteroid chunk{{If language suffix}}|{{Translation|Carbonic asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oxide asteroid chunk.png|32px|link=Oxide asteroid chunk{{If language suffix}}|{{Translation|Oxide asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Promethium asteroid chunk.png|32px|link=Promethium asteroid chunk{{If language suffix}}|{{Translation|Promethium asteroid chunk}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallic asteroid crushing.png|32px|link=Metallic asteroid crushing{{If language suffix}}|{{Translation|Metallic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbonic asteroid crushing.png|32px|link=Carbonic asteroid crushing{{If language suffix}}|{{Translation|Carbonic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oxide asteroid crushing.png|32px|link=Oxide asteroid crushing{{If language suffix}}|{{Translation|Oxide asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Metallic asteroid reprocessing.png|32px|link=Metallic asteroid reprocessing{{If language suffix}}|{{Translation|Metallic asteroid reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Carbonic asteroid reprocessing.png|32px|link=Carbonic asteroid reprocessing{{If language suffix}}|{{Translation|Carbonic asteroid reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Oxide asteroid reprocessing.png|32px|link=Oxide asteroid reprocessing{{If language suffix}}|{{Translation|Oxide asteroid reprocessing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced metallic asteroid crushing.png|32px|link=Advanced metallic asteroid crushing{{If language suffix}}|{{Translation|Advanced metallic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced carbonic asteroid crushing.png|32px|link=Advanced carbonic asteroid crushing{{If language suffix}}|{{Translation|Advanced carbonic asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced oxide asteroid crushing.png|32px|link=Advanced oxide asteroid crushing{{If language suffix}}|{{Translation|Advanced oxide asteroid crushing}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced thruster fuel.png|32px|link=Advanced thruster fuel{{If language suffix}}|{{Translation|Advanced thruster fuel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Advanced thruster oxidizer.png|32px|link=Advanced thruster oxidizer{{If language suffix}}|{{Translation|Advanced thruster oxidizer}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nauvis.png|32px|link=Nauvis{{If language suffix}}|{{Translation|Nauvis}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Space platform.png|32px|link=Space platform{{If language suffix}}|{{Translation|Space platform}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Vulcanus.png|32px|link=Vulcanus{{If language suffix}}|{{Translation|Vulcanus}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Gleba.png|32px|link=Gleba{{If language suffix}}|{{Translation|Gleba}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Fulgora.png|32px|link=Fulgora{{If language suffix}}|{{Translation|Fulgora}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Aquilo.png|32px|link=Aquilo{{If language suffix}}|{{Translation|Aquilo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Solar system edge.png|32px|link=Solar system edge{{If language suffix}}|{{Translation|Solar system edge}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Shattered planet.png|32px|link=Shattered planet{{If language suffix}}|{{Translation|Shattered planet}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;tab tab-5 hidden&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Pistol.png|32px|link=Pistol{{If language suffix}}|{{Translation|Pistol}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Submachine gun.png|32px|link=Submachine gun{{If language suffix}}|{{Translation|Submachine gun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Railgun.png|32px|link=Railgun{{If language suffix}}|{{Translation|Railgun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tesla gun.png|32px|link=Tesla gun{{If language suffix}}|{{Translation|Tesla gun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Shotgun.png|32px|link=Shotgun{{If language suffix}}|{{Translation|Shotgun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Combat shotgun.png|32px|link=Combat shotgun{{If language suffix}}|{{Translation|Combat shotgun}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket launcher.png|32px|link=Rocket launcher{{If language suffix}}|{{Translation|Rocket launcher}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flamethrower.png|32px|link=Flamethrower{{If language suffix}}|{{Translation|Flamethrower}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Firearm magazine.png|32px|link=Firearm magazine{{If language suffix}}|{{Translation|Firearm magazine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Piercing rounds magazine.png|32px|link=Piercing rounds magazine{{If language suffix}}|{{Translation|Piercing rounds magazine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium rounds magazine.png|32px|link=Uranium rounds magazine{{If language suffix}}|{{Translation|Uranium rounds magazine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Shotgun shells.png|32px|link=Shotgun shells{{If language suffix}}|{{Translation|Shotgun shells}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Piercing shotgun shells.png|32px|link=Piercing shotgun shells{{If language suffix}}|{{Translation|Piercing shotgun shells}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cannon shell.png|32px|link=Cannon shell{{If language suffix}}|{{Translation|Cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosive cannon shell.png|32px|link=Explosive cannon shell{{If language suffix}}|{{Translation|Explosive cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Uranium cannon shell.png|32px|link=Uranium cannon shell{{If language suffix}}|{{Translation|Uranium cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosive uranium cannon shell.png|32px|link=Explosive uranium cannon shell{{If language suffix}}|{{Translation|Explosive uranium cannon shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery shell.png|32px|link=Artillery shell{{If language suffix}}|{{Translation|Artillery shell}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket.png|32px|link=Rocket{{If language suffix}}|{{Translation|Rocket}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Explosive rocket.png|32px|link=Explosive rocket{{If language suffix}}|{{Translation|Explosive rocket}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Atomic bomb.png|32px|link=Atomic bomb{{If language suffix}}|{{Translation|Atomic bomb}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Capture bot rocket.png|32px|link=Capture bot rocket{{If language suffix}}|{{Translation|Capture bot rocket}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flamethrower ammo.png|32px|link=Flamethrower ammo{{If language suffix}}|{{Translation|Flamethrower ammo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Railgun ammo.png|32px|link=Railgun ammo{{If language suffix}}|{{Translation|Railgun ammo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tesla ammo.png|32px|link=Tesla ammo{{If language suffix}}|{{Translation|Tesla ammo}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Grenade.png|32px|link=Grenade{{If language suffix}}|{{Translation|Grenade}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Cluster grenade.png|32px|link=Cluster grenade{{If language suffix}}|{{Translation|Cluster grenade}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Poison capsule.png|32px|link=Poison capsule{{If language suffix}}|{{Translation|Poison capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Slowdown capsule.png|32px|link=Slowdown capsule{{If language suffix}}|{{Translation|Slowdown capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Defender capsule.png|32px|link=Defender capsule{{If language suffix}}|{{Translation|Defender capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Distractor capsule.png|32px|link=Distractor capsule{{If language suffix}}|{{Translation|Distractor capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Destroyer capsule.png|32px|link=Destroyer capsule{{If language suffix}}|{{Translation|Destroyer capsule}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Light armor.png|32px|link=Light armor{{If language suffix}}|{{Translation|Light armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Heavy armor.png|32px|link=Heavy armor{{If language suffix}}|{{Translation|Heavy armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Modular armor.png|32px|link=Modular armor{{If language suffix}}|{{Translation|Modular armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Power armor.png|32px|link=Power armor{{If language suffix}}|{{Translation|Power armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Power armor MK2.png|32px|link=Power armor MK2{{If language suffix}}|{{Translation|Power armor MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Mech armor.png|32px|link=Mech armor{{If language suffix}}|{{Translation|Mech armor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Portable solar panel.png|32px|link=Portable solar panel{{If language suffix}}|{{Translation|Portable solar panel}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Portable fission reactor.png|32px|link=Portable fission reactor{{If language suffix}}|{{Translation|Portable fission reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Portable fusion reactor.png|32px|link=Portable fusion reactor{{If language suffix}}|{{Translation|Portable fusion reactor}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal battery.png|32px|link=Personal battery{{If language suffix}}|{{Translation|Personal battery}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal battery MK2.png|32px|link=Personal battery MK2{{If language suffix}}|{{Translation|Personal battery MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal battery MK3.png|32px|link=Personal battery MK3{{If language suffix}}|{{Translation|Personal battery MK3}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Belt immunity equipment.png|32px|link=Belt immunity equipment{{If language suffix}}|{{Translation|Belt immunity equipment}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Exoskeleton.png|32px|link=Exoskeleton{{If language suffix}}|{{Translation|Exoskeleton}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal roboport.png|32px|link=Personal roboport{{If language suffix}}|{{Translation|Personal roboport}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal roboport MK2.png|32px|link=Personal roboport MK2{{If language suffix}}|{{Translation|Personal roboport MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Nightvision.png|32px|link=Nightvision{{If language suffix}}|{{Translation|Nightvision}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Toolbelt equipment.png|32px|link=Toolbelt equipment{{If language suffix}}|{{Translation|Toolbelt equipment}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Energy shield.png|32px|link=Energy shield{{If language suffix}}|{{Translation|Energy shield}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Energy shield MK2.png|32px|link=Energy shield MK2{{If language suffix}}|{{Translation|Energy shield MK2}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Personal laser defense.png|32px|link=Personal laser defense{{If language suffix}}|{{Translation|Personal laser defense}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Discharge defense.png|32px|link=Discharge defense{{If language suffix}}|{{Translation|Discharge defense}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Discharge defense remote.png|32px|link=Discharge defense remote{{If language suffix}}|{{Translation|Discharge defense remote}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Wall.png|32px|link=Wall{{If language suffix}}|{{Translation|Wall}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Gate.png|32px|link=Gate{{If language suffix}}|{{Translation|Gate}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Radar.png|32px|link=Radar{{If language suffix}}|{{Translation|Radar}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Land mine.png|32px|link=Land mine{{If language suffix}}|{{Translation|Land mine}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Gun turret.png|32px|link=Gun turret{{If language suffix}}|{{Translation|Gun turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Laser turret.png|32px|link=Laser turret{{If language suffix}}|{{Translation|Laser turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Flamethrower turret.png|32px|link=Flamethrower turret{{If language suffix}}|{{Translation|Flamethrower turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery turret.png|32px|link=Artillery turret{{If language suffix}}|{{Translation| Artillery turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---	&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Artillery targeting remote.png|32px|link=Artillery targeting remote{{If language suffix}}|{{Translation|Artillery targeting remote}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Rocket turret.png|32px|link=Rocket turret{{If language suffix}}|{{Translation|Rocket turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Tesla turret.png|32px|link=Tesla turret{{If language suffix}}|{{Translation|Tesla turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;div class=&amp;quot;factorio-icon&amp;quot;&amp;gt;[[File:Railgun turret.png|32px|link=Railgun turret{{If language suffix}}|{{Translation|Railgun turret}}]]&amp;lt;/div&amp;gt;&amp;lt;!---&lt;br /&gt;
---&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;{{doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:SpaceNav&amp;diff=218622</id>
		<title>Template:SpaceNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:SpaceNav&amp;diff=218622"/>
		<updated>2026-05-29T12:24:21Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Added space platform and missing recipes, fixed ordering to match Factoriopedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|title  = {{Translation|Space}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#5C8DC4;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle  = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{Translation|Planetside}}&lt;br /&gt;
|list1  =&lt;br /&gt;
* {{NavboxIconLink|Rocket silo}}&lt;br /&gt;
* {{NavboxIconLink|Rocket part}}&lt;br /&gt;
* {{NavboxIconLink|Cargo landing pad}}&lt;br /&gt;
* {{NavboxIconLink|Cargo pod}}&lt;br /&gt;
&lt;br /&gt;
|group2 = {{TransLink|Space platform}}&lt;br /&gt;
|list2  =&lt;br /&gt;
* {{NavboxIconLink|Space platform foundation}}&lt;br /&gt;
* {{NavboxIconLink|Space platform hub}}&lt;br /&gt;
* {{NavboxIconLink|Cargo bay}}&lt;br /&gt;
* {{NavboxIconLink|Asteroid collector}}&lt;br /&gt;
* {{NavboxIconLink|Crusher}}&lt;br /&gt;
* {{NavboxIconLink|Thruster}}&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|Rocket cargo}}&lt;br /&gt;
|list3  =&lt;br /&gt;
* {{NavboxIconLink|Satellite}}&lt;br /&gt;
* {{NavboxIconLink|Space platform starter pack}}&lt;br /&gt;
&lt;br /&gt;
|group4 = {{TransLink|Asteroids}}&lt;br /&gt;
|list4  =&lt;br /&gt;
* {{NavboxIconLink|Metallic asteroid chunk}}&lt;br /&gt;
* {{NavboxIconLink|Carbonic asteroid chunk}}&lt;br /&gt;
* {{NavboxIconLink|Oxide asteroid chunk}}&lt;br /&gt;
* {{NavboxIconLink|Promethium asteroid chunk}}&lt;br /&gt;
&lt;br /&gt;
|group5 = {{Translation|Processing}}&lt;br /&gt;
|list5  =&lt;br /&gt;
* {{NavboxIconLink|Metallic asteroid crushing}}&lt;br /&gt;
* {{NavboxIconLink|Carbonic asteroid crushing}}&lt;br /&gt;
* {{NavboxIconLink|Oxide asteroid crushing}}&lt;br /&gt;
* {{NavboxIconLink|Metallic asteroid reprocessing}}&lt;br /&gt;
* {{NavboxIconLink|Carbonic asteroid reprocessing}}&lt;br /&gt;
* {{NavboxIconLink|Oxide asteroid reprocessing}}&lt;br /&gt;
* {{NavboxIconLink|Advanced metallic asteroid crushing}}&lt;br /&gt;
* {{NavboxIconLink|Advanced carbonic asteroid crushing}}&lt;br /&gt;
* {{NavboxIconLink|Advanced oxide asteroid crushing}}&lt;br /&gt;
* {{NavboxIconLink|Advanced thruster fuel}}&lt;br /&gt;
* {{NavboxIconLink|Advanced thruster oxidizer}}&lt;br /&gt;
&lt;br /&gt;
|group6 = {{Translation|Locations}}&lt;br /&gt;
|list6  =&lt;br /&gt;
* {{NavboxIconLink|Nauvis}}&lt;br /&gt;
* {{NavboxIconLink|Space platform}}&lt;br /&gt;
* {{NavboxIconLink|Vulcanus}}&lt;br /&gt;
* {{NavboxIconLink|Gleba}}&lt;br /&gt;
* {{NavboxIconLink|Fulgora}}&lt;br /&gt;
* {{NavboxIconLink|Aquilo}}&lt;br /&gt;
* {{NavboxIconLink|Solar system edge}}&lt;br /&gt;
* {{NavboxIconLink|Shattered planet}}&lt;br /&gt;
&lt;br /&gt;
|group7 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list7  =&lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]]&lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]]&lt;br /&gt;
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]]&lt;br /&gt;
* [[Template:CombatNav|{{Translation|Combat}}]]&lt;br /&gt;
* [[Template:TechNav|{{Translation|Technology}}]]&lt;br /&gt;
* [[Template:EnvironmentNav|{{Translation|Environment}}]]&lt;br /&gt;
&lt;br /&gt;
}}{{#ifeq:{{{category}}}|false||{{C|Space}} }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|text={{SpaceNav|category=false}} }}&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:IntermediateNav&amp;diff=218621</id>
		<title>Template:IntermediateNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:IntermediateNav&amp;diff=218621"/>
		<updated>2026-05-29T12:24:18Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Added missing recipes, fixed ordering to match Factoriopedia. Casting recipes still missing, unsure if they should be added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|title  = {{Translation|Intermediate products}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#5C8DC4;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle  = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{TransLink|Fluid system|Fluids}}&lt;br /&gt;
|list1  =&lt;br /&gt;
* {{NavboxIconLink|Water}}&lt;br /&gt;
* {{NavboxIconLink|Steam}}&lt;br /&gt;
* {{NavboxIconLink|Crude oil}}&lt;br /&gt;
* {{NavboxIconLink|Petroleum gas}}&lt;br /&gt;
* {{NavboxIconLink|Light oil}}&lt;br /&gt;
* {{NavboxIconLink|Heavy oil}}&lt;br /&gt;
* {{NavboxIconLink|Lubricant}}&lt;br /&gt;
* {{NavboxIconLink|Sulfuric acid}}&lt;br /&gt;
* {{NavboxIconLink|Thruster fuel}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Thruster oxidizer}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Lava}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Molten iron}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Molten copper}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Holmium solution}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Electrolyte}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Ammoniacal solution}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Ammonia}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Fluorine}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Fluoroketone (hot)}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Fluoroketone (cold)}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Lithium brine}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Plasma}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group2 = {{Translation|Fluid processing}}&lt;br /&gt;
|list2  =&lt;br /&gt;
* {{NavboxIconLink|Basic oil processing}}&lt;br /&gt;
* {{NavboxIconLink|Advanced oil processing}}&lt;br /&gt;
* {{NavboxIconLink|Simple coal liquefaction}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Coal liquefaction}}&lt;br /&gt;
* {{NavboxIconLink|Heavy oil cracking}}&lt;br /&gt;
* {{NavboxIconLink|Light oil cracking}}&lt;br /&gt;
* {{NavboxIconLink|Acid neutralisation}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Steam condensation}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Ice melting}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|Resources}}&lt;br /&gt;
|list3  =&lt;br /&gt;
* {{NavboxIconLink|Wood}}&lt;br /&gt;
* {{NavboxIconLink|Coal}}&lt;br /&gt;
* {{NavboxIconLink|Stone}}&lt;br /&gt;
* {{NavboxIconLink|Iron ore}}&lt;br /&gt;
* {{NavboxIconLink|Copper ore}}&lt;br /&gt;
* {{NavboxIconLink|Uranium ore}}&lt;br /&gt;
* {{NavboxIconLink|Raw fish}}&lt;br /&gt;
* {{NavboxIconLink|Ice}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group4 = {{Translation|Materials}}&lt;br /&gt;
|list4  =&lt;br /&gt;
* {{NavboxIconLink|Iron plate}}&lt;br /&gt;
* {{NavboxIconLink|Copper plate}}&lt;br /&gt;
* {{NavboxIconLink|Steel plate}}&lt;br /&gt;
* {{NavboxIconLink|Solid fuel}}&lt;br /&gt;
* {{NavboxIconLink|Plastic bar}}&lt;br /&gt;
* {{NavboxIconLink|Sulfur}}&lt;br /&gt;
* {{NavboxIconLink|Battery}}&lt;br /&gt;
* {{NavboxIconLink|Explosives}}&lt;br /&gt;
* {{NavboxIconLink|Carbon}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Coal synthesis}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- No idea how barrels will be organized, commented out until further notice -Bilka&lt;br /&gt;
lol lmao -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:24, 25 October 2024 (UTC)&lt;br /&gt;
|groupNUMBER = {{Translation|Barrels}}&lt;br /&gt;
|listNUMBER =&lt;br /&gt;
&amp;lt;!-- Commented out until pages are seperated -Gangsir&lt;br /&gt;
* {{NavboxIconLink|Water barrel}}&lt;br /&gt;
* {{NavboxIconLink|Crude oil barrel}}&lt;br /&gt;
* {{NavboxIconLink|Petroleum gas barrel}}&lt;br /&gt;
* {{NavboxIconLink|Light oil barrel}}&lt;br /&gt;
* {{NavboxIconLink|Heavy oil barrel}}&lt;br /&gt;
* {{NavboxIconLink|Lubricant barrel}}&lt;br /&gt;
* {{NavboxIconLink|Sulfuric acid barrel}}&lt;br /&gt;
* {{NavboxIconLink|Fluoroketone (hot) barrel}}&lt;br /&gt;
* {{NavboxIconLink|Fluoroketone (cold) barrel}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|group5 = {{Translation|Crafting components}}&lt;br /&gt;
|list5  =&lt;br /&gt;
* {{NavboxIconLink|Iron gear wheel}}&lt;br /&gt;
* {{NavboxIconLink|Iron stick}}&lt;br /&gt;
* {{NavboxIconLink|Copper cable}}&lt;br /&gt;
* {{NavboxIconLink|Barrel}}&lt;br /&gt;
* {{NavboxIconLink|Electronic circuit}}&lt;br /&gt;
* {{NavboxIconLink|Advanced circuit}}&lt;br /&gt;
* {{NavboxIconLink|Processing unit}}&lt;br /&gt;
* {{NavboxIconLink|Engine unit}}&lt;br /&gt;
* {{NavboxIconLink|Electric engine unit}}&lt;br /&gt;
* {{NavboxIconLink|Flying robot frame}}&lt;br /&gt;
* {{NavboxIconLink|Low density structure}}&lt;br /&gt;
* {{NavboxIconLink|Rocket fuel}}&lt;br /&gt;
&lt;br /&gt;
|group6 = {{Translation|Uranium processing}}&lt;br /&gt;
|list6  =&lt;br /&gt;
* {{NavboxIconLink|Uranium processing}}&lt;br /&gt;
* {{NavboxIconLink|Uranium-235}}&lt;br /&gt;
* {{NavboxIconLink|Uranium-238}}&lt;br /&gt;
* {{NavboxIconLink|Uranium fuel cell}}&lt;br /&gt;
* {{NavboxIconLink|Depleted uranium fuel cell}}&lt;br /&gt;
* {{NavboxIconLink|Nuclear fuel reprocessing}}&lt;br /&gt;
* {{NavboxIconLink|Kovarex enrichment process}}&lt;br /&gt;
* {{NavboxIconLink|Nuclear fuel}}&lt;br /&gt;
&lt;br /&gt;
|group7 = {{SA}} {{TransLink|Vulcanus}}&lt;br /&gt;
|list7  =&lt;br /&gt;
* {{NavboxIconLink|Calcite}}&lt;br /&gt;
* {{NavboxIconLink|Tungsten ore}}&lt;br /&gt;
* {{NavboxIconLink|Tungsten carbide}}&lt;br /&gt;
* {{NavboxIconLink|Tungsten plate}}&lt;br /&gt;
&lt;br /&gt;
|group8 = {{SA}} {{TransLink|Fulgora}}&lt;br /&gt;
|list8  =&lt;br /&gt;
* {{NavboxIconLink|Scrap}}&lt;br /&gt;
* {{NavboxIconLink|Scrap recycling}}&lt;br /&gt;
* {{NavboxIconLink|Holmium ore}}&lt;br /&gt;
* {{NavboxIconLink|Holmium plate}}&lt;br /&gt;
* {{NavboxIconLink|Superconductor}}&lt;br /&gt;
* {{NavboxIconLink|Supercapacitor}}&lt;br /&gt;
&lt;br /&gt;
|group9 = {{SA}} {{TransLink|Gleba}}&lt;br /&gt;
|list9  =&lt;br /&gt;
* {{NavboxIconLink|Yumako processing}}&lt;br /&gt;
* {{NavboxIconLink|Yumako seed}}&lt;br /&gt;
* {{NavboxIconLink|Jellynut processing}}&lt;br /&gt;
* {{NavboxIconLink|Jellynut seed}}&lt;br /&gt;
* {{NavboxIconLink|Yumako}}&lt;br /&gt;
* {{NavboxIconLink|Jellynut}}&lt;br /&gt;
* {{NavboxIconLink|Iron bacteria}}&lt;br /&gt;
* {{NavboxIconLink|Copper bacteria}}&lt;br /&gt;
* {{NavboxIconLink|Spoilage}}&lt;br /&gt;
* {{NavboxIconLink|Nutrients}}&lt;br /&gt;
&lt;br /&gt;
|group10 = {{SA}} {{Translation|Gleba products}}&lt;br /&gt;
|list10  =&lt;br /&gt;
* {{NavboxIconLink|Bioflux}}&lt;br /&gt;
* {{NavboxIconLink|Yumako mash}}&lt;br /&gt;
* {{NavboxIconLink|Jelly}}&lt;br /&gt;
* {{NavboxIconLink|Rocket fuel from jelly}}&lt;br /&gt;
* {{NavboxIconLink|Biolubricant}}&lt;br /&gt;
* {{NavboxIconLink|Bioplastic}}&lt;br /&gt;
* {{NavboxIconLink|Biosulfur}}&lt;br /&gt;
* {{NavboxIconLink|Carbon fiber}}&lt;br /&gt;
* {{NavboxIconLink|Burnt spoilage}}&lt;br /&gt;
* {{NavboxIconLink|Biter egg}}&lt;br /&gt;
* {{NavboxIconLink|Pentapod egg}}&lt;br /&gt;
* {{NavboxIconLink|Tree seed}}&lt;br /&gt;
* {{NavboxIconLink|Fish breeding}}&lt;br /&gt;
&lt;br /&gt;
|group11 = {{SA}} {{TransLink|Aquilo}}&lt;br /&gt;
|list11  =&lt;br /&gt;
* {{NavboxIconLink|Ammoniacal solution separation}}&lt;br /&gt;
* {{NavboxIconLink|Solid fuel from ammonia}}&lt;br /&gt;
* {{NavboxIconLink|Ammonia rocket fuel}}&lt;br /&gt;
* {{NavboxIconLink|Fluoroketone (hot)}}&lt;br /&gt;
* {{NavboxIconLink|Cooling hot fluoroketone}}&lt;br /&gt;
* {{NavboxIconLink|Lithium}}&lt;br /&gt;
* {{NavboxIconLink|Lithium plate}}&lt;br /&gt;
* {{NavboxIconLink|Quantum processor}}&lt;br /&gt;
* {{NavboxIconLink|Fusion power cell}}&lt;br /&gt;
&lt;br /&gt;
|group12 = {{TransLink|Science pack|Science packs}}&lt;br /&gt;
|list12  =&lt;br /&gt;
* {{NavboxIconLink|Automation science pack}}&lt;br /&gt;
* {{NavboxIconLink|Logistic science pack}}&lt;br /&gt;
* {{NavboxIconLink|Military science pack}}&lt;br /&gt;
* {{NavboxIconLink|Chemical science pack}}&lt;br /&gt;
* {{NavboxIconLink|Production science pack}}&lt;br /&gt;
* {{NavboxIconLink|Utility science pack}}&lt;br /&gt;
* {{NavboxIconLink|Space science pack}}&lt;br /&gt;
* {{NavboxIconLink|Metallurgic science pack}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Electromagnetic science pack}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Agricultural science pack}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Cryogenic science pack}} ({{SA}})&lt;br /&gt;
* {{NavboxIconLink|Promethium science pack}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group13 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list13  =&lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]]&lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]]&lt;br /&gt;
* [[Template:SpaceNav|{{Translation|Space}}]] ({{SA}})&lt;br /&gt;
* [[Template:CombatNav|{{Translation|Combat}}]]&lt;br /&gt;
* [[Template:TechNav|{{Translation|Technology}}]]&lt;br /&gt;
* [[Template:EnvironmentNav|{{Translation|Environment}}]]&lt;br /&gt;
&lt;br /&gt;
}}{{#ifeq:{{{category}}}|false||{{C|Intermediate products}} }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|text={{IntermediateNav|category=false}} }}&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Navbox&amp;diff=218620</id>
		<title>Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Navbox&amp;diff=218620"/>
		<updated>2026-05-29T12:24:11Z</updated>

		<summary type="html">&lt;p&gt;Bilka: group12, group13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;navbox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;navbox-inner&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th class=&amp;quot;navbox-header&amp;quot; style={{{titlestyle|}}} colspan=2&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{title}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group1|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group1}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list1}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group2|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group2}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list2}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group3|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group3}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list3}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group4|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group4}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list4}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group5|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group5}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list5}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group6|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group6}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list6}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group7|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group7}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list7}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group8|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group8}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list8}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group9|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group9}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list9}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group10|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group10}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list10}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group11|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group11}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list11}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group12|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group12}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list12}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{group13|}}} | &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class=&amp;quot;group-data&amp;quot; style={{{groupstyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
{{{group13}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td class=&amp;quot;list-data&amp;quot; style={{{liststyle|}}}&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hlist&amp;quot;&amp;gt;&lt;br /&gt;
{{{list13}}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Space_platform_starter_pack.png&amp;diff=218619</id>
		<title>File:Space platform starter pack.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Space_platform_starter_pack.png&amp;diff=218619"/>
		<updated>2026-05-29T11:47:19Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Categorized as game image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game image}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Space_platform_starter_pack.png&amp;diff=218618</id>
		<title>File:Space platform starter pack.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Space_platform_starter_pack.png&amp;diff=218618"/>
		<updated>2026-05-29T11:47:04Z</updated>

		<summary type="html">&lt;p&gt;Bilka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Space_platform.png&amp;diff=218595</id>
		<title>File:Space platform.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Space_platform.png&amp;diff=218595"/>
		<updated>2026-05-29T09:56:11Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Categorized as game image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game image}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Space_platform.png&amp;diff=218594</id>
		<title>File:Space platform.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Space_platform.png&amp;diff=218594"/>
		<updated>2026-05-29T09:56:00Z</updated>

		<summary type="html">&lt;p&gt;Bilka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biter_egg&amp;diff=218522</id>
		<title>Biter egg</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biter_egg&amp;diff=218522"/>
		<updated>2026-05-20T10:27:03Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Biter spawns with full health since 2.0.42&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Biter egg}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Biter eggs&#039;&#039;&#039; are an ingredient used in a number of recipes, including the [[promethium science pack]]. They are produced in a [[captive biter spawner]].&lt;br /&gt;
&lt;br /&gt;
The biter egg has a spoil time of 30 minutes, but the eggs do not spoil while inside a [[captive biter spawner]].&lt;br /&gt;
When a biter egg spoils, it spawns a big biter that will act identical to normal [[Enemies#Biters|biters]]. Quality biters are spawned by quality eggs.&lt;br /&gt;
&lt;br /&gt;
Biter eggs are one of the two ways of farming [[nutrients]] on [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Pentapod egg]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Technologies&amp;diff=218470</id>
		<title>Technologies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Technologies&amp;diff=218470"/>
		<updated>2026-05-11T07:59:05Z</updated>

		<summary type="html">&lt;p&gt;Bilka: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Technology tree.png|thumb|right|280px|The base game technology tree − Click to enlarge.]]&lt;br /&gt;
[[File:tech_bonuses.png|thumb|right|280px|Researched tech bonuses.]]&lt;br /&gt;
&#039;&#039;&#039;Technologies&#039;&#039;&#039; are series of [[research]] projects that provide various enhancements. Some technologies unlock new items or recipes, while others provide bonuses. &lt;br /&gt;
&lt;br /&gt;
Most technologies can be researched in [[lab]]s by consuming [[science pack]]s of various types. For example, the [[Logistics (research)|Logistics]] technology can be unlocked by placing 20 [[automation science pack]]s into labs while the technology is selected for research.  Besides, [[#Trigger_technologies|some technologies]] will automatically unlock after meeting specific conditions, without consumption of any science packs.&lt;br /&gt;
&lt;br /&gt;
== Infinite technologies ==&lt;br /&gt;
&lt;br /&gt;
While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are &amp;quot;infinite&amp;quot;, meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular infinite technologies and, like finite research bonuses, are additive within a single technology. They are subject to diminishing returns; thus, the per-level and per-science pack contributions from very high levels of infinite technologies will eventually provide only marginal improvements.&lt;br /&gt;
&lt;br /&gt;
All base game infinite technologies levels require [[space science pack]]s, and are also the only technologies that do. As such, they are late-game technologies intended primarily for players who wish to continue playing and expand their factory past the nominal victory condition of launching a rocket.&lt;br /&gt;
&lt;br /&gt;
Infinite technologies are identified in-game by a small &amp;lt;code&amp;gt;∞&amp;lt;/code&amp;gt; infinity symbol shown in the top right corner of the research technology&#039;s card in the research screen.&lt;br /&gt;
&lt;br /&gt;
Most infinite technologies are continuations of ordinary multi-level technologies; the &amp;quot;infinite&amp;quot; mechanic becomes effective once the player reaches the card initially labeled with &amp;lt;code&amp;gt;N - ∞&amp;lt;/code&amp;gt; in the research tree.  In the base game, only the two [[artillery]]-related technologies (artillery shell [[artillery shell range (research)|range]] and [[artillery shell shooting speed (research)|shooting speed]]) are infinite-only; for these, &amp;lt;code&amp;gt;1 - ∞&amp;lt;/code&amp;gt; is shown before any levels in them are researched. In either case, once the first infinite level is researched, the card label switches to the one discussed above.&lt;br /&gt;
&lt;br /&gt;
=== Pricing formulas ===&lt;br /&gt;
&lt;br /&gt;
The price of all infinite technologies is generated in a [[Wikipedia:Progression|mathematical progression]]; for the majority of technologies, the progression is [[Wikipedia:Geometric_progression|geometric]], mostly in powers of 2. Two technologies - [[mining productivity (research)|mining productivity]] and [[follower robot count (research)|follower robot count]] - use an [[Wikipedia:Arithmetic_progression|arithmetic progression]] instead.&lt;br /&gt;
&lt;br /&gt;
The table below summarizes for all infinite researches their first infinite level, the cost of the first few infinite levels, the cost formula and the per-level bonus. &lt;br /&gt;
&lt;br /&gt;
We denote by &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; the current level of the research, by &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; the final non-infinite level of the research (hence F+1 is the first &amp;quot;infinite&amp;quot; level) and by &amp;lt;code&amp;gt;P[N]&amp;lt;/code&amp;gt; the price of the research at level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! P[F+2] !! P[F+3] !! P[F+4] !! P[F+5] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|4 || 2,500 × (N - F) || style=text-align:center|2,500 || style=text-align:center|5,000 || style=text-align:center|7,500 || style=text-align:center|10,000 || style=text-align:center|12,500 || style=text-align:center|+2500&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;4&amp;quot; | Weapon Damage || +40% Bullet damage &amp;lt;br&amp;gt; +70% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage &amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Energy weapons damage (research)}} [[Energy weapons damage (research)|Energy weapons damage]] || +70% Laser damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;3&amp;quot; | Non-Damage&amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 × 2^N || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|32,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|1 || 1,000 + 1,000 × 3^(N - 1) || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|10,000 || style=text-align:center|28,000 || style=text-align:center|82,000 || style=text-align:center|×3 then - 2,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|3,000 || style=text-align:center|4,000 || style=text-align:center|5,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed]] || Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|6 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|2,000 || style=text-align:center|4,000 || style=text-align:center|8,000 || style=text-align:center|16,000 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
The table below summarizes all the infinite technologies in Space Age. Some are unique to Space Age, while some have their price and/or effect changed from the base game.&lt;br /&gt;
&lt;br /&gt;
Due to the introduction of [[Tesla weapons (research)|tesla weapons]], the [[Energy weapons damage (research)|energy weapons damage]] technology is split into [[Laser weapons damage (research)|laser weapons damage]] and [[Electric weapons damage (research)|electric weapons damage]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Category !! Bonus !! Science Packs !! F+1 !! P[N] !! P[F+1] !! ...&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]] || rowspan=&amp;quot;2&amp;quot; | Productivity || +10% Mining productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|3 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Research productivity (research)}} [[Research productivity (research)|Research productivity]] {{SA}} || +10% Lab research productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Electromagnetic science pack}} {{icon|Agricultural science pack}} {{icon|Cryogenic science pack}} {{icon|Promethium science pack}} || style=text-align:center|1 || 1,000 × 1.2^N || style=text-align:center|1,200 || style=text-align:center|×1.2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] {{SA}} || rowspan=&amp;quot;8&amp;quot; | Recipe Productivity &amp;lt;br&amp;gt; (no effect beyond level 30) || +10% Steel plate productivity&amp;lt;br&amp;gt; +10% Casting steel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;white-space: nowrap&amp;quot; | {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] {{SA}} || +10% Low density structure productivity&amp;lt;br&amp;gt; +10% Casting low density structure productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Scrap recycling productivity (research)}} [[Scrap recycling productivity (research)|Scrap recycling productivity]] {{SA}} || +10% Scrap recycling productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 500 × 1.5^N || style=text-align:center|750 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] {{SA}} || +10% Processing unit productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] {{SA}} || +10% Plastic bar productivity&amp;lt;br&amp;gt; +10% Bioplastic productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] {{SA}} || +10% Rocket fuel productivity&amp;lt;br&amp;gt; +10% Rocket fuel from jelly productivity&amp;lt;br&amp;gt; +10% Ammonia rocket fuel productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Asteroid productivity (research)}} [[Asteroid productivity (research)|Asteroid productivity]] {{SA}} || +10% Carbonic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Metallic asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced carbonic asteroid productivity&amp;lt;br&amp;gt; +10% Advanced oxide asteroid crushing productivity&amp;lt;br&amp;gt; +10% Advanced metallic asteroid crushing productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 1.5^N || style=text-align:center|1,500 || style=text-align:center|×1.5&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] {{SA}} || +10% Rocket part productivity || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 2,000 × 1.5^N || style=text-align:center|3,000 || style=text-align:center|×1.5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]] || rowspan=&amp;quot;7&amp;quot; | Weapon Damage || +20% Bullet damage &amp;lt;br&amp;gt; +20% Gun turret damage &amp;lt;br&amp;gt; +40% Shotgun shell damage &amp;lt;br&amp;gt; +100% Cannon shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] {{SA}} || +70% Laser damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell damage (research)|Artillery shell damage]] {{SA}} || +10% Artillery shell damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]] || +50% Rocket damage &amp;lt;br&amp;gt; +20% Grenade damage &amp;lt;br&amp;gt; +20% Land mine damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]] || +20% Fire damage&amp;lt;br&amp;gt; +20% Flamethrower turret damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Agricultural science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Electric weapons damage (research)}} [[Electric weapons damage (research)|Electric weapons damage]] {{SA}} || +70% Tesla damage &amp;lt;br&amp;gt; +70% Electric damage &amp;lt;br&amp;gt; +30% Beam damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|4 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] {{SA}} || +40% Railgun damage || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Military science pack}} {{icon|Chemical science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Artillery shell range (research)}} [[Artillery shell range (research)|Artillery shell range]] || rowspan=&amp;quot;4&amp;quot; | Non-Damage &amp;lt;br&amp;gt; Weapon Bonus || +30% Artillery shell range || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell shooting speed (research)}} [[Artillery shell shooting speed (research)|Artillery shell shooting speed]] || +100% Artillery shell shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Metallurgic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] {{SA}} || +15% Railgun shooting speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} {{icon|Cryogenic science pack}} || style=text-align:center|1 || 1,000 × 2^(N - 1) || style=text-align:center|1,000 || style=text-align:center|×2&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)}} [[Follower robot count (research)|Follower robot count]] || +25 Maximum following robots || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Military science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} || style=text-align:center|5 || 1,000 × (N - F) || style=text-align:center|1,000 || style=text-align:center|+1,000&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Worker robot speed (research)}} [[Worker robot speed (research)|Worker robot speed ]] || rowspan=&amp;quot;2&amp;quot; | Other || +65% Worker robot speed || {{icon|Automation science pack}} {{icon|Logistic science pack}} {{icon|Chemical science pack}} {{icon|Production science pack}} {{icon|Utility science pack}} {{icon|Space science pack}} {{icon|Electromagnetic science pack}} || style=text-align:center|7 || 1,000 × 2^(N - F) || style=text-align:center|2,000 || style=text-align:center|×2&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Health (research)}} [[Health (research)|Health]] {{SA}} || +50 Character health || {{icon|Military science pack}} {{icon|Utility science pack}} {{icon|Agricultural science pack}} || style=text-align:center|1 || 50 × 2^N || style=text-align:center|100 || style=text-align:center|×2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cumulative cost ===&lt;br /&gt;
&lt;br /&gt;
As the price of most infinite technologies (specifically, those based on geometric progressions) increases very steeply, it may be a good idea for players to set realistic target levels for each of the infinite technologies they wish to pursue, and make their factory plans accordingly. To that end, the following properties of cumulative infinite research prices may be useful:&lt;br /&gt;
&lt;br /&gt;
#For infinite technologies whose underlying equation is a powers-of-two geometric series, the cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; infinite levels (skipping the first &amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt; level, so counting &amp;quot;infinite&amp;quot; levels only) is &amp;lt;code&amp;gt;2 × P[N] - P[F+1]&amp;lt;/code&amp;gt;; i.e., twice the price of the final researched level, less the price of the first &amp;quot;infinite&amp;quot; level. &lt;br /&gt;
#*As &#039;&#039;N&#039;&#039; increases, this is approximated well by &amp;lt;code&amp;gt;2 × P[N] = P[N+1]&amp;lt;/code&amp;gt;, so the cumulative cost of researching to level &amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; is about as much as researching level &amp;lt;code&amp;gt;N+1&amp;lt;/code&amp;gt;. &lt;br /&gt;
#*If one decides a level &amp;lt;code&amp;gt;M&amp;lt;/code&amp;gt; which one considers the &amp;quot;highest feasible&amp;quot; with their current science pack production capacity, expanding said capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; will allow about &amp;lt;code&amp;gt;log[2](X)&amp;lt;/code&amp;gt; additional levels to be researched before the next level takes longer to research with the expanded capacity than level &amp;lt;code&amp;gt;M + 1&amp;lt;/code&amp;gt; would have taken with the pre-expansion production capacity.&lt;br /&gt;
#*For example, if one expands production capacity by a factor of 10, they will be able to research at least &amp;lt;code&amp;gt;floor(log[2](10)) = 3&amp;lt;/code&amp;gt; and at most &amp;lt;code&amp;gt;ceiling(log[2](10)) = 4&amp;lt;/code&amp;gt; additional levels in a given technology before the exponential increase in price negates the speed benefits of their ×10 capacity expansion.&lt;br /&gt;
#The cumulative price of the first &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; levels of infinite technologies whose underlying equation is an arithmetic series is &amp;lt;code&amp;gt;(N - F) × (P[N] + P[F + 1]) ÷ 2&amp;lt;/code&amp;gt;; i.e, &amp;lt;code&amp;gt;N - F&amp;lt;/code&amp;gt; times the mean of the prices of the first and last &amp;quot;infinite&amp;quot; level. For the [[Follower robot count (research)]], an additional &amp;lt;code&amp;gt;900 × (N-F)&amp;lt;/code&amp;gt; need to be added. &lt;br /&gt;
#*Expanding production capacity by a factor of &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;, as above, will in this case allow an additional &amp;lt;code&amp;gt;N × (X - 1)&amp;lt;/code&amp;gt; levels to be researched before the benefit of the expansion is wiped out (i.e., research progress speed drops to or below what it was pre-expansion).&lt;br /&gt;
#The cumulative price of the first &#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; levels of &#039;&#039;&#039;artillery shell shooting speed&#039;&#039;&#039;, the sole infinite technology whose underlying equation is a powers-of-three geometric series (equation type (2)) is &amp;lt;code&amp;gt;1.5 × P[N] - 0.5 × P[1]&amp;lt;/code&amp;gt;; i.e., 1.5 times the price of the final researched level, less half the price of the first level.&lt;br /&gt;
&lt;br /&gt;
Note that these prices reflect &#039;&#039;&#039;research units&#039;&#039;&#039;, which will not be equal to science packs if [[productivity module|productivity modules]] are used in labs. (In that case, the science pack requirement will be lower.)&lt;br /&gt;
&lt;br /&gt;
=== Infinite research limits ===&lt;br /&gt;
&lt;br /&gt;
[[Follower robot count (research)|Follower robot count]] is limited by the rate at which capsules can be thrown out. 2 [[destroyer capsule]]s can be thrown out per second, creating 10 robots per second. With a lifetime of 120s, this allows a theoretical maximum of 1200 robots to be deployed at once. This maximum is reached at level 50 and researching past that level will have no practical effect on the maximum number of deployed robots.&lt;br /&gt;
&lt;br /&gt;
==== Space Age ====&lt;br /&gt;
&lt;br /&gt;
All recipes have a maximum productivity of 300%. This was [https://factorio.com/blog/post/fff-375 primarily done to prevent infinite resource exploits] involving the [[recycler]]{{SA}} and its 25% return of input items. This cap puts a hard limit on the effectiveness of most infinite productivity researches. It can be researched past level 30, but it will have no practical effect.&lt;br /&gt;
&lt;br /&gt;
Note that miners are not crafting machines that execute recipes, nor are labs. As such, [[mining productivity (research)]] and [[research productivity (research)]]{{SA}} have no limit.&lt;br /&gt;
&lt;br /&gt;
The [[Railgun shooting speed (research)|railgun turret&#039;s shooting speed]] is limited by its [https://forums.factorio.com/viewtopic.php?p=673363#p673363 animation], which means it can&#039;t shoot faster than 0.845 times per second (once per 71 [[Time#Tick|ticks]]). This shooting speed is reached at level 10 and researching past that level will have no practical effect on the railgun turret, however it &#039;&#039;&#039;will&#039;&#039;&#039; continue to increase the shooting speed of the hand-held [[railgun]].&lt;br /&gt;
&lt;br /&gt;
=== Infinite research breakpoints ===&lt;br /&gt;
&lt;br /&gt;
While [[Technologies#Infinite_technologies|infinite research technologies]] can be leveled forever, there are certain breakpoints that provide a notable benefit by reaching a practical cap or greatly conserving resources. These may be important factory goals.&lt;br /&gt;
&lt;br /&gt;
==== Productivity ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Interesting breakpoints&lt;br /&gt;
|- &lt;br /&gt;
| {{Icontech|Processing unit productivity (research)}} [[Processing unit productivity (research)|Processing unit productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 13&#039;&#039;&#039;: [[Electromagnetic plant]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Electromagnetic plants reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Low density structure productivity (research)}} [[Low density structure productivity (research)|Low density structure productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Foundry|Foundries]] filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Foundries reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steel plate productivity (research)}} [[Steel plate productivity (research)|Steel plate productivity]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Foundry|Foundries]] filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Foundries reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Plastic bar productivity (research)}} [[Plastic bar productivity (research)|Plastic bar productivity]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 10&#039;&#039;&#039;: [[Cryogenic plant]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Biochamber]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Biochambers reach the 300% productivity cap with no modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 30&#039;&#039;&#039;: Cryogenic plants reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket fuel productivity (research)}} [[Rocket fuel productivity (research)|Rocket fuel productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 10&#039;&#039;&#039;: [[Cryogenic plant]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 15&#039;&#039;&#039;: [[Biochamber]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039;: Biochambers reach the 300% productivity cap with no modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 30&#039;&#039;&#039;: Cryogenic plants reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Rocket part productivity (research)}} [[Rocket part productivity (research)|Rocket part productivity]] {{SA}}&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Level 20&#039;&#039;&#039;: [[Rocket silo]]s filled with legendary [[productivity module]]s reach the 300% productivity cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 30&#039;&#039;&#039;: Rocket silos reach the 300% productivity cap with no modules.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Mining productivity (research)}} [[Mining productivity (research)|Mining productivity]]&lt;br /&gt;
|&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 50&#039;&#039;&#039;: [[Big mining drill]]s mining [[scrap]] saturate one side of a [[Turbo transport belt|turbo belt]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 110&#039;&#039;&#039;: Big mining drills mining [[scrap]] saturate an entire [[Turbo transport belt|turbo belt]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Interesting breakpoints&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Physical projectile damage (research)}} [[Physical projectile damage (research)|Physical projectile damage]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;: [[Gun turret]]s loaded with [[firearm magazine]]s kill basic [[biter]]s in 3 shots instead of 4; greatly conserves [[iron plate]]s.&lt;br /&gt;
|-&lt;br /&gt;
|  {{Icontech|Stronger explosives (research)}} [[Stronger explosives (research)|Stronger explosives]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 2:&#039;&#039;&#039; [[Grenade]]s destroy trees in one hit.&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 7:&#039;&#039;&#039; [[Rocket]]s (yellow) destroy medium [[asteroid]]s in one hit; greatly conserves rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 12:&#039;&#039;&#039; Rockets (yellow) destroy large asteroids in two hits; greatly conserves rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
{{SA}} &#039;&#039;&#039;Level 16:&#039;&#039;&#039; [[Explosive rocket]]s (red) destroy large asteroids in two hits with direct damage; greatly conserves rockets.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Laser weapons damage (research)}} [[Laser weapons damage (research)|Laser weapons damage]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 11:&#039;&#039;&#039; [[Laser turret]]s destroy small [[asteroids]] in one damage cycle.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun damage (research)}} [[Railgun damage (research)|Railgun damage]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 2&#039;&#039;&#039;: [[Railgun turret]]s destroy all asteroid sizes in one shot; conserves ammo.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Railgun shooting speed (research)}} [[Railgun shooting speed (research)|Railgun shooting speed]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 10&#039;&#039;&#039;: [[Railgun turret]]s reach their effective maximum speed (this cap does not apply to the hand-held [[railgun]]).&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artillery shell damage (research)}} [[Artillery shell damage (research)|Artillery shell damage]] {{SA}}&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 9:&#039;&#039;&#039; [[Artillery shell]]s defeat [[Enemies#Nests|Nauvis spawners]] and [[Enemies#Worms|Behemoth worms]] &amp;lt;!-- (Actually level 8) --&amp;gt; in one hit; conserves shells.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Refined flammables (research)}} [[Refined flammables (research)|Refined flammables]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Level 9:&#039;&#039;&#039; [[Flamethrower turret]]s require 90% &amp;lt;!--(actually 90.1%)--&amp;gt;less [[crude oil]] to destroy [[Enemies|Behemoth Biter]]s; greatly conserves fuel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trigger technologies ==&lt;br /&gt;
The technologies listed below are researched by the player performing certain actions (usually mining or crafting a specific item) instead of by using science packs in labs.&lt;br /&gt;
&lt;br /&gt;
=== Nauvis ===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steam power (research)}} [[Steam power (research)|Steam power]] || Craft 50 [[iron plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electronics (research)}} [[Electronics (research)|Electronics]] || Craft 10 [[copper plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Automation science pack (research)}} [[Automation science pack (research)|Automation science pack]] || Craft a [[lab]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Steel axe (research)}} [[Steel axe (research)|Steel axe]] || Craft 50 [[steel plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Mine [[crude oil]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Uranium processing (research)}} [[Uranium processing (research)|Uranium processing]] || Mine [[uranium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biter egg handling (research)}} [[Biter egg handling (research)|Biter egg handling]] {{SA}} || Capture a [[Enemies#Nests|biter/spitter spawner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space platform (research)}} [[Space platform (research)|Space platform]] {{SA}} || Launch a [[space platform starter pack]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Space science pack (research)}} [[Space science pack (research)|Space science pack]] {{SA}} || Craft an [[asteroid collector]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fulgora {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Recycling (research)}} [[Recycling (research)|Recycling]] {{SA}} || Mine [[Fulgoran vault ruin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Holmium processing (research)}} [[Holmium processing (research)|Holmium processing]] {{SA}} || Craft [[holmium ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic plant (research)}} [[Electromagnetic plant (research)|Electromagnetic plant]] {{SA}} || Craft 50 [[holmium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Electromagnetic science pack (research)}} [[Electromagnetic science pack (research)|Electromagnetic science pack]] {{SA}} || Craft [[supercapacitor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gleba {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Jellynut (research)}} [[Jellynut (research)|Jellynut]] {{SA}} || Mine [[jellystem]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Yumako (research)}} [[Yumako (research)|Yumako]] {{SA}} || Mine [[yumako tree]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Heating tower (research)}} [[Heating tower (research)|Heating tower]] {{SA}} || Mine [[copper stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agriculture (research)}} [[Agriculture (research)|Agriculture]] {{SA}} || Mine [[iron stromatolite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Biochamber (research)}} [[Biochamber (research)|Biochamber]] {{SA}} || Craft 10 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Artificial soil (research)}} [[Artificial soil (research)|Artificial soil]] {{SA}} || Craft 500 [[nutrients]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux (research)}} [[Bioflux (research)|Bioflux]] {{SA}} || Craft [[biochamber]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bacteria cultivation (research)}} [[Bacteria cultivation (research)|Bacteria cultivation]] {{SA}} || Craft [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Bioflux processing (research)}} [[Bioflux processing (research)|Bioflux processing]] {{SA}} || Craft 25 [[bioflux]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Agricultural science pack (research)}} [[Agricultural science pack (research)|Agricultural science pack]] {{SA}} || Craft 100 [[bioflux]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vulcanus {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten carbide (research)}} [[Tungsten carbide (research)|Tungsten carbide]] {{SA}} || Mine [[Rock|big volcanic rock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] {{SA}} || Mine [[calcite]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Foundry (research)}} [[Foundry (research)|Foundry]] {{SA}} || Craft [[tungsten carbide]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Big mining drill (research)}} [[Big mining drill (research)|Big mining drill]] {{SA}} || Craft a [[foundry]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Tungsten steel (research)}} [[Tungsten steel (research)|Tungsten steel]] {{SA}} || Craft a [[big mining drill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Metallurgic science pack (research)}} [[Metallurgic science pack (research)|Metallurgic science pack]] {{SA}} || Craft [[tungsten plate]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquilo {{SA}}===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Research trigger&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Lithium processing (research)}} [[Lithium processing (research)|Lithium processing]] {{SA}} || Mine [[Lithium ice formation|big lithium ice formation]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic plant (research)}} [[Cryogenic plant (research)|Cryogenic plant]] {{SA}} || Craft [[lithium plate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Cryogenic science pack (research)}} [[Cryogenic science pack (research)|Cryogenic science pack]] {{SA}} || Craft [[cryogenic plant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|tech-maniac}}&lt;br /&gt;
* Completing infinite technologies of any level is not required for &#039;&#039;&#039;Tech maniac&#039;&#039;&#039;. All non-infinite levels of technologies that have infinite continuations are still required.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced trigger technologies (https://www.factorio.com/blog/post/fff-376)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=218469</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=218469"/>
		<updated>2026-05-11T07:46:49Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Coal Liquefaction */ if an option needs that many caveats then lets just not have it here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}}{{Icon|Biochamber||space-age=yes}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Simple coal liquefaction||space-age=yes}} Simple coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{icon|Calcite|2|space-age=yes}} + {{icon|Sulfuric acid|25}} || {{Icon|Heavy oil|50}} || {{Icon|Oil refinery}} || {{icontech|calcite processing (research)}} [[Calcite processing (research)|Calcite processing]] || simple-coal-liquefaction&lt;br /&gt;
|-&lt;br /&gt;
|| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated or flipped ({{key|v}} or {{key|h}} key by default).&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
=== Coal Liquefaction ===&lt;br /&gt;
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all output fluids are being consumed or stored somehow.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil products overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil products, saving the need to transport oil over large distances by pipes or trains. Such uses include:&lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of ammunition: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil products to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil products to function. The downside of relying entirely on coal liquefaction are an overall slightly lower output of oil products compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.&lt;br /&gt;
&lt;br /&gt;
=== Simple coal liquefaction {{SA}} ===&lt;br /&gt;
[[Space Age]] introduces a second liquefaction recipe: simple coal liquefaction. This process uses coal, [[calcite]]{{SA}}, and [[sulfuric acid]], generating only [[heavy oil]]. Through cracking, it can be used to make other oil products. On [[Vulcanus]]{{SA}}, it is useful when starting out as the standard coal liquefaction recipe must be researched. It can also be used to bootstrap standard liquefaction, providing the initial heavy oil.&lt;br /&gt;
&lt;br /&gt;
Outside of its initial uses on Vulcanus, it does have two potential advantages. [[Steam]] is much harder to get on [[Space platform]]s{{SA}} than sulfuric acid or calcite. The only way to make steam on a platform is with a [[nuclear reactor]], which requires fuel from [[Nauvis]]. By contrast, sulfuric acid, coal, and calcite can all be manufactured or mined from asteroids.&lt;br /&gt;
&lt;br /&gt;
The other advantage is that the recipe produces heavy oil without any of the other oil processing byproducts. This allows the player to use this purely as a way to generate [[lubricant]] for those recipes which need it. Other oil processing setups can then always crack heavy oil to light oil.&lt;br /&gt;
&lt;br /&gt;
Note also that going to Vulcanus is not &#039;&#039;strictly&#039;&#039; required. [[Calcite processing (research)]] does not require &#039;&#039;mining&#039;&#039; calcite from a calcite ore patch; you merely need to acquire calcite. This can be done using [[Advanced asteroid processing (research)]] that is made available on [[Gleba]]. One still must research [[Planet discovery Vulcanus (research)]], but once done, acquiring calcite via [[advanced oxide asteroid crushing]] is enough to trigger the calcite processing technology.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[barrel]]s and transporting them by [[railway]], [[transport belts]], or the [[logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 25 || 25 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 5 || 29.575 || 55.575 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Coal liquefaction now takes steam instead of water.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:Class_to_page_mapping&amp;diff=218351</id>
		<title>Factorio:Class to page mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Class_to_page_mapping&amp;diff=218351"/>
		<updated>2026-05-03T16:28:11Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed Direction type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{&lt;br /&gt;
	&amp;quot;types&amp;quot;: {&lt;br /&gt;
		&amp;quot;EntityWorkingSoundDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/WorkingSound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidBoxPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FluidBox.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HeatBufferPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/HeatBuffer.html&amp;quot;,&lt;br /&gt;
		&amp;quot;int&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/int32.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MapPosition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/MapPosition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RenderLayer::Enum&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RenderLayer.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpriteNWay\u003C4\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Sprite4Way.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpriteNWay\u003C8\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Sprite8Way.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Vector&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Vector.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Vector2f&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Vector.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TinyVector&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Vector.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CustomInputPrototype::ConsumingType&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ConsumingType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ForceCondition::Mode&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ForceCondition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CollisionMask::Type&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CollisionMask.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LootItem&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#loot&amp;quot;,&lt;br /&gt;
		&amp;quot;ByteColor&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Color.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TreeVariation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TreeVariation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UnitSpawnPoint&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpawnPoint.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SubSprite&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Sprite.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpriteOption&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpriteFlags.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpritePriority::Enum&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpritePriority.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SimpleBoundingBox&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/BoundingBox.html&amp;quot;,&lt;br /&gt;
		&amp;quot;OrderString&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Order.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RenderUtil::CursorBoxType&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CursorBoxType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;agui::StretchRule&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/StretchRule.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TipStatus::Enum&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TipStatus.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BurnerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/BurnerEnergySource.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ElectricEnergySourcePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ElectricEnergySource.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HeatEnergySourcePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/HeatEnergySource.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EnergySourcePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EnergySource.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidEnergySourcePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FluidEnergySource.html&amp;quot;,&lt;br /&gt;
		&amp;quot;VoidEnergySourcePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/VoidEnergySource.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CAmmoCategory,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/AmmoCategoryID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CDamageType,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/DamageTypeID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CDecorativePrototype,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/DecorativeID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CEntityPrototype,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EntityID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CEquipmentCategory,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EquipmentCategoryID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CEquipmentGridPrototype,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EquipmentGridID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CEquipmentPrototype,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EquipmentID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CFuelCategory,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FuelCategoryID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CFluidPrototype,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FluidID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CItemGroup,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ItemGroupID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CItemPrototype,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ItemID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CItemSubGroup,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ItemSubGroupID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CModuleCategory,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ModuleCategoryID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CParticlePrototype,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ParticleID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CRecipeCategory,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RecipeCategoryID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CResourceCategory,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ResourceCategoryID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CTechnologyPrototype,uint16\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TechnologyID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CTilePrototype,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TileID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IDConnector\u003CID\u003CTrivialSmokePrototype,uint8\u003E\u003E&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TrivialSmokeID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MouseCursorID&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/MouseCursorID.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TipsAndTricksItem&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TipsAndTricksItem.html&amp;quot;,&lt;br /&gt;
		&amp;quot;StyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/StyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ActivityBarStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ActivityBarStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EmptyWidgetStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EmptyWidgetStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CameraStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CameraStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MinimapStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/MinimapStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DropDownStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/DropDownStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FlowStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FlowStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FrameStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FrameStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GlowStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/GlowStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GraphStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/GraphStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HorizontalFlowStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/HorizontalFlowStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ImageStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ImageStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LabelStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/LabelStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LineStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/LineStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ListBoxStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ListBoxStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ProgressBarStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ProgressBarStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ScrollBarStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ScrollBarStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HorizontalScrollBarStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/HorizontalScrollBarStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;VerticalScrollBarStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/VerticalScrollBarStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ScrollPaneStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ScrollPaneStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SliderStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SliderStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DoubleSliderStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/DoubleSliderStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpeechBubbleStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpeechBubbleStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;StyleWithClickableGraphicalSetSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/StyleWithClickableGraphicalSetSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ButtonStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ButtonStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TechnologySlotStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TechnologySlotStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CheckBoxStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CheckBoxStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RadioButtonStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RadioButtonStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SwitchStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SwitchStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TabbedPaneStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TabbedPaneStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TableStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TableStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TabStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TabStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TextBoxStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TextBoxStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;VerticalFlowStyleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/VerticalFlowStyleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AmmoSourceType&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/AmmoSourceType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AmmoType&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/AmmoType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AnimatedVector&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/AnimatedVector.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Animation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Animation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Animation4Way&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Animation4Way.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AnimationVariations&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/AnimationVariations.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AttackParameters&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/AttackParameters.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AttackReaction&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#attack_reaction&amp;quot;,&lt;br /&gt;
		&amp;quot;AutoplaceSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/AutoplaceSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BeamAttackParameters&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/BeamAttackParameters.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BlendMode&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/BlendMode.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BorderImageSet&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/BorderImageSet.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BoundingBox&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/BoundingBox.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CapsuleAction&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CapsuleAction.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CharacterArmorAnimation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CharacterArmorAnimation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CircuitConnectorSprites&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CircuitConnectorSprites.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CircularParticleCreationSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CircularParticleCreationSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CircularProjectileCreationSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CircularProjectileCreationSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CollisionMask&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CollisionMask.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Color&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Color.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ConnectableEntityGraphics&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ConnectableEntityGraphics.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CreateParticleTriggerEffectItem&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CreateParticleTriggerEffectItem.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CreateTrivialSmokeEffectItem&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CreateTrivialSmokeEffectItem.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CyclicSound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/CyclicSound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DamagePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/DamagePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DamageTypeFilters&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/DamageTypeFilters.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Direction&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/defines.html#defines.direction&amp;quot;,&lt;br /&gt;
		&amp;quot;Effect&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Effect.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EffectTypeLimitation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EffectTypeLimitation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ElectricUsagePriority&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ElectricUsagePriority.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ElementImageSet&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ElementImageSet.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ElementImageSet::Layer&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ElementImageSetLayer.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EntityPrototypeFlags&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EntityPrototypeFlags.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EquipmentShape&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/EquipmentShape.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ExplosionDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ExplosionDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidIngredientPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FluidIngredientPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidProductPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/FluidProductPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HeatConnection&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/HeatConnection.html&amp;quot;,&lt;br /&gt;
		&amp;quot;IngredientPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/IngredientPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;InterruptibleSound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/InterruptibleSound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemIngredientPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ItemIngredientPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemProductPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ItemProductPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemPrototypeFlags&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ItemPrototypeFlags.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemToPlace&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ItemToPlace.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LayeredSound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/LayeredSound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LightDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/LightDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LightFlickeringDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/LightFlickeringDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LocalisedString&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/LocalisedString.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Loot&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#loot&amp;quot;,&lt;br /&gt;
		&amp;quot;MinableProperties&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/MinableProperties.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MiningDrillGraphicsSet&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/MiningDrillGraphicsSet.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ModifierPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Modifier.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ModuleSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ModuleSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PipeConnectionDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/PipeConnectionDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PlaceAsTile&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemPrototype.html#place_as_tile&amp;quot;,&lt;br /&gt;
		&amp;quot;ProductPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ProductPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ProjectileAttackParameters&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/ProjectileAttackParameters.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PumpConnectorGraphics&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/PumpConnectorGraphics.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RadiusVisualisationSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RadiusVisualisationSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RailPieceLayers&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RailPieceLayers.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RealOrientation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RealOrientation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Resistances&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Resistance.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RotatedAnimation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RotatedAnimation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RotatedAnimation4Way&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RotatedAnimation4Way.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RotatedAnimationVariations&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RotatedAnimationVariations.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RotatedSprite&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/RotatedSprite.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SignalColorMapping&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LampPrototype.html#signal_to_color_mapping&amp;quot;,&lt;br /&gt;
		&amp;quot;SignalIDConnector&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SignalIDConnector.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SimulationDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SimulationDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SmokeSource&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SmokeSource.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Sound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Sound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpiderEnginePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpiderEnginePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpiderLegPart&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpiderLegPart.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpiderLegSpecification&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpiderLegSpecification.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Sprite&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Sprite.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpriteVariations&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/SpriteVariations.html&amp;quot;,&lt;br /&gt;
		&amp;quot;StreamAttackParameters&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/StreamAttackParameters.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TileTransitions&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TileTransitions.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TipTrigger&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TipTrigger.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TransportBeltConnectorFrame&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TransportBeltConnectorFrame.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Trigger&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Trigger.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TriggerDelivery&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TriggerDelivery.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TriggerEffect&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TriggerEffect.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TriggerTargetMask&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/TriggerTargetMask.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UnitAISettings&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/UnitAISettings.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UnitSpawnDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/UnitSpawnDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Vector3D&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Vector3D.html&amp;quot;,&lt;br /&gt;
		&amp;quot;WaterReflectionDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/WaterReflectionDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;WireConnectionPoint&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/WireConnectionPoint.html&amp;quot;,&lt;br /&gt;
		&amp;quot;WirePosition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/WirePosition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;WorkingVisualisation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/WorkingVisualisation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;bool&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/boolean.html&amp;quot;,&lt;br /&gt;
		&amp;quot;double&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/double.html&amp;quot;,&lt;br /&gt;
		&amp;quot;float&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/float.html&amp;quot;,&lt;br /&gt;
		&amp;quot;int16&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/int16.html&amp;quot;,&lt;br /&gt;
		&amp;quot;int32&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/int32.html&amp;quot;,&lt;br /&gt;
		&amp;quot;int64&amp;quot;: &amp;quot;https://wiki.factorio.com/Types/int64&amp;quot;,&lt;br /&gt;
		&amp;quot;int8&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/int8.html&amp;quot;,&lt;br /&gt;
		&amp;quot;string&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/string.html&amp;quot;,&lt;br /&gt;
		&amp;quot;uint16&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/uint16.html&amp;quot;,&lt;br /&gt;
		&amp;quot;uint32&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/uint32.html&amp;quot;,&lt;br /&gt;
		&amp;quot;uint64&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/uint64.html&amp;quot;,&lt;br /&gt;
		&amp;quot;uint8&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/uint8.html&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;prototypes&amp;quot;: {&lt;br /&gt;
		&amp;quot;PrototypeBase&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PrototypeBase.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AccumulatorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AccumulatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ActiveDefenseEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ActiveDefenseEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AmbientSound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmbientSound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AmmoCategory&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmmoCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AmmoItemPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmmoItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AmmoTurretPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmmoTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Animation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Animation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ArithmeticCombinatorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArithmeticCombinatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ArmorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArmorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ArrowPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArrowPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ArtilleryFlarePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryFlarePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ArtilleryProjectilePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryProjectilePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ArtilleryTurretPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ArtilleryWagonPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryWagonPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AssemblingMachinePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AssemblingMachinePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;AutoplaceControl&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AutoplaceControl.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BatteryEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BatteryEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BeaconPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BeaconPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BeamPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BeamPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BeltImmunityEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BeltImmunityEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BlueprintBookPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BlueprintBookPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BlueprintItemPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BlueprintItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BoilerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BoilerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BuildEntityAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BuildEntityAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;BurnerGeneratorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BurnerGeneratorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CapsulePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CapsulePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CarPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CarPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CargoWagonPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CargoWagonPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CharacterPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CharacterPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CharacterCorpsePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CharacterCorpsePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CliffPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CliffPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CombatRobotPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CombatRobotPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CombatRobotCountAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CombatRobotCountAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CombinatorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CombinatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ConstantCombinatorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ConstantCombinatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ConstructWithRobotsAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ConstructWithRobotsAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ConstructionRobotPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ConstructionRobotPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ContainerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CopyPasteToolPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CopyPasteToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CorpsePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CorpsePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CraftingMachinePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CraftingMachinePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CurvedRailPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CurvedRailPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;CustomInputPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CustomInputPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DamageType&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DamageType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DeciderCombinatorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeciderCombinatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DeconstructWithRobotsAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeconstructWithRobotsAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DeconstructibleTileProxyPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeconstructibleTileProxyPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DeconstructionItemPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeconstructionItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DecorativePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DecorativePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DeliverByRobotsAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeliverByRobotsAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DontBuildEntityAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DontBuildEntityAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DontCraftManuallyAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DontCraftManuallyAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;DontUseEntityInEnergyProductionAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DontUseEntityInEnergyProductionAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EditorControllerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EditorControllerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ElectricEnergyInterfacePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ElectricPolePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ElectricPolePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ElectricTurretPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ElectricTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EnemySpawnerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EnemySpawnerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EnergyShieldEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EnergyShieldEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EntityPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EntityGhostPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityGhostPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EntityParticlePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityParticlePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EntityWithHealthPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EntityWithOwnerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityWithOwnerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EquipmentCategory&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EquipmentCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;EquipmentGridPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EquipmentGridPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ExplosionPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ExplosionPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FinishTheGameAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FinishTheGameAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FireFlamePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FireFlamePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FishPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FishPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FlameThrowerExplosionPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FlameThrowerExplosionPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidStreamPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidStreamPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidTurretPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FluidWagonPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidWagonPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FlyingRobotPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FlyingRobotPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FlyingTextPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FlyingTextPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Font&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FontPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FuelCategory&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FuelCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;FurnacePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FurnacePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GatePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GatePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GeneratorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GeneratorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GeneratorEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GeneratorEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GodControllerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GodControllerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GroupAttackAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GroupAttackAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GuiStyle&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GuiStyle.html&amp;quot;,&lt;br /&gt;
		&amp;quot;GunPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GunPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HeatInterfacePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/HeatInterfacePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HeatPipePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/HeatPipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;HighlightBoxEntityPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/HighlightBoxEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;InfinityContainerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/InfinityContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;InfinityPipePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/InfinityPipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;InserterPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/InserterPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemEntityPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemGroup&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemGroup.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemRequestProxyPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemRequestProxyPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemSubGroup&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemSubGroup.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemWithEntityDataPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithEntityDataPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemWithInventoryPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithInventoryPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemWithLabelPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithLabelPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ItemWithTagsPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithTagsPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;KillAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/KillAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LabPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LabPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LampPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LampPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LandMinePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LandMinePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LeafParticlePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LeafParticlePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LinkedBeltPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LinkedBeltPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LinkedContainerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LinkedContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Loader1x1Prototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/Loader1x1Prototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LoaderPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LoaderPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LocomotivePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LocomotivePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LogisticContainerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LogisticContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;LogisticRobotPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LogisticRobotPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MapGenPresets&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MapGenPresets.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MapSettings&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MapSettings.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MarketPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MarketPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MiningDrillPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MiningDrillPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MiningToolPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MiningToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ModulePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ModulePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ModuleCategory&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ModuleCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MouseCursor&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MouseCursor.html&amp;quot;,&lt;br /&gt;
		&amp;quot;MovementBonusEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MovementBonusEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;NamedNoiseExpression&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/NamedNoiseExpression.html&amp;quot;,&lt;br /&gt;
		&amp;quot;NightVisionEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/NightVisionEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;NoiseLayer&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/NoiseLayer.html&amp;quot;,&lt;br /&gt;
		&amp;quot;OffshorePumpPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/OffshorePumpPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ParticlePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ParticlePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ParticleSourcePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ParticleSourcePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PipePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PipeToGroundPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PipeToGroundPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PlayerDamagedAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PlayerDamagedAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PlayerPortPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PlayerPortPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PowerSwitchPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PowerSwitchPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ProduceAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProduceAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ProducePerHourAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProducePerHourAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ProgrammableSpeakerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProgrammableSpeakerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ProjectilePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProjectilePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ProxyContainerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProxyContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;PumpPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PumpPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RadarPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RadarPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RailPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RailChainSignalPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailChainSignalPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RailPlannerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailPlannerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RailRemnantsPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailRemnantsPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RailSignalPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailSignalPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RailSignalBasePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailSignalBasePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ReactorPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ReactorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RecipePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RecipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RecipeCategory&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RecipeCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RepairToolPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RepairToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ResearchAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ResearchAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ResourceCategory&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ResourceCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ResourceEntityPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ResourceEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RoboportPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RoboportPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RoboportEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RoboportEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RobotWithLogisticInterfacePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RobotWithLogisticInterfacePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RocketSiloPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RocketSiloPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RocketSiloRocketPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RocketSiloRocketPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RocketSiloRocketShadowPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RocketSiloRocketShadowPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;RollingStockPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RollingStockPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SelectionToolPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SelectionToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ShortcutPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ShortcutPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SimpleEntityPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SimpleEntityWithForcePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleEntityWithForcePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SimpleEntityWithOwnerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleEntityWithOwnerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SimpleSmokePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleSmokePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SmokePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SmokePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SmokeWithTriggerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SmokeWithTriggerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SolarPanelPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SolarPanelPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SolarPanelEquipmentPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SolarPanelEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Sound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SoundPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpectatorControllerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpectatorControllerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpeechBubblePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpeechBubblePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpiderLegPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpiderLegPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpiderVehiclePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpiderVehiclePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SpidertronRemotePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpidertronRemotePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;SplitterPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SplitterPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;Sprite&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Sprite.html&amp;quot;,&lt;br /&gt;
		&amp;quot;StickerPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/StickerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;StorageTankPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/StorageTankPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;StraightRailPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/StraightRailPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TechnologyPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TechnologyPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TilePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TilePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TileEffectDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TileEffectDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TileGhostPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TileGhostPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TipsAndTricksItem&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TipsAndTricksItem.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ToolPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TrainPathAchievementPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TrainPathAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TrainStopPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TrainStopPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TransportBeltPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TransportBeltPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TransportBeltConnectablePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TransportBeltConnectablePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TreePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TreePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TriggerTargetType&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TriggerTargetType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TrivialSmokePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TrivialSmokePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TurretPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;TutorialDefinition&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TutorialDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UndergroundBeltPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UndergroundBeltPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UnitPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UnitPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UpgradeItemPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UpgradeItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UtilityConstants&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UtilityConstants.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UtilitySounds&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UtilitySounds.html&amp;quot;,&lt;br /&gt;
		&amp;quot;UtilitySprites&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UtilitySprites.html&amp;quot;,&lt;br /&gt;
		&amp;quot;VehiclePrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/VehiclePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;VirtualSignalPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/VirtualSignalPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;WallPrototype&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/WallPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;WindSound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/WindSound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;accumulator&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AccumulatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;active-defense-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ActiveDefenseEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ambient-sound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmbientSound.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ammo-category&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmmoCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ammo&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmmoItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;ammo-turret&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AmmoTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;animation&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Animation.html&amp;quot;,&lt;br /&gt;
		&amp;quot;arithmetic-combinator&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArithmeticCombinatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;armor&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArmorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;arrow&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArrowPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;artillery-flare&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryFlarePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;artillery-projectile&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryProjectilePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;artillery-turret&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;artillery-wagon&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ArtilleryWagonPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;assembling-machine&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AssemblingMachinePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;autoplace-control&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/AutoplaceControl.html&amp;quot;,&lt;br /&gt;
		&amp;quot;battery-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BatteryEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;beacon&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BeaconPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;beam&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BeamPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;belt-immunity-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BeltImmunityEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;blueprint-book&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BlueprintBookPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;blueprint&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BlueprintItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;boiler&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BoilerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;build-entity-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BuildEntityAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;burner-generator&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/BurnerGeneratorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;capsule&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CapsulePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;car&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CarPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;cargo-wagon&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CargoWagonPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;character&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CharacterPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;character-corpse&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CharacterCorpsePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;cliff&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CliffPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;combat-robot&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CombatRobotPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;combat-robot-count&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CombatRobotCountAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;constant-combinator&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ConstantCombinatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;construct-with-robots-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ConstructWithRobotsAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;construction-robot&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ConstructionRobotPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;container&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;copy-paste-tool&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CopyPasteToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;corpse&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CorpsePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;curved-rail&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CurvedRailPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;custom-input&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/CustomInputPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;damage-type&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DamageType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;decider-combinator&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeciderCombinatorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;deconstruct-with-robots-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeconstructWithRobotsAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;deconstructible-tile-proxy&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeconstructibleTileProxyPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;deconstruction-item&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeconstructionItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;optimized-decorative&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DecorativePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;deliver-by-robots-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DeliverByRobotsAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;dont-build-entity-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DontBuildEntityAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;dont-craft-manually-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DontCraftManuallyAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;dont-use-entity-in-energy-production-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/DontUseEntityInEnergyProductionAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;editor-controller&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EditorControllerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;electric-energy-interface&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ElectricEnergyInterfacePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;electric-pole&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ElectricPolePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;electric-turret&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ElectricTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;unit-spawner&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EnemySpawnerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;energy-shield-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EnergyShieldEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;entity-ghost&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityGhostPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;particle&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EntityParticlePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;equipment-category&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EquipmentCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;equipment-grid&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/EquipmentGridPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;explosion&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ExplosionPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;finish-the-game-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FinishTheGameAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;fire&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FireFlamePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;fish&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FishPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;flame-thrower-explosion&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FlameThrowerExplosionPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;fluid&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;stream&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidStreamPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;fluid-turret&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidTurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;fluid-wagon&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FluidWagonPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;flying-text&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FlyingTextPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;font&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FontPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;fuel-category&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FuelCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;furnace&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/FurnacePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;gate&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GatePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;generator&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GeneratorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;generator-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GeneratorEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;god-controller&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GodControllerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;group-attack-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GroupAttackAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;gui-style&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GuiStyle.html&amp;quot;,&lt;br /&gt;
		&amp;quot;gun&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/GunPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;heat-interface&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/HeatInterfacePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;heat-pipe&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/HeatPipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;highlight-box&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/HighlightBoxEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;infinity-container&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/InfinityContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;infinity-pipe&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/InfinityPipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;inserter&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/InserterPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-entity&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-group&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemGroup.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-request-proxy&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemRequestProxyPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-subgroup&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemSubGroup.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-with-entity-data&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithEntityDataPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-with-inventory&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithInventoryPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-with-label&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithLabelPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;item-with-tags&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ItemWithTagsPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;kill-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/KillAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;lab&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LabPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;lamp&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LampPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;land-mine&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LandMinePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;linked-belt&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LinkedBeltPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;linked-container&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LinkedContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;leaf-particle&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LeafParticlePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;loader-1x1&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/Loader1x1Prototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;loader&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LoaderPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;locomotive&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LocomotivePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;logistic-container&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LogisticContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;logistic-robot&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/LogisticRobotPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;map-gen-presets&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MapGenPresets.html&amp;quot;,&lt;br /&gt;
		&amp;quot;map-settings&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MapSettings.html&amp;quot;,&lt;br /&gt;
		&amp;quot;market&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MarketPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;mining-drill&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MiningDrillPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;mining-tool&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MiningToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;module&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ModulePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;module-category&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ModuleCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;mouse-cursor&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MouseCursor.html&amp;quot;,&lt;br /&gt;
		&amp;quot;movement-bonus-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/MovementBonusEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;noise-expression&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/NamedNoiseExpression.html&amp;quot;,&lt;br /&gt;
		&amp;quot;night-vision-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/NightVisionEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;noise-layer&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/NoiseLayer.html&amp;quot;,&lt;br /&gt;
		&amp;quot;offshore-pump&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/OffshorePumpPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;optimized-particle&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ParticlePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;particle-source&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ParticleSourcePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;pipe&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;pipe-to-ground&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PipeToGroundPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;player-damaged-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PlayerDamagedAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;player-port&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PlayerPortPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;power-switch&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PowerSwitchPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;produce-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProduceAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;produce-per-hour-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProducePerHourAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;programmable-speaker&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProgrammableSpeakerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;projectile&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProjectilePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;proxy-container&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ProxyContainerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;pump&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/PumpPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;radar&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RadarPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;rail-chain-signal&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailChainSignalPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;rail-planner&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailPlannerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;rail-remnants&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailRemnantsPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;rail-signal&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RailSignalPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;reactor&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ReactorPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;recipe&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RecipePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;recipe-category&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RecipeCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;repair-tool&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RepairToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;research-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ResearchAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;resource-category&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ResourceCategory.html&amp;quot;,&lt;br /&gt;
		&amp;quot;resource&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ResourceEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;roboport&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RoboportPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;roboport-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RoboportEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;rocket-silo&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RocketSiloPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;rocket-silo-rocket&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RocketSiloRocketPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;rocket-silo-rocket-shadow&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/RocketSiloRocketShadowPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;selection-tool&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SelectionToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;shortcut&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ShortcutPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;simple-entity&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleEntityPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;simple-entity-with-force&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleEntityWithForcePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;simple-entity-with-owner&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleEntityWithOwnerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;smoke&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SimpleSmokePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;smoke-with-trigger&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SmokeWithTriggerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;solar-panel&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SolarPanelPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;solar-panel-equipment&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SolarPanelEquipmentPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;sound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SoundPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;spectator-controller&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpectatorControllerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;speech-bubble&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpeechBubblePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;spider-leg&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpiderLegPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;spider-vehicle&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpiderVehiclePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;spidertron-remote&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SpidertronRemotePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;splitter&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/SplitterPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;sprite&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/types/Sprite.html&amp;quot;,&lt;br /&gt;
		&amp;quot;sticker&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/StickerPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;storage-tank&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/StorageTankPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;straight-rail&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/StraightRailPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;technology&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TechnologyPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;tile&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TilePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;tile-effect&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TileEffectDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;tile-ghost&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TileGhostPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;tips-and-tricks-item&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TipsAndTricksItem.html&amp;quot;,&lt;br /&gt;
		&amp;quot;tool&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/ToolPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;train-path-achievement&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TrainPathAchievementPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;train-stop&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TrainStopPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;transport-belt&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TransportBeltPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;tree&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TreePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;trigger-target-type&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TriggerTargetType.html&amp;quot;,&lt;br /&gt;
		&amp;quot;trivial-smoke&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TrivialSmokePrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;turret&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TurretPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;tutorial&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/TutorialDefinition.html&amp;quot;,&lt;br /&gt;
		&amp;quot;underground-belt&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UndergroundBeltPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;unit&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UnitPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;upgrade-item&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UpgradeItemPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;utility-constants&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UtilityConstants.html&amp;quot;,&lt;br /&gt;
		&amp;quot;utility-sounds&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UtilitySounds.html&amp;quot;,&lt;br /&gt;
		&amp;quot;utility-sprites&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/UtilitySprites.html&amp;quot;,&lt;br /&gt;
		&amp;quot;virtual-signal&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/VirtualSignalPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;wall&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/WallPrototype.html&amp;quot;,&lt;br /&gt;
		&amp;quot;wind-sound&amp;quot;: &amp;quot;https://lua-api.factorio.com/latest/prototypes/WindSound.html&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;other&amp;quot;: {}&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Splitter_circuit_network_gui.png&amp;diff=218300</id>
		<title>File:Splitter circuit network gui.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Splitter_circuit_network_gui.png&amp;diff=218300"/>
		<updated>2026-05-01T09:53:51Z</updated>

		<summary type="html">&lt;p&gt;Bilka: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=218270</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=218270"/>
		<updated>2026-04-30T14:05:29Z</updated>

		<summary type="html">&lt;p&gt;Bilka: capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Player}}&lt;br /&gt;
Factorio is played from the angled top down perspective of the &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; (or the &#039;&#039;&#039;Engineer&#039;&#039;&#039;) of the player is the &#039;&#039;character&#039;&#039;, who is always at the center of view. In [[multiplayer]], player characters will appear in different colors. Color can be set manually with the &amp;lt;code&amp;gt;/color&amp;lt;/code&amp;gt; command, see [[Console#Change_Player_color|Console]]. These colors transfer to any entered [[car]] or [[tank]], depending on which player is driving them. These colors also transfer to [[gun turret]]s, [[laser turret]]s or [[gate]]s, depending on who they were placed by.&lt;br /&gt;
&lt;br /&gt;
The character is &#039;&#039;&#039;part of the player&#039;&#039;&#039; and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s maximum [[Damage|health]] is 250 (without energy shields), increased by 50 for each level of the [[Health (research)|health research]]{{SA}}. The player&#039;s health can naturally, slowly regenerate a few seconds after taking damage, at 6 hit points per second. The character&#039;s main inventory has 80 slots (without bonuses from [[Power_armor|power armor]], [[Toolbelt_(research)|toolbelt research]], [[toolbelt equipment]]{{SA}}, or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character constantly reveals an area of 5×5 [[Map_structure#Chunk|chunks]], centered on the chunk the character occupies.&lt;br /&gt;
&lt;br /&gt;
== Distinction between player and character ==&lt;br /&gt;
[[File:twoplayers.png|thumb|180px|right|Two different color characters in multiplayer.]]&lt;br /&gt;
[[File:player_color_select_gui.png|thumb|180px|The player&#039;s color customization.]]&lt;br /&gt;
[[File:player_logistics_gui.png|thumb|180px|right|The player&#039;s logistic options next to the inventory.]]&lt;br /&gt;
&lt;br /&gt;
Technically the player is only the &amp;quot;player-view&amp;quot;. The player is unlike the &#039;&#039;character&#039;&#039; (the little person that runs around on the ground). The character is part of the player, but the player is not just the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don&#039;t have a character, only a player.&lt;br /&gt;
&lt;br /&gt;
In other words, &#039;player&#039; is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the &#039;&#039;character&#039;&#039;. While this distinction is important for modding and understanding the game&#039;s core, the terms can be used interchangeably for most conversations. For the purpose of this article, &amp;quot;player&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
== World interaction ==&lt;br /&gt;
The player has six primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting items personally from resources using the craft menu (Default open key: {{Keybinding|E}})&lt;br /&gt;
# Placing entities or [[tile]]s by selecting them from the inventory or quickbar (Default: {{Keybinding|lmb}})&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|assembly machines]] or [[chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; {{Keybinding|rmb}})&lt;br /&gt;
# Harvesting resources from a resource entity (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press {{Keybinding|F}})&lt;br /&gt;
# Firing weapons at [[Military units and structures|enemies]] (Default: Press or hold {{Keybinding|space}} depending on weapon)&lt;br /&gt;
# Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Controls]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
When a player character is killed it leaves behind a corpse that contains all items that were located in the player&#039;s inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the character respawns at the center of the world or at a pre-determined spawn point which can be set via the [[map editor]]. The character corpse sprite changes based on the type of armor.&lt;br /&gt;
&lt;br /&gt;
Mining a corpse will attempt to pick up its inventory, and emptying its inventory will destroy the corpse. If it contains armor, the first armor picked up will be automatically equipped if the player is not already wearing armor. However, beware that the armor is not given priority to pick up. If the corpse has a lot of other stuff in it, simply mining the corpse is likely to pick up only as much as will fit in the player&#039;s naked inventory and fail to pick up the armor. To ensure the armor is equipped, first open the corpse&#039;s inventory, find the armor and pick it up, then pick up everything else.&lt;br /&gt;
&lt;br /&gt;
== Quickbar and shortcut bar ==&lt;br /&gt;
{{Main|Quickbar}}&lt;br /&gt;
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player&#039;s hand if available in the inventory.&lt;br /&gt;
&lt;br /&gt;
{{Main|Shortcut bar}}&lt;br /&gt;
The shortcut bar is a group of icons for accessing regularly used features such as obtaining [[blueprint]]s and [[deconstruction planner]]s with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden, and their order can be changed.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar and shortcut bar.png|900px]]&lt;br /&gt;
&lt;br /&gt;
{{Main|Weapons}}&lt;br /&gt;
To the left most side of the screen are the player&#039;s equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.&lt;br /&gt;
&lt;br /&gt;
[[File:player_weapon_gui.png]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=120px&amp;gt;&lt;br /&gt;
File:All_armor.png|The player character in every type of armor, except for the mech variant.&lt;br /&gt;
File:Multicolor_all.png|Different possible colors of players, cars, tanks, gun turrets and laser turrets. &amp;lt;small&amp;gt;(Pre 0.17)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:Playerflashlight.png|The player character&#039;s flashlight during the night.&lt;br /&gt;
File:dead_player.png|The player&#039;s corpse.&lt;br /&gt;
File:mech_armor_hovering_anim.gif|The player in [[mech armor]], hovering over water. &amp;lt;small&amp;gt;(Click for .GIF animation)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:player_speed_up.png|The player under the effects of a speed boost, given by a consuming a [[jellynut]] or [[jelly]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The character&#039;s base speed moves 8.9 tiles per second. Providing that each tile is one meter, the engineer runs 32 km/h, or half the speed of a [[Enemies|behemoth biter]].&lt;br /&gt;
* {{SA}} Quality players have higher health, but there is no way to get higher quality players in the game.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Character corpses no longer despawn.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.13|&lt;br /&gt;
* The character GUI now has a new look.&lt;br /&gt;
** Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.&lt;br /&gt;
** Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.&lt;br /&gt;
* Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash (unlimited count), plus 30 character trash slots.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased player reach from 6 to 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=218269</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=218269"/>
		<updated>2026-04-30T14:01:49Z</updated>

		<summary type="html">&lt;p&gt;Bilka: wrods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in [https://factorio.com/blog/post/fff-381 Friday Facts #381 - Space Platforms]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in space. Each space platform is a self-contained factory supported by a [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Broadly speaking, there are three purposes which space platforms might serve:&lt;br /&gt;
* To craft recipes that can only be crafted in space, such as manufacturing [[space science pack]]s.&lt;br /&gt;
* To transport players and items between planets.&lt;br /&gt;
* To collect and process [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Creation and deletion ==&lt;br /&gt;
Space platforms are created by loading a [[space platform starter pack]] into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs.&lt;br /&gt;
&lt;br /&gt;
Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is shown at the bottom of the platform list in the remote view. Should the player regret their decision, then this gives five minutes to decide if they want to undo the removal of the platform before it is permanently deleted.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is destroyed, the entire space platform and all of its contents are lost. If any [[player]] is aboard when this happens, the player will respawn at the last planet they were at before going to space.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Unlike planetary surfaces, space platforms can only be edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of [[construction robot]]s being used for constructing the space  platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet where the space platform is stationed, if the appropriate option is enabled in the platform&#039;s logistic requests section.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10×10 square of [[space platform foundation]] with a [[space platform hub]] in its center, all surrounded by empty space. Unlike most buildings, the space platform hub cannot be removed, and its destruction directly results in the loss of the entire space platform.&lt;br /&gt;
&lt;br /&gt;
As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform&#039;s foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed. Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Asteroid collector]]s and [[thruster]]s can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster for 82 tiles.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an [[electric system|electric network]], so space platforms do not need any power poles.&lt;br /&gt;
&lt;br /&gt;
=== Placement restrictions ===&lt;br /&gt;
Some entities cannot be placed on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be placed on platforms. The main storage structure is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] entities can be placed.&lt;br /&gt;
* [[Burner devices]] can&#039;t be placed on platforms. According to [https://factorio.com/blog/post/fff-381 FFF-381], this is to add &amp;quot;a bit of realism as there&#039;s no atmosphere in space&amp;quot;.&lt;br /&gt;
* Space platforms have particular surface conditions, so buildings which have restrictions may not be placed on them. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Electric poles can be built, but the global electric network covering the entire platform powers all devices. As such, electric poles are only useful as a way to [[circuit network|wire together]] distant entities.&lt;br /&gt;
&lt;br /&gt;
=== Maximum platform size ===&lt;br /&gt;
The space platform can be as large as desired, however it may only extend up to 200 [[tile]]s north from the center of the [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Transport between planets and space platforms ==&lt;br /&gt;
&lt;br /&gt;
To transport players and items between a planet&#039;s surface and a space platform, the space platform must be stationed in orbit around the planet.&lt;br /&gt;
&lt;br /&gt;
Items are delivered up to a platform by launching a [[rocket]] from a [[rocket silo]]. This can be done in one of three ways:&lt;br /&gt;
* Filling the rocket manually or by using inserters, then manually sending the rocket towards the space platform by using the rocket silo&#039;s menu. This method allows sending rockets with several different types of items inside the same rocket, but cannot be automated.&lt;br /&gt;
* Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method.&lt;br /&gt;
* Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows [[logistic robot]]s to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket.&lt;br /&gt;
&lt;br /&gt;
The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets.&lt;br /&gt;
&lt;br /&gt;
Items can be sent to a planet orbited by a space platform in one of two ways:&lt;br /&gt;
* Manually moving items into the platform hub&#039;s orbital drop slots.&lt;br /&gt;
* Assigning logistic requests to a planet&#039;s [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
The items will then be carried to the planet&#039;s surface by [[cargo pod]]s. If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad&#039;s inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet&#039;s spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied.&lt;br /&gt;
&lt;br /&gt;
Unlike transfers from a planet&#039;s surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod.&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
Characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod.&lt;br /&gt;
&lt;br /&gt;
One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets.&lt;br /&gt;
&lt;br /&gt;
Players aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player&#039;s inventory while in this state.&lt;br /&gt;
&lt;br /&gt;
[[Biter egg]]s and [[pentapod egg]]s that spoil on the platform (either in the hub or on a belt) produce enemy entities like normal. These enemies do not suffocate, nor are they damaged by the environment. They will attack nearby structures as normal.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Space platforms with one or more [[thruster]]s are able to perform voyages between different space locations, such as planets. The more thrusters that are installed on a platform, the faster the platform can get to its destination, but this also causes asteroids to appear faster and threaten the platform. When the thrusters are stopped while in mid-destination, the platform will slowly move toward the destination it&#039;s closer to via gravitational pull.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Platform weight depends on how many [[space platform foundation]] tiles the platform has. Each tile of [[space platform foundation]] weighs 200kg or 0.2 tons. The [[space platform hub]] itself weighs 20 tons. Notably, extra [[cargo bay]]s do not increase the platform&#039;s weight (aside from requiring [[space platform foundation]] under them).&lt;br /&gt;
&lt;br /&gt;
=== Interplanetary schedules ===&lt;br /&gt;
Travel between planets can be automated, in a manner similar to using [[railway|trains]]. Clicking on the [[space platform hub]] will bring up its GUI. Individual planets can be added to the platform&#039;s schedule by clicking the &amp;quot;add station&amp;quot; button. A popup will appear with all currently unlocked space destinations. When one is selected, another button appears for selecting a wait condition from a drop-down list. Like trains, wait conditions are used to tell the platform when to leave the planet&#039;s orbit. If no wait condition is selected, the platform will continue to its next stop, if one exists. One can also select if the platform will unload cargo at a planet. If this option is deselected, platforms will not drop any items down to planets automatically. &lt;br /&gt;
[[File:Space_station_hub_gui.png|thumb|300px|The space platform&#039;s GUI. There is one station set for the [[solar system edge]]. ]]&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;automatic&amp;quot; mode, the platform will automatically fly to the designated planet. If attempting to travel to a planet that has no direct route to, the platform will fill in any gaps along the way. For example, attempting to fly from [[Vulcanus]] to [[Fulgora]] will have a platform automatically fly to [[Nauvis]] first.&lt;br /&gt;
&lt;br /&gt;
There are 12 types of wait conditions, many of them unique to space platforms:&lt;br /&gt;
* &#039;&#039;&#039;All requests satisfied&#039;&#039;&#039;: All requests from the current planet have been satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request not satisfied&#039;&#039;&#039;: At least one request from the current planet is not satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request zero&#039;&#039;&#039;: At least one request (from anywhere, including from no planet at all) is at zero on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039;: A condition is met from the [[circuit network]].&lt;br /&gt;
* &#039;&#039;&#039;Damage taken&#039;&#039;&#039;: The platform has received a certain value of damage, defaulting to 1,000.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039;: No items were received or dropped out of the hub for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039;: The hub contains a specific amount of a certain item. &lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039;: No players are present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039;: At least one player is present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Request not satisfied&#039;&#039;&#039;: A specific request from any planet is not satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Request satisfied&#039;&#039;&#039;: A specific request from any planet is satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, platforms can make use of [[Railway#Schedule interrupts|schedule interrupts]], which behave exactly like trains. There is also an interrupt condition not present in the wait conditions list:&lt;br /&gt;
* &#039;&#039;&#039;Any planet import zero&#039;&#039;&#039;: Any of a specific planet&#039;s imports are not satisfied.&lt;br /&gt;
&lt;br /&gt;
The one exception to wait conditions is when traveling to the [[shattered planet]]. When this is selected, the wait condition becomes a &amp;quot;fly condition&amp;quot;. Whatever condition is set will trigger while en-route to the shattered planet as if the platform was already stopped there. This is because the player is not intended to actually reach the shattered planet (though it is possible), and so the fly condition becomes a way to easily turn the platform around at a certain time.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is connected to a circuit network outside the hub, the following options are available:&lt;br /&gt;
* &#039;&#039;&#039;Read contents&#039;&#039;&#039;: The hub will output its contents to the circuit network.&lt;br /&gt;
* &#039;&#039;&#039;Send to platform&#039;&#039;&#039;: Any signals on the circuit network will be passed to the scheduler for use in &amp;quot;Circuit condition&amp;quot; wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Read moving to&#039;&#039;&#039;: The platform will output the current destination planet with a value of 1.&lt;br /&gt;
* &#039;&#039;&#039;Read moving from&#039;&#039;&#039;: The platform will output the planet of departure with a value of 2.&lt;br /&gt;
** The &amp;quot;from&amp;quot; and &amp;quot;to&amp;quot; signals are both output when waiting at a planet, so if both signals are activated, a signal of 3 indicates a stationary platform.&lt;br /&gt;
* &#039;&#039;&#039;Read speed&#039;&#039;&#039;: The platform will output its current velocity, by default with the [[File:Signal-V.png|24px]] signal.&lt;br /&gt;
** A speed signal will only be 0 when stopped at a planet. If a platform is stopped between planets, it will slowly drift into orbit of the nearest planet, giving the signal a value of 10 or -10.&lt;br /&gt;
* &#039;&#039;&#039;Read damage taken&#039;&#039;&#039;: The platform will output the amount of damage taken in the current trip, by default with [[File:Signal-D.png|24px]] signal.&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
{{main|asteroids}}&lt;br /&gt;
&lt;br /&gt;
Space platforms regularly encounter [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
The smallest asteroids are called &amp;quot;chunks&amp;quot;. Chunks can be collected by [[asteroid collector]]s and processed into various raw materials by [[crusher]]s. Among other uses, it is possible to convert these materials into [[thruster fuel]] and [[thruster oxidizer]].&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. They cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be broken into multiple smaller asteroids by reducing their health to 0 with turrets. This is done repeatedly until they become chunks.&lt;br /&gt;
&lt;br /&gt;
During voyages, the number and relative velocity of asteroids increases proportionally to the platform&#039;s speed. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear when in stationary orbit around [[Nauvis]], thus providing a safe building environment free of larger asteroids that may damage the platform.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
* [[Water]] can be obtained from [[oxide asteroid chunk]]s via [[oxide asteroid crushing]] and [[ice melting]].&lt;br /&gt;
* [[Stone]] is not obtainable and must be brought up from planets.&lt;br /&gt;
* [[Iron ore]] can be obtained from [[metallic asteroid chunk]]s via [[metallic asteroid crushing]].&lt;br /&gt;
* [[Copper ore]] can be obtained from [[metallic asteroid chunk]]s via [[advanced metallic asteroid crushing]].&lt;br /&gt;
* [[Coal]] can be obtained from [[carbonic asteroid chunk]]s via [[coal synthesis]] by using [[carbon]] and [[sulfur]] from [[advanced carbonic asteroid crushing]].&lt;br /&gt;
* [[Crude oil]] is not obtainable. However:&lt;br /&gt;
** [[Sulfur]] can be obtained via [[advanced carbonic asteroid crushing]]. &lt;br /&gt;
** [[Heavy oil]] can be obtained via [[simple coal liquefaction]] using [[calcite]] obtained from [[advanced oxide asteroid crushing]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|reach-for-the-stars}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
space platform titlescreen.png|Space platform seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.23|&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Deletion of space platforms requires confirmation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steel_furnace&amp;diff=218268</id>
		<title>Steel furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steel_furnace&amp;diff=218268"/>
		<updated>2026-04-30T13:51:31Z</updated>

		<summary type="html">&lt;p&gt;Bilka: expand space note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steel furnace}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;steel furnace&#039;&#039;&#039; is the second-tier of furnaces. Compared to the [[stone furnace]], it smelts at double the speed and therefore is a more efficient use of the given fuel. Steel furnace is comparable to [[electric furnace]] in terms of smelt speed, however the latter can make use of [[module]]s (as well as [[electric system|electricity]]) to further enhance the furnace&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
A steel furnace can replace a [[stone furnace]] without mining the stone furnace first. This can be done by clicking on the stone furnace with the &#039;&#039;&#039;steel furnace&#039;&#039;&#039; in the players hand. This will also move all items in the stone furnace to the new furnace.&lt;br /&gt;
&lt;br /&gt;
Steel furnaces, like all [[burner devices]], cannot be placed in space.&lt;br /&gt;
&lt;br /&gt;
== Output ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Resource&lt;br /&gt;
! {{Imagelink|Stone furnace}}&lt;br /&gt;
! {{Imagelink|Steel furnace}}&lt;br /&gt;
! {{Imagelink|Electric furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
| &#039;&#039;&#039;Coal consumption&#039;&#039;&#039;: 0.0225/sec&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Iron&lt;br /&gt;
| {{Icon|Iron plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Iron plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Copper&lt;br /&gt;
| {{Icon|Copper plate|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Copper plate|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stone brick&lt;br /&gt;
| {{Icon|Stone brick|0.3125}} 0.3125/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
| {{Icon|Stone brick|0.625}} 0.625/sec&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Steel plate&lt;br /&gt;
| {{Icon|Steel plate|0.0625}} 0.0625/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
| {{Icon|Steel plate|0.125}} 0.125/sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Smelting speed updated to make ratios nicer with new belt speed.&lt;br /&gt;
* Energy usage updated to keep coal usage the same with new fuel energy values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New fire graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.8|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Added smelting sound}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Flickering light in furnace.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Furnaces}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Carbon&amp;diff=218267</id>
		<title>Carbon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Carbon&amp;diff=218267"/>
		<updated>2026-04-30T13:49:37Z</updated>

		<summary type="html">&lt;p&gt;Bilka: reworded fuel note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Carbon}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Carbon&#039;&#039;&#039; is a resource added in [[Space Age]]. It is an [[fuel]] for [[burner devices]] and intermediate product that takes a variety of roles across different surfaces, and when present, it is often critical to a core process in the new environment.&lt;br /&gt;
&lt;br /&gt;
In [[space platform|space]], carbon is created by [[crusher]]s processing [[carbonic asteroid chunk]]s, and is used in both recipes for [[thruster fuel]].&lt;br /&gt;
&lt;br /&gt;
On [[Vulcanus]]{{SA}}, it is mainly crafted from [[coal]] and [[sulfuric acid]], but can also be found when destroying [[ashland tree]]s. It is an ingredient in [[tungsten carbide]].&lt;br /&gt;
&lt;br /&gt;
On [[Gleba]]{{SA}}, it is made from [[spoilage]] in [[biochamber]]s. It is an ingredient in [[carbon fiber]].&lt;br /&gt;
&lt;br /&gt;
Carbon is also useful in [[coal synthesis]]. As neither Gleba nor space platforms have natural access to coal, synthesizing it is the only way to produce [[explosives]] locally.&lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burnt spoilage||}} Burnt spoilage || {{Icon|Time|12}} + {{Icon|Spoilage|6}} || {{Icon|Carbon|1}} || {{Icon|Biochamber|space-age=yes}} || {{icontech|Biochamber (research)|}} [[Biochamber (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Carbonic asteroid crushing||}} Carbonic asteroid crushing || {{Icon|Time|2}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbon|10}} + {{Icon|Carbonic asteroid chunk|0.2}} || {{Icon|Crusher|space-age=yes}} || {{icontech|Space platform (research)|}} [[Space platform (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced carbonic asteroid crushing||}} Advanced carbonic asteroid crushing || {{Icon|Time|5}} + {{Icon|Carbonic asteroid chunk|1}} || {{Icon|Carbon|5}} + {{Icon|Sulfur|2}} + {{Icon|Carbonic asteroid chunk|0.05}} || {{Icon|Crusher|space-age=yes}} || {{icontech|Advanced asteroid processing (research)|}} [[Advanced asteroid processing (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that even with the highest [[quality]] [[productivity module 3]]s possible, converting carbon into coal and back results in a net decrease in carbon or coal (besides consuming sulfur and sulfuric acid).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tile&amp;diff=218266</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tile&amp;diff=218266"/>
		<updated>2026-04-30T13:40:20Z</updated>

		<summary type="html">&lt;p&gt;Bilka: moved link to data raw to list of tiles section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{About|placeable tiles|the area and distance unit|map structure#Tile|caption1=map structure|a list of terrain tiles|Data.raw#tile|caption2=data.raw}}&lt;br /&gt;
[[File:Tiles-ExamplePaths.png|thumb|right|400px|An example of using [[refined concrete]] and [[refined hazard concrete]] for aesthetic design and to improve walking speed around a [[mining]] outpost.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is an item that can be placed by the player to modify the &#039;floor&#039; of the game world. Ground tiles are tiles that modify whether terrain can be buildable or walkable. For example, [[landfill]] places a ground tile that converts [[water]] to buildable ground. Path tiles improve walking and driving speeds and can be used for decorative purposes, at the cost of significantly reducing the absorption of [[pollution]].&lt;br /&gt;
&lt;br /&gt;
== List of tiles ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 240px;&amp;quot; | Name || Type || Walking speed modifier || Placement restrictions&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Stone brick}} || Path || +30% ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete}} || Path || +40% ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Hazard concrete}} || Path || +40% ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Refined concrete}} || Path || +50% ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Refined hazard concrete}} || Path || +50% ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Landfill}} || Ground || N/A || Only on tiles containing [[water]] (shallow or deep)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Artificial yumako soil|space-age=yes}} || Ground || N/A || Only on yumako wetland on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Overgrowth yumako soil|space-age=yes}} || Ground || N/A || Only in yellow biome tiles on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Artificial jellynut soil|space-age=yes}} || Ground || N/A || Only on jellynut wetland tiles on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Overgrowth jellynut soil|space-age=yes}} || Ground || N/A || Only on purple biome tiles on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Ice platform|space-age=yes}} || Ground || N/A || Only on ammonical sea tiles on [[Aquilo]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space platform foundation|space-age=yes}} || Ground || N/A || Only on [[Space platform]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundation|space-age=yes}} || Ground || N/A || Only on water, all Gleba marsh and wetland, [[oil ocean]] tiles on [[Fulgora]] or [[lava]] tiles on [[Vulcanus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For a list that also includes tiles that can&#039;t be placed by the player, see [[Data.raw#tile|data.raw]].&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
&lt;br /&gt;
Path tiles apply bonuses to the walking speed of the player and reduce rolling resistances for [[car]]s and [[tank]]s, improving their acceleration and top speed. They do not increase the speed of [[enemies]].  &lt;br /&gt;
&lt;br /&gt;
Paths effectively prevent the absorption of pollution by the underlying terrain, which can lead to an increased number of attacks from enemies.&lt;br /&gt;
&lt;br /&gt;
In addition to the practical benefits to walking and driving speed, paths are often used for decorative purposes and to visually highlight important areas of the base.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Tiles-DemoPlaceRemove.gif|thumb|right|400x336px|A demonstration of first placing then removing refined concrete. The building area is adjusted several times.]]&lt;br /&gt;
=== Placing ===&lt;br /&gt;
&lt;br /&gt;
Tiles are placed by holding them in the hand and clicking {{Keybinding|lmb}}. The mouse can be dragged while the button is held to &#039;paint&#039; tiles over a wide area.&lt;br /&gt;
&lt;br /&gt;
The building area for tiles can be increased by pressing {{Keybinding|PAD +}} and reduced again by pressing {{Keybinding|PAD -}}. This allows the player to place a much larger number of tiles at one time, effectively having a larger &#039;brush&#039; with which to apply tiles to the map.&lt;br /&gt;
&lt;br /&gt;
Path tiles can be placed where entities already exist and will appear underneath them. Likewise entities can later be placed on top of constructed tiles, including paths being placed on top of landfill. Landfill can only be placed on water.&lt;br /&gt;
&lt;br /&gt;
=== Removing paths ===&lt;br /&gt;
&lt;br /&gt;
Path tiles can be removed (mined) by holding {{Keybinding|rmb}} while holding any type of tile in the hand. As with placing tiles, the mouse can be dragged over an area and the size of the building area can be increased or decreased to control how many tiles will be removed at a time. Mined path tiles will be placed back in the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Landfill cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
=== Swapping paths ===&lt;br /&gt;
&lt;br /&gt;
Any path tile can be placed over any other path tile to replace it. The original tiles will be placed back into the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints, deconstruction planners and construction robots ===&lt;br /&gt;
&lt;br /&gt;
Tiles are not included in a [[blueprint]] unless they are the only eligible object in the selected area, or when the &#039;&#039;&#039;Tiles&#039;&#039;&#039; tick-box is ticked. Within a blueprint it is not currently possible for one tile to exist on top of another; in practice this means that a path tile such as [[stone brick]] or [[concrete]] cannot exist on top of landfill in a blueprint. If a blueprint is taken of a path tile on top of landfill, only the path tile will be stored in the blueprint.&lt;br /&gt;
&lt;br /&gt;
When a filtered [[deconstruction planner]] is used tiles are configured separately from entities, appearing under the &#039;&#039;&#039;Tiles&#039;&#039;&#039; tab.&lt;br /&gt;
&lt;br /&gt;
Tile [[ghost]]s will be constructed by [[construction robot]]s. As construction robots are limited in the number of objects they can hold at once, and given that paths often involve hundreds or thousands of tiles, placing a large area of path or landfill with bots may take a long time and draw a significant amount of [[electric system|electricity]] for bot recharging.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
&lt;br /&gt;
Items that change tiles, such as stone bricks or concrete, can be produced in higher [[quality]] in the same manner as other manufactured items, but when placed on the ground they function identically to the base item regardless of quality, and if removed return the normal variant.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.10|&lt;br /&gt;
* Landfill is now a separate tile, differentiated from grass-1.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Landfill can now be included in blueprints and placed by construction robots.&lt;br /&gt;
* Tile construction jobs are now handled separately by construction robots, to prevent entity ghosts not being built due to large number of tile ghosts.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.27|&lt;br /&gt;
* Refined concrete and refined hazard concrete introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Landfill introduced.&lt;br /&gt;
* Hazard concrete introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.12.0|&lt;br /&gt;
* Concrete introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.3.0|&lt;br /&gt;
* Stone brick introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Tile}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Archimet/Tutorial:Combinator_tutorial/tr&amp;diff=218265</id>
		<title>User:Archimet/Tutorial:Combinator tutorial/tr</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Archimet/Tutorial:Combinator_tutorial/tr&amp;diff=218265"/>
		<updated>2026-04-30T13:23:26Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Bilka moved page Tutorial:Combinator tutorial/tr to User:Archimet/Tutorial:Combinator tutorial/tr without leaving a redirect: WIP pages should be in your userspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Bu &#039;&#039;&#039;ileri düzey&#039;&#039;&#039; bir eğitimdir. Yeni başlayanlar, örnekler için [[Tutorial:Circuit network cookbook]] (Devre ağı yemek kitabı) sayfasına ve devre ağına genel bakış için [[Circuit network]] sayfasına başvurmalıdır. Bu eğitim, temel devre bilgisini varsayar ve SR latch&#039;ler, bellek hücreleri ve saatler (clocks) gibi daha ileri konuları kapsar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Languages}} == Giriş == Kombinatör mantığı, istenen mantıksal sonucu elde etmek için çıkışların girişlere çapraz bağlanmasıyla sağlanır. İleri düzey mantık çok sayıda kombinatör gerektirse de, sadece birkaç kombinatör kullanılarak bazı çok yararlı temel mantıklar elde edilebilir. Kombinatör mantığı çalışır çünkü Factorio saniyede yalnızca &#039;&#039;&#039;60 kez güncelleme&#039;&#039;&#039; yapar (60 ticks per second). Mantıksal olarak, her güncelleme adımı (tick) iki aşamaya ayrılır. İlk aşamada, tüm kombinatörler önce bağlı ağlardan gelen girişi okur ve hesaplamalarını yapar. Bu, her kombinatör için bir çıkış değeri üretir. Güncelleme adımı, her ağın değerinin tüm bağlı değerlerin toplamı olarak güncellendiği ikinci aşama ile sona erer.&lt;br /&gt;
&lt;br /&gt;
Mantıksal değerler kombinatörler tarafından hesaplandığında, çıkışlar bir sonraki adıma kadar devre ağı tarafından algılanmaz. Dolayısıyla, belirli bir giriş durumunu tespit etmek için bir [[decider combinator]] (karar kombinatörü) kullanıldığında, çıkış değeri bir sonraki adıma kadar devre ağında etkili olmayacaktır. &#039;&#039;&#039;Bu davranışı hatırlamak önemlidir; birden fazla kombinatör seri bağlandığında sıralama hatalarına ve önemli gecikmelere neden olabilir.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Devre kabloları, elektronikteki bir veri yolu (bus) gibi davranır; bağlı kablolardaki bilgileri taşırlar, yani bir kablo üzerinde benzer sinyaller varsa bunları otomatik olarak toplarlar. Eğer sinyal farklıysa, o da kabloda taşınır ancak farklı bir sinyal olarak kabul edilir.&lt;br /&gt;
&lt;br /&gt;
Kombinatörleri çapraz bağlarken, giriş ve çıkış ağlarını ayırmak ve istenmeyen girişlerin yanlışlıkla daha büyük bir devre ağına bağlanmasını önlemek için kullanılmayan rengi (kırmızı/yeşil) kullanmak iyi bir uygulamadır. Kombinatörler, hesaplamadan önce kırmızı ve yeşil girişleri toplayacaktır; bu nedenle çıkışı girişe geri bağlarken her iki renk de kullanılabilir. Ancak çoğu durumda, sonuçtaki çıkış ve girişle karışmaması için telin zıt rengini kullanmak daha yararlıdır.&lt;br /&gt;
&lt;br /&gt;
Kombinatörleri anlamaya çalışırken en iyi dostunuz oyun içi düzenleyicidir. Oyunu durdurabilir ve &amp;quot;Bir kez ilerlet&amp;quot; (Tick once) tuş atamasıyla, düğümlerin ve ağların farklı aşamalardan geçerkenki durumlarını inceleyebilirsiniz.&lt;br /&gt;
&lt;br /&gt;
== Sanal sinyaller ==&lt;br /&gt;
&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|right|Devre ağında kullanılabilecek bazı sanal sinyaller]]&lt;br /&gt;
&lt;br /&gt;
Standart eşya sinyallerine ek olarak, Factorio&#039;nun devre ağı, herhangi bir oyun eşyasını temsil etmeyen bir dizi sinyal de içerir. Bunun yerine, bu sanal sinyaller devre ağı için kullanıcı tarafından tanımlanabilen kanallar olarak hizmet eder; kullanıcı onlara hangi anlamı yüklemek isterse onu taşırlar. Şu anda devre ağı üzerinden gönderilebilen 102 sanal sinyal vardır (veya [[Space Age]]{{SA}} eklentisinde 172), bunlar Sinyaller, Düşmanlar, Çevre ve Sınıflandırılmamış sekmelerine ayrılmıştır. Bunlar şunları içerir ancak bunlarla sınırlı değildir:&lt;br /&gt;
&lt;br /&gt;
36 alfanümerik karakter (A-Z, 0-9)&lt;br /&gt;
&lt;br /&gt;
9 renk: kırmızı, yeşil, mavi, sarı, macenta, camgöbeği, beyaz, gri ve siyah&lt;br /&gt;
&lt;br /&gt;
25 simge: çeşitli çarpılar, çizgiler ve oklar&lt;br /&gt;
&lt;br /&gt;
Tüm [[enemies|düşman]] çeşitleri&lt;br /&gt;
&lt;br /&gt;
Tüm çevresel nesneler (ağaçlar, kayalar, oyuncu ve uçurumlar)&lt;br /&gt;
&lt;br /&gt;
İki kablo türü, spidertron, deşarj ve topçu kumandaları&lt;br /&gt;
&lt;br /&gt;
=== Mantık sinyalleri ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mantık sinyalleri&#039;&#039; olarak bilinen üç ek sanal sinyal vardır. Diğer sinyallerin aksine, bunlar devre ağı üzerinden gönderilemezler; bunun yerine kombinatörlerin davranışını değiştiren ek mantıklar uygularlar. Özellikle, bu mantık sembolleri, tek bir ayrık sinyali temsil etmek yerine &#039;&#039;&#039;sıfır veya daha fazla&#039;&#039;&#039; rastgele sinyali temsil eden özel &amp;quot;joker karakterler&amp;quot; (wildcards) olarak hareket eder. Factorio&#039;nun devre ağı üç tip joker karakter uygular.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Hepsi (Everything) jokeri&amp;lt;/span&amp;gt; [[File:Signal_everything.png|left|20px]]&lt;br /&gt;
&#039;&#039;Hepsi&#039;&#039; jokeri, karar kombinatörleri ile kullanılır. Tam davranışı, giriş mi yoksa çıkış olarak mı kullanıldığına bağlıdır:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giriş&#039;&#039;&#039;: Eğer &#039;&#039;tüm&#039;&#039; giriş sinyalleri koşulu sağlıyorsa veya &#039;&#039;hiç&#039;&#039; giriş sinyali yoksa doğru (true) döner; aksi takdirde yanlış (false) döner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Çıkış&#039;&#039;&#039;: Sıfır olmayan &#039;&#039;tüm&#039;&#039; giriş sinyallerini döndürür.&lt;br /&gt;
&lt;br /&gt;
Giriş olarak kullanıldığında, &#039;&#039;hepsi&#039;&#039; jokeri mantıksal VE (AND) veya bir [[:Wikipedia:universal quantification|evrensel niceleyici]] olarak düşünülebilir. Çıkış olarak kullanıldığında ise giriş sinyallerinin bir &#039;yankısı&#039; veya &#039;dökümü&#039; gibi davranır.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not&#039;&#039;&#039;: Giriş bir &#039;&#039;her biri&#039;&#039; (each) jokeri olmadığı sürece çıkış olarak kullanılabilir.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Herhangi biri (Anything) jokeri&amp;lt;/span&amp;gt; [[File:Signal_anything.png|left|20px]]&lt;br /&gt;
&#039;&#039;Herhangi biri&#039;&#039; jokeri de karar kombinatörleri ile kullanılır.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;En az bir&#039;&#039;&#039; giriş sinyali verildiğinde, &#039;&#039;herhangi bir&#039;&#039; giriş sinyali koşulu geçerse doğru sonucunu verir. Hiçbir sinyal koşulu geçmezse veya hiç giriş sinyali yoksa yanlış sonucunu verir. Bu davranışıyla &#039;&#039;herhangi biri&#039;&#039; jokeri, mantıksal VEYA (OR) veya bir [[:Wikipedia:existential quantification|varlıksal niceleyici]] olarak düşünülebilir.&lt;br /&gt;
&lt;br /&gt;
Bir karar kombinatörünün hem girişinde hem de çıkışında kullanıldığında, &#039;&#039;herhangi biri&#039;&#039; eşleşen sinyallerden birini döndürecektir.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Her biri (Each) jokeri&amp;lt;/span&amp;gt; [[File:Signal_each.png|left|20px]]&lt;br /&gt;
&#039;&#039;Her biri&#039;&#039; jokeri hem karar kombinatörleri hem de [[arithmetic combinator]]lar (aritmetik kombinatörler) ile kullanılır ve önceki ikisine göre benzersiz bir şekilde davranır. Genel olarak konuşursak, her sinyal üzerinde &#039;&#039;&#039;ayrı ayrı&#039;&#039;&#039; bir kombinatör işlemi gerçekleştirir; işlem, nasıl kullanıldığına ve hangi kombinatör tipinde kullanıldığına bağlıdır. Giriş olarak kullanılabilir ve sadece giriş olarak da kullanıldığında çıkış olarak kullanılabilir.&lt;br /&gt;
&lt;br /&gt;
Bir &#039;&#039;&#039;karar kombinatöründe&#039;&#039;&#039;, giriş olarak kullanıldığında &#039;&#039;her biri&#039;&#039; jokeri, her bir giriş sinyalini kombinatör koşuluyla ayrı ayrı karşılaştırır ve koşulu geçen her bir sinyali döndürür. Çıkış olarak nasıl döndürüleceği, aynı zamanda çıkış olarak seçilip seçilmediğine bağlıdır:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yalnızca Giriş&#039;&#039;&#039;: Koşulu geçen her bir giriş sinyalini toplar ve çıkış ayarlarına bağlı olarak ya geçen sinyallerin sayısını ya da değerlerinin toplamını istenen çıkış sinyali olarak döndürür.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giriş ve Çıkış&#039;&#039;&#039;: Koşulu geçen her bir sinyali, çıkış ayarlarına bağlı olan değerleriyle birlikte döndürür.&lt;br /&gt;
&lt;br /&gt;
Bir &#039;&#039;&#039;aritmetik kombinatörde&#039;&#039;&#039;, belirlenen aritmetik işlem her bir giriş sinyaline ayrı ayrı uygulanır:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yalnızca Giriş&#039;&#039;&#039;: Giriş sinyalleri üzerindeki her işlemin sonucu toplanır ve istenen çıkış sinyali olarak döndürür.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giriş ve Çıkış&#039;&#039;&#039;: Her bir giriş sinyali, üzerine belirtilen işlem uygulanmış olarak döndürülür.&lt;br /&gt;
&lt;br /&gt;
Bu nedenle &#039;&#039;Her biri&#039;&#039; jokeri diğer iki jokere göre çok daha karmaşıktır, ancak bu karmaşıklığı karşılığında büyük bir güç sunar.&lt;br /&gt;
&lt;br /&gt;
== Giriş yalıtıcı ve kapı (gate) == (Giriş: Her biri + 0, Çıkış: Her biri) olarak ayarlanan bir aritmetik kombinatör, kablo renklerini değiştirmek ve mantığın geriye doğru giriş ağını beslemesini önlemek için bir yalıtıcı (insulator) olarak kullanılabilir.&lt;br /&gt;
&lt;br /&gt;
(Çıkış: Hepsi, Giriş-&amp;gt;Çıkış) olarak ayarlanan bir karar kombinatörü de mantık koşulu doğru olduğu sürece bir yalıtıcı işlevi görecektir. Bu, girişleri yalnızca istendiğinde geçiren bir &amp;quot;kapı&amp;quot; (gate) görevi görebilir. Bu yöntem, uzak tren istasyonlarının sandık içeriklerini sırayla sorgulamak için kullanılabilir.&lt;br /&gt;
&lt;br /&gt;
== Kur/Sıfırla (Set/Reset) mandal anahtarı == Bir şeyin belirli bir miktarda tetiklenmesini (SET), ancak bu miktar başka bir değere (RESET değeri) ulaşana kadar AÇIK kalmasını istiyorsanız; bir karar kombinatörü ve bir aritmetik kombinatöre ihtiyacınız olacaktır.&lt;br /&gt;
&lt;br /&gt;
İlk karar kombinatörünü istenen &amp;quot;set&amp;quot; koşuluna ayarlayın ve 1 çıktısı verecek şekilde yapılandırın. Ardından çıkışı bir aritmetik kombinatörün girişine bağlayın. Bunu, set ve reset değerleri arasındaki fark olan &amp;quot;sapma&amp;quot; (bias) değeriyle çarpacak şekilde yapılandırın ve aritmetik çıkışını karar kombinatörünün girişine bağlayın. Aritmetik çıkış kanalı, karar kombinatörünün giriş kanalıyla aynı olmalıdır. Set koşuluna ulaşıldığında, karar kombinatörü &#039;1&#039; çıktısı verecek ve aritmetik kombinatörün sapması uygulanacaktır. Bu, değer reset noktasının altına düşene kadar çıkışı &amp;quot;doğru&amp;quot; (true) olarak tutacaktır.&lt;br /&gt;
&lt;br /&gt;
Bu özel örnekte, pompa hafif yağ 20000&#039;e ulaştığında çalışır ve 5000&#039;e ulaştığında durur: [[File:SR_latch.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Temel bellek == Bir karar kombinatörü, bir sayaç veya daha ileri mantıklar için değerleri saklamak amacıyla kullanılabilir. Karar kombinatörü şu şekilde yapılandırılır:&lt;br /&gt;
&lt;br /&gt;
Giriş ve çıkış aynı ağa bağlıdır (genellikle birbirine),&lt;br /&gt;
&lt;br /&gt;
Koşul, pozitif değerler için &amp;quot;sinyal &amp;gt; 0&amp;quot; veya hem pozitif hem negatifler için &amp;quot;≠ 0&amp;quot; olarak ayarlanır,&lt;br /&gt;
&lt;br /&gt;
Çıkış, belirli bir giriş sinyalinin &amp;quot;giriş sayısı&amp;quot; (input count) veya [[File:Signal everything.png|24px|alt=Everything]] olarak ayarlanır. Ağdaki tüm girişler sıfır olduğu sürece, daha önce ayarlanan değeri koruyacaktır.&lt;br /&gt;
&lt;br /&gt;
== Temel saatler (Clocks) == Saatler, bir kombinatörün çıkışının kendi girişine bağlanmasıyla oluşturulur, böylece her döngü kendi sayısını ilerletir.&lt;br /&gt;
&lt;br /&gt;
Tek bir karar kombinatörü ile kendi kendini sıfırlayan bir saat oluşturulabilir. Çıkışı girişe bağlayın ve belirli bir sayıdan &amp;quot;küçüktür (&amp;lt;)&amp;quot; koşuluyla (Giriş → Çıkış) yapılandırın. Girişe bir sabit kombinatör bağlandığında, sayıya ulaşana kadar her döngüde sabit kombinatörün değeri kadar sayacaktır. Sayıya ulaşıldığında kombinatör çıkışını temizleyecek ve saat sıfırlanacaktır.&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stack&amp;diff=218264</id>
		<title>Stack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stack&amp;diff=218264"/>
		<updated>2026-04-30T13:14:29Z</updated>

		<summary type="html">&lt;p&gt;Bilka: capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|stacks of items in inventory slots|the number of items an inserter will pick up at once|Inserter capacity bonus (research)|caption1=inserter capacity bonus|vertical stacks of items on belts in [[Space Age]]|Transport belt capacity (research)|caption2=transport belt capacity}}&lt;br /&gt;
[[File:inventory_stacks.png|thumb|408px|right|Many stacks in the player&#039;s inventory.]]A stack is the basic element in Factorio to store items. One space in an inventory can hold one stack.&lt;br /&gt;
&lt;br /&gt;
== Examples of stacks ==&lt;br /&gt;
&lt;br /&gt;
* The [[player|player&#039;s]] inventory&lt;br /&gt;
** Main inventory&lt;br /&gt;
** Armor, weapon, and ammunition stacks&lt;br /&gt;
** Logistic trash slots&lt;br /&gt;
** The player&#039;s hand (is also a stack)&lt;br /&gt;
* [[Vehicle]]s&lt;br /&gt;
** [[Car]] (fuel, ammunition, inventory)&lt;br /&gt;
** [[Tank]] (fuel, ammunition, inventory)&lt;br /&gt;
** [[Spidertron]] (ammunition, inventory)&lt;br /&gt;
** [[Railway|Train]] (wagons, engines for fuel)&lt;br /&gt;
* [[Chests]]: The archetypal example of stacks outside the player&#039;s inventory; a chest is basically just a group of stacks.&lt;br /&gt;
* Devices&lt;br /&gt;
** [[Furnace]]: Burner stack ([[Stone furnace|stone]] and [[Steel furnace|steel]] furnace only), input and output stack&lt;br /&gt;
** [[Assembling machine]]s and [[chemical plant]]s: 1 or more output and 1-6 input stacks, depending on item type being assembled&lt;br /&gt;
** [[Lab|Labs]]&lt;br /&gt;
** Burner-based: [[Boiler]], [[burner mining drill]], [[burner inserter]]&lt;br /&gt;
** [[Roboport]] (filtered for robots and repair packs only)&lt;br /&gt;
** [[Gun turret]]&lt;br /&gt;
* Special&lt;br /&gt;
** [[Inserters]] and [[Robots|worker robots]] (Small, variable-size stacks allow these entities to move items between other stacks. See also the [[Inserter capacity bonus (research)|inserter]] and [[Worker robot cargo size (research)|robot]] stack size bonus research topics.)&lt;br /&gt;
&lt;br /&gt;
== How do stacks work? ==&lt;br /&gt;
&lt;br /&gt;
A stack can store a number of identical items.&lt;br /&gt;
&lt;br /&gt;
The first inserted item determines which item types can be stored. This also indirectly determines how many items can be stored in the stack, as this depends on the item type&#039;s maximum stack size.&lt;br /&gt;
&lt;br /&gt;
Only items can be stored within stacks; stacks cannot hold [[Fluid system|liquids]] or other entity types.&lt;br /&gt;
&lt;br /&gt;
=== Stack size ===&lt;br /&gt;
&lt;br /&gt;
The number of items a stack can store. Stack size depends on the item; existing stack sizes and (non-exhaustive) examples include (click to expand):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 100px;&amp;quot; |Stack size&lt;br /&gt;
!Examples&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Nuclear fuel]], [[artillery shell]], [[satellite]], [[modular armor]], [[blueprint]].&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Locomotive]], all [[Wagon|wagons]].&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Roboport]], [[rocket fuel]], [[artillery turret]], [[atomic bomb]], [[low density structure]].&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Some [[equipment modules]], [[pumpjack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 50 || All ores, [[stone]], [[coal]], all [[Module|modules]], [[electric mining drill]], [[electric furnace]], all [[Assembling machine|assemblers]], all [[chests]], all [[inserters]], [[gun turret]], [[laser turret]], all [[Electric_system#Distribution|power poles]] including [[substation]], both types of [[Robots|worker robots]], [[solid fuel]].&lt;br /&gt;
|-&lt;br /&gt;
| 100 || [[Iron plate]], [[copper plate]], [[steel plate]], [[processing unit]], [[iron gear wheel]], [[stone brick]], all types of [[concrete]], both isotopes of [[Uranium processing|processed uranium]], [[pipe]] (regular), all [[Belt transport system|belts]], [[wall]], [[landfill]].&lt;br /&gt;
|-&lt;br /&gt;
| 200 || [[Electronic circuit]], [[advanced circuit]], all types of [[Ammunition#Magazines|magazine]], all types of [[tank]] [[Ammunition#Tank shells|cannon shell]], [[copper cable]], both colors of circuit [[Circuit network|wire]], all types of [[science pack]] except space science pack.&lt;br /&gt;
|-&lt;br /&gt;
| 2,000 || Unique to [[space science pack]], present to allow stacking up to 2 [[Rocket|rockets]]&#039; worth of packs in the [[rocket silo]]&#039;s single output slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Filtered stacks ===&lt;br /&gt;
&lt;br /&gt;
Stacks can be filtered either by default (in burner-type entities, [[furnace]]s, [[roboport]]s, [[turret]]s, [[lab]]s, and other entities that can only accept one or a few item types in a particular slot), or manually by the player (normally set via the middle mouse button / scroll-wheel click, see [[Keyboard bindings]]). Manual filtering is available for [[cargo wagon]]s, [[car]]s, [[tank]]s, [[spidertron]]s and the player inventory, but not for other types of containers (in particular, [[chests]] of any type).&lt;br /&gt;
&lt;br /&gt;
This can be used to ensure only one item type goes into the inventory space. [[Inserters]] (or [[Robots|bots]], where applicable) will not attempt to insert anything except the allowed item type into filtered slots, and manual insertion of other item types by the player is also not allowed unless and until the filter is cleared.&lt;br /&gt;
&lt;br /&gt;
=== Damaged items ===&lt;br /&gt;
&lt;br /&gt;
Damaged items (i.e, damaged entities now stored as items) stack with other damaged items (of the same type), but not with undamaged items. When items with different amounts of damage are stacked together, the health of the items is averaged.&lt;br /&gt;
&lt;br /&gt;
=== Items with durability ===&lt;br /&gt;
&lt;br /&gt;
Items with durability, such as [[science pack]]s and [[repair pack]]s, always stack with items of the same type, regardless of how much durability remains. The durability displayed on the stack is the durability of the first item. After that item is removed from the stack, a stack of items with full durabilities remains. This means that when multiple items with durabilities are stacked together, their durabilities are merged, which can result in a lower overall item count while the overall remaining durability stays the same.&lt;br /&gt;
&lt;br /&gt;
== Stack size bonuses ==&lt;br /&gt;
&lt;br /&gt;
Inserters and logistic robots can be boosted with research to hold and transfer more items, see:&lt;br /&gt;
&lt;br /&gt;
* [[Inserter capacity bonus (research)]]&lt;br /&gt;
* [[Worker robot cargo size (research)]]&lt;br /&gt;
&lt;br /&gt;
== Stack limitation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Stack limiter.jpg|300px|thumb|frame|A [[wooden chest]] limited to three stacks. Once the third stack is full, inserters will no longer attempt to add items.]]&lt;br /&gt;
&lt;br /&gt;
Optionally, the usable space in [[chests]] and [[Cargo wagon|wagons]] can be decreased below their default values. Typically, this is done to store a small amount of items in an automated process, without consuming the resources that would be required to fill the entire container.&lt;br /&gt;
&lt;br /&gt;
To limit a container, click the red X at the end of the last stack. Then, click on one of the stacks to set the new limit. The unused stacks will be highlighted red (see right).&lt;br /&gt;
&lt;br /&gt;
When full, inserters will no longer add to a limited container. However, the player is still free to manually place items in the unused (red) slots.&lt;br /&gt;
&lt;br /&gt;
== Handling stacks ==&lt;br /&gt;
&lt;br /&gt;
There are some [[controls|keyboard and mouse bindings]] to quickly handle movement of stacks between inventories, like moving half of a stack to another stack.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In game version 0.10, the number of items which can be stored in a stack changed for most items from powers of 2 to multiples of 10. This change was mainly made because most people find it more intuitive to calculate numbers in a base-10 system.&lt;br /&gt;
&lt;br /&gt;
Example: Before the change, a stack could store 64 iron ore, while after the change it is 50. This created some controversy, as some players preferred the old stack sizes.&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Stack}} {{C|Storage{{!}}#Stack}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/2.0.0&amp;diff=218262</id>
		<title>Version history/2.0.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/2.0.0&amp;diff=218262"/>
		<updated>2026-04-28T21:14:55Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Removed changelog line that will be removed from the in-game changelog with the next release because it was incorrect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.0.76 ==&lt;br /&gt;
Date: 25.02.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that items with no rocket launch products couldn&#039;t be launched manually to orbit. ([https://forums.factorio.com/132739 more])&lt;br /&gt;
* Fixed that asteroid collectors could get stuck computing. ([https://forums.factorio.com/132625 more])&lt;br /&gt;
* Fixed another case of cargo wagon door sound stuck playing on deconstruction order.([https://forums.factorio.com/132752 more])&lt;br /&gt;
* Fixed that platform auto construction requests could request 1 too many items. ([https://forums.factorio.com/132787 more])&lt;br /&gt;
* Fixed Space Map sometimes not using free cursor in controller input method.&lt;br /&gt;
* Fixed a crash when modded furnaces are configured with fluid output and no result inventory.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntityPrototype::reversing_power_modifier read.&lt;br /&gt;
== 2.0.75 ==&lt;br /&gt;
Date: 12.02.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a consistency issue with cargo pods and variable result rocket-launch-products. ([https://forums.factorio.com/132687 more])&lt;br /&gt;
* Fixed an ordering issue with ghost trains being built. ([https://forums.factorio.com/132730 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* space-age, quality and elevated-rails mod versions were not bumped for this update as nothing has changed.&lt;br /&gt;
== 2.0.74 ==&lt;br /&gt;
Date: 10.02.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that blueprint built locomotive ghosts with fuel requests would not switch to automatic mode when the fuel was delivered. ([https://forums.factorio.com/132428 more])&lt;br /&gt;
* Fixed a crash with agricultural towers and some graphics definitions. ([https://forums.factorio.com/132450 more])&lt;br /&gt;
* Fixed that cloning resource entities would remove some trees at the destination. ([https://forums.factorio.com/132405 more])&lt;br /&gt;
* Fixed flying text spam when a multiplayer peer was obstructed from building an underground belt. ([https://forums.factorio.com/132373 more])&lt;br /&gt;
* Fixed that items with rocket launch products didn&#039;t give any products in modded Space Age when the rocket was launched manually. ([https://forums.factorio.com/132527 more])&lt;br /&gt;
* Fixed that you could put items into ghost rocket silos. ([https://forums.factorio.com/132552 more])&lt;br /&gt;
* Fixed Mods gui showing a dependency warning even for mods to be deleted.&lt;br /&gt;
* Fixed cargo wagon door sound stuck playing on deconstruction order. ([https://forums.factorio.com/132623 more])&lt;br /&gt;
* Fixed that LuaItemCommon::get/set_blueprint_entities() did not include rolling stock connections. ([https://forums.factorio.com/132626 more])&lt;br /&gt;
* Fixed that creating blueprints from rolling stock ghosts would not preserve rolling stock ghost connections. ([https://forums.factorio.com/132626 more])&lt;br /&gt;
* Fixed that fast-replacing inserters with held items could result in the items being removed. ([https://forums.factorio.com/132635 more])&lt;br /&gt;
* Fixed a crash when loading a save file where electric pole removal due to missing mods causes circuit wires rewiring between assemblers that are also being removed. ([https://forums.factorio.com/132605 more])&lt;br /&gt;
* Fixed that changing the quality in the cheat crafting GUI would scroll the view to the top. ([https://forums.factorio.com/132607 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* space-age, quality and elevated-rails mod versions were not bumped for this update as nothing has changed.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntityPrototype::inserter_max_belt_stack_size read.&lt;br /&gt;
* Changed LuaEntityPrototype::automated_ammo_count read to also work for artillery wagons.&lt;br /&gt;
== 2.0.73 ==&lt;br /&gt;
Date: 13.01.2026&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* Mods GUI will show an error instead of restarting the game when trying to confirm it while mod dependencies are not met.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed rocket silo could launch satellites even when cargo landing pad will not be able to hold launch products. ([https://forums.factorio.com/131495 more])&lt;br /&gt;
* Fixed fluid boxes with underground pipe connection and non default flow direction could cause unrelated fluid boxes to disconnect. ([https://forums.factorio.com/131520 more])&lt;br /&gt;
* Fixed a crash when reading LuaPlayer::blueprints in a simulation.&lt;br /&gt;
* Fixed a crash related to give-item modifier not rejecting count of 0. ([https://forums.factorio.com/131713 more])&lt;br /&gt;
* Fixed that the default config.ini file would not be written on first startup. ([https://forums.factorio.com/131694 more])&lt;br /&gt;
* Fixed that mod dependency links in the mod updates GUI did not work correctly when not default sorted. ([https://forums.factorio.com/127927 more])&lt;br /&gt;
* Fixed that LuaPlayer::build_from_cursor() checked reach in forced and super-forced build modes. ([https://forums.factorio.com/131816 more])&lt;br /&gt;
* Fixed that pipe connections of different connection categories could cause entity to flip incorrectly. ([https://forums.factorio.com/131811 more])&lt;br /&gt;
* Fixed a crash with PlaySoundTriggerEffectItem with distance limits when destroyed due to previous dying trigger effect. ([https://forums.factorio.com/131795 more])&lt;br /&gt;
* Fixed inserter would incorrectly consider some assemblers as full when a recipe was changed while assembler had fluid product overload. ([https://forums.factorio.com/131831 more])&lt;br /&gt;
* Fixed that trains with a temporary station in their schedule showed in &amp;quot;Trains with this stop&amp;quot; list of an unnamed train stop ghost. ([https://forums.factorio.com/131274 more])&lt;br /&gt;
* Fixed inserter control behavior not updating stack size when selecting different signal. ([https://forums.factorio.com/131843 more])&lt;br /&gt;
* Fixed that environment sounds could get stuck at lower volume when switching to remote view while travelling to/from a space platform. ([https://forums.factorio.com/131872 more])&lt;br /&gt;
* Fixed a crash when ammo spoils in cars or spider vehicles. ([https://forums.factorio.com/131885 more])&lt;br /&gt;
* Fixed a crash when mods would create surfaces during built events on space platforms. ([https://forums.factorio.com/131858 more])&lt;br /&gt;
* Fixed technologies with craft fluid trigger would queue themselves while dependencies are not met and fluid is produced. ([https://forums.factorio.com/131958 more])&lt;br /&gt;
* Fixed a crash when migrations remove a lighting attractor. ([https://forums.factorio.com/131884 more])&lt;br /&gt;
* Fixed a crash when mods error during ghost revival. ([https://forums.factorio.com/132072 more])&lt;br /&gt;
* Fixed transparent tile sprites on aquilo.&lt;br /&gt;
* Added missing Lua defines for cargo landing pad logistic points. ([https://forums.factorio.com/131341 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::send_to_orbit_automatically read/write.&lt;br /&gt;
== 2.0.72 ==&lt;br /&gt;
Date: 22.10.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Decider combinator, arithmetic combinator and selector combinator are now primary energy consumers and have buffer size increased to make them more reliable in case of low power.&lt;br /&gt;
* Reduced selector combinator energy usage from 5kW to 1kW.&lt;br /&gt;
* When using &amp;quot;Entity tooltip delay&amp;quot;, the timer is also reset when moving the camera or the character. Fixes blinking entity tooltip when moving.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed &amp;quot;Entity tooltip delay&amp;quot; causing entity tooltips to never show in controller input method.&lt;br /&gt;
* Fixed turrets would clear &amp;quot;read ammo&amp;quot; when migrating a save file. ([https://forums.factorio.com/131362 more])&lt;br /&gt;
* Fixed that diagonal connected resources did not group in the map total-patch tooltip logic. ([https://forums.factorio.com/131405 more])&lt;br /&gt;
* Fixed a crash when cloning trees/rocks marked for deconstruction.&lt;br /&gt;
* Fixed a crash when using roboport requests with spoilable robots. ([https://forums.factorio.com/131326 more])&lt;br /&gt;
* Fixed electric poles would connect when checking pole buildability by script. ([https://forums.factorio.com/131450 more])&lt;br /&gt;
* Fixed double space in fuel pollution tooltip lines. ([https://forums.factorio.com/131453 more])&lt;br /&gt;
== 2.0.71 ==&lt;br /&gt;
Date: 16.10.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed asteroid collector navmesh would in rare cases be stuck computing forever. ([https://forums.factorio.com/130063 more])&lt;br /&gt;
* Fixed crash on Intel Macs with Intel Iris Plus Graphics by disabling GPU timings for those cards.&lt;br /&gt;
* Fixed freeze with unknown cause when placing rails. ([https://forums.factorio.com/131330 more])&lt;br /&gt;
== 2.0.70 ==&lt;br /&gt;
Date: 13.10.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed scripted technology trigger was unable to load layered icons. ([https://forums.factorio.com/131107 more])&lt;br /&gt;
* Fixed tips and tricks item was unable to load layered icons.&lt;br /&gt;
* Fixed stomper stomp sound playing way too many times when dying by stomping in a mine field. ([https://forums.factorio.com/131100 more])&lt;br /&gt;
* Fixed electric turret was suggesting it is possible to read ammo. ([https://forums.factorio.com/131119 more])&lt;br /&gt;
* Fixed a crash when artillery turret didn&#039;t have rotating_sound defined even though it&#039;s optional. ([https://forums.factorio.com/131140 more])&lt;br /&gt;
* Fixed startup crashes on some Intel Macbook Pros. ([https://forums.factorio.com/131153 more])&lt;br /&gt;
* Fixed that changing player&#039;s character could cause equipment related events to not fire. ([https://forums.factorio.com/131165 more])&lt;br /&gt;
* Fixed upgrading programmable speaker would clear settings. ([https://forums.factorio.com/131191 more])&lt;br /&gt;
* Fixed that LuaPlayer::can_build_from_cursor would play the not-allowed sound when out of reach. ([https://forums.factorio.com/131201 more])&lt;br /&gt;
* Fixed that on_chart_tag_modified was not called when name/icon was modified by script. ([https://forums.factorio.com/131176 more])&lt;br /&gt;
* Fixed a crash when a surface is deleted while viewing a ping tooltip for that surface. ([https://forums.factorio.com/131146 more])&lt;br /&gt;
* Fixed some OpenGL lighting issues when light occlusion was enabled.&lt;br /&gt;
* Fixed color saturation problems on some Intel Macs. ([https://forums.factorio.com/128726 more])&lt;br /&gt;
* Fixed crashes on Intel Macs with AMD GPUs by disabling GPU timings for those cards.&lt;br /&gt;
* Fixed a crash when robots try to charge at a roboport that only supports charging when using quality. ([https://forums.factorio.com/131253 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added CargoStationParameters::is_input_station and ::is_output_station to mainly clarify tooltips. ([https://forums.factorio.com/126749 more])&lt;br /&gt;
== 2.0.69 ==&lt;br /&gt;
Date: 29.09.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed some combinations of surface properties would cause robots to consume NaN amount of energy. ([https://forums.factorio.com/130989 more])&lt;br /&gt;
* Fixed upgrading underground belts in a blueprint would not preserve underground belt type. ([https://forums.factorio.com/130994 more])&lt;br /&gt;
* Fixed that upgrading fuel in blueprints could result in invalid fuel requests. ([https://forums.factorio.com/130958 more])&lt;br /&gt;
* Fixed that super-force-building would not generate a player-rotated event. ([https://forums.factorio.com/128978 more])&lt;br /&gt;
* Fixed a crash when script checks if a space platform can leave when it was not yet built. ([https://forums.factorio.com/131015 more])&lt;br /&gt;
* Fixed a crash when a modded character entity without a character corpse defined dies. ([https://forums.factorio.com/131022 more])&lt;br /&gt;
* Fixed custom tooltip fields were not showing for modded recipes. ([https://forums.factorio.com/131044 more])&lt;br /&gt;
* Fixed some gui widgets were not selectable when inside of a long table that is scrolled to only show last row. ([https://forums.factorio.com/130970 more])&lt;br /&gt;
* Fixed proxy container interaction with agricultural tower. ([https://forums.factorio.com/131057 more])&lt;br /&gt;
* Fixed spoil products of recipe products were not listed as possible recipe trash. ([https://forums.factorio.com/131072 more])&lt;br /&gt;
* Fixed LuaRendering rich text in game render mode being drawn above fog of war. ([https://forums.factorio.com/131066 more])&lt;br /&gt;
* Fixed (super)forcing entity requiring tile would sometimes not trigger deconstruction of an obstacle despite said obstacle blocking revival of autofilled tileghost. ([https://forums.factorio.com/130907 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added MiningDrillPrototype::resource_searching_offset.&lt;br /&gt;
* Added &amp;quot;scripted&amp;quot; technology trigger.&lt;br /&gt;
* Added FluidWagonPrototype::connection_category.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added on_player_dropped_item_into_entity event.&lt;br /&gt;
* Added LuaItemCommon::entity_logistics_enabled and entity_enable_logistics_while_moving read/write.&lt;br /&gt;
* Added LuaItemCommon::entity_driver_is_gunner, entity_auto_target_without_gunner and entity_auto_target_with_gunner read/write.&lt;br /&gt;
* Added maximum_quality_jump utility constant.&lt;br /&gt;
* Added LuaEntity::mining_area read.&lt;br /&gt;
* Added LuaForce::script_trigger_research().&lt;br /&gt;
== 2.0.68 ==&lt;br /&gt;
Date: 23.09.2025&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Made Metal the default graphics rendering API for Macs.&lt;br /&gt;
* Deprecated OpenGL support on Macs. It will still exist for older versions of macOS, but may not receive future updates.&lt;br /&gt;
* Removed Graphics backend user setting.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash with some menu simulations and mods. ([https://forums.factorio.com/130910 more])&lt;br /&gt;
* Fixed a crash when entities are removed while their GUI is being interacted with. ([https://forums.factorio.com/130852 more])&lt;br /&gt;
* Fixed a crash after migrating a frozen assembling machine fluidbox that has fluid contents. ([https://forums.factorio.com/130973 more])&lt;br /&gt;
* Fixed undo actions for removed entities would not keep underground belt type. ([https://forums.factorio.com/130977 more])&lt;br /&gt;
* Fixed LuaSplitterControlBehavior was missing fields from LuaControlBehavior. ([https://forums.factorio.com/130978 more])&lt;br /&gt;
== 2.0.67 ==&lt;br /&gt;
Date: 22.09.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Partially fulfilled wait conditions use different background color to indicate progress.&lt;br /&gt;
* Splitters can be connected to circuit network.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added absorbed pollutant name to tile description in Factoriopedia.&lt;br /&gt;
* Changed manual mining when the inventory is full to not drop the mined result on the ground.&lt;br /&gt;
* Improved the mod API search to find union literals, define leaf nodes, and more.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Metal graphics backend throttling the FPS when the display refresh rate isn&#039;t a multiple of 60 Hz. ([https://forums.factorio.com/129946 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed LuaSegmentedUnit::acceleration calculations in some situations. ([https://forums.factorio.com/130515 more])&lt;br /&gt;
* Fixed combinator&#039;s red and green wires would overlap when built vertically. ([https://forums.factorio.com/130464 more])&lt;br /&gt;
* Fixed a crash when tile-effect texture filename is invalid. ([https://forums.factorio.com/130678 more])&lt;br /&gt;
* Fixed that hiding an autoplace control did not remove it from the map generator GUI.&lt;br /&gt;
* Fixed multisample noise operation not working properly for LuaSurface.calculate_tile_properties(). ([https://forums.factorio.com/130575 more])&lt;br /&gt;
* Fixed technology slots drawing ingredients when research trigger is also specified. ([https://forums.factorio.com/130499 more])&lt;br /&gt;
* Fixed rail support drawing box in GUI widgets.&lt;br /&gt;
* Fixed a consistency issue when copying settings between loaders in some cases. ([https://forums.factorio.com/130707 more])&lt;br /&gt;
* Fixed demolisher kills being counted twice in the kill statistics. ([https://forums.factorio.com/130721 more])&lt;br /&gt;
* Fixed a crash when writing LuaStyle::clicked_font_color on labels. ([https://forums.factorio.com/130727 more])&lt;br /&gt;
* Fixed UI scaling and alignment issues when the window content scale is changed during loading. ([https://forums.factorio.com/130689 more])&lt;br /&gt;
* Fixed a crash when migrating agricultural towers. ([https://forums.factorio.com/130746 more])&lt;br /&gt;
* Fixed a crash when showing modded technology effects. ([https://forums.factorio.com/130741 more])&lt;br /&gt;
* Fixed that fluid could pass through frozen machines. ([https://forums.factorio.com/129185 more])&lt;br /&gt;
* Fixed copying train stop settings would send trains to a train stop in some cases. ([https://forums.factorio.com/130751 more])&lt;br /&gt;
* Fixed a charting issue with pentapods. ([https://forums.factorio.com/130543 more])&lt;br /&gt;
* Fixed thruster tooltip was not showing quality indicator on the thrust line. ([https://forums.factorio.com/130572 more])&lt;br /&gt;
* Fixed a desync when a car or spidertron with toolbelt equipment is destroyed. ([https://forums.factorio.com/130665 more])&lt;br /&gt;
* Fixed that fast replacing a train stop could fail to preserve train stop limit. ([https://forums.factorio.com/129801 more])&lt;br /&gt;
* Fixed heat flow between heat pipes that have different default temperature. ([https://forums.factorio.com/129438 more])&lt;br /&gt;
* Fixed that the too-many-trees achievement check was backwards. ([https://forums.factorio.com/130658 more])&lt;br /&gt;
* Fixed that resource entities were not protected from tile removal even if set that they should be. ([https://forums.factorio.com/130609 more])&lt;br /&gt;
* Fixed a crash when minimap GUI elements would try to view deleted surfaces. ([https://forums.factorio.com/130606 more])&lt;br /&gt;
* Fixed biters could be distracted when told not to be distracted in some cases. ([https://forums.factorio.com/130801 more])&lt;br /&gt;
* Fixed selector combinator&#039;s update interval was not covered by blueprint parametrisation. ([https://forums.factorio.com/128999 more])&lt;br /&gt;
* Fixed some alert icons were using wrong colors. ([https://forums.factorio.com/130118 more])&lt;br /&gt;
* Fixed that blueprint parametrisation could cause splitter filter to be cleared causing mode of operation to change. ([https://forums.factorio.com/130826 more])&lt;br /&gt;
* Fixed a crash when selecting an underground belt without an underground_sprite.&lt;br /&gt;
* Fixed issue with selector combinator random interval and formulas is gui. ([https://forums.factorio.com/130492 more])&lt;br /&gt;
* Fixed that LuaPlayer::can_build_from_cursor() did not check build distance. ([https://forums.factorio.com/130805 more])&lt;br /&gt;
* Fixed a style issue with labels in buttons when changing the enabled state of the button. ([https://forums.factorio.com/130818 more])&lt;br /&gt;
* Fixed a crash when editing decider combinator constants in some cases. ([https://forums.factorio.com/130798 more])&lt;br /&gt;
* Fixed a crash when editing interrupts on space platforms. ([https://forums.factorio.com/130600 more])&lt;br /&gt;
* Fixed a crash when migrating linked containers. ([https://forums.factorio.com/130815 more])&lt;br /&gt;
* Fixed a crash when teleporting or changing the direction of asteroid collectors. ([https://forums.factorio.com/128604 more])&lt;br /&gt;
* Fixed entities with tile_buildability_rules crashing the game when rotated to non-cardinal direction.&lt;br /&gt;
* Fixed sound of a machine with its GUI opened not fading out on game pause. ([https://forums.factorio.com/130780 more])&lt;br /&gt;
* Fixed that custom inputs would not fire if there were game GUI controls with the same key bindings. ([https://forums.factorio.com/130789 more])&lt;br /&gt;
* Fixed that disabled trigger technologies were still researchable. ([https://forums.factorio.com/130832 more])&lt;br /&gt;
* Fixed a crash and the back button in map generator GUI when map width or height were out of range. ([https://forums.factorio.com/130880 more])&lt;br /&gt;
* Fixed that remote view dragging wasn&#039;t cancelled when the game was paused. ([https://forums.factorio.com/130076 more])&lt;br /&gt;
* Fixed that rail signals did not rotate automatically to a valid direction in forced and super-forced build modes when they collided with tiles. ([https://forums.factorio.com/127962 more])&lt;br /&gt;
* Fixed that tips and tricks simulations could show the &amp;quot;game finished&amp;quot; screen when mods didn&#039;t rewind them to the beginning. ([https://forums.factorio.com/129357 more])&lt;br /&gt;
* Robots with construction task of elevated entity will not queue more tasks - fixes some cases of some jobs never getting done. ([https://forums.factorio.com/130710 more])&lt;br /&gt;
* Fixed cancelling deconstruction of entity colliding with both an entity ghost and a tile ghost supporting said entity ghost sometimes crashing. ([https://forums.factorio.com/130859 more])&lt;br /&gt;
* Fixed undoing after manually mining tile that had cover ghost tile on it would not restored said cover tile ghost. ([https://forums.factorio.com/130612 more])&lt;br /&gt;
* Fixed the surfaces list in remote view not scrolling when using the &amp;quot;Select next/previous surface&amp;quot; hotkeys. ([https://forums.factorio.com/127402 more])&lt;br /&gt;
* Fixed that blueprint book LuaRecords in a preview state could not be read. ([https://forums.factorio.com/130790 more])&lt;br /&gt;
* Fixed that players could enter vehicles marked for deconstruction. ([https://forums.factorio.com/130879 more])&lt;br /&gt;
* Fixed selection tool could select tile ghosts when it was not configured for selecting tiles. ([https://forums.factorio.com/118072 more])&lt;br /&gt;
* Fixed that car light animation with apply_runtime_tint enabled was always black. ([https://forums.factorio.com/130810 more])&lt;br /&gt;
* Fixed personal laser equipment was not showing under ammo category in facotriopedia. ([https://forums.factorio.com/130959 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Removed &amp;quot;research-progress&amp;quot; product type from RecipePrototype.&lt;br /&gt;
* Added RobotWithLogisticInterfacePrototype::max_payload_size_after_bonus.&lt;br /&gt;
* Added FusionGeneratorPrototype::burns_fluid.&lt;br /&gt;
* Added FusionGeneratorPrototype::effectivity.&lt;br /&gt;
* Changed Generator and FusionGenenerator tooltips to not show temperatures when in burns_fluid mode.&lt;br /&gt;
* Added support for heating_energy to FusionGeneratorPrototype and ThrusterPrototype.&lt;br /&gt;
* Added recipe_icon_scale chart utility constant.&lt;br /&gt;
* Added LightningPrototype::attractor_hit_effect.&lt;br /&gt;
* Added RoboportPrototype::render_recharge_icon.&lt;br /&gt;
* Changed CargoWagonPrototype to use EntityPrototype::icon_draw_specification when drawing cargo wagon content.&lt;br /&gt;
* Changed DisplayPanelPrototype to use render_layer from icon_draw_specification when drawing icon.&lt;br /&gt;
* Added __TECHNOLOGY__ and __RECIPE__ built-in locale parameters.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaPlayer::get_recipe_notifications().&lt;br /&gt;
* Added LuaPlayer::swap_characters().&lt;br /&gt;
* Added flip_horizontal and flip_vertical parameters to LuaPlayer::build_from_cursor().&lt;br /&gt;
* Added skip_fog_of_war to LuaPlayer::can_build_from_cursor().&lt;br /&gt;
* Added LuaCustomChartTag::position and surface write.&lt;br /&gt;
* Added LuaFluidBox::get_fluid_segment_extent_bounding_box().&lt;br /&gt;
* Added LuaItemPrototype::get_module_effects().&lt;br /&gt;
* Added LuaInventory::get_item_count_filtered().&lt;br /&gt;
* Added LuaInventory::get_item_quality_counts().&lt;br /&gt;
* Added LuaLogisticNetwork::custom_name read/write.&lt;br /&gt;
* Added LuaRecord::export_record().&lt;br /&gt;
* Added LuaRecord::get_selected_record().&lt;br /&gt;
* Added LuaEntity::transitional_request_target read.&lt;br /&gt;
* Added LuaEntity::rail_length read.&lt;br /&gt;
* Added LuaEntity::get_movement() and set_movement().&lt;br /&gt;
* Added LuaHelpers::multilingual_to_lower().&lt;br /&gt;
* Added LuaEntityPrototype::get_attraction_range_elongation() and get_energy_distribution_efficiency().&lt;br /&gt;
* Added LuaEntityPrototype::fluid_buffer_size, activation_buffer_ratio and fluid_buffer_input_flow read.&lt;br /&gt;
* Added LuaEntityPrototype::spider_engine read.&lt;br /&gt;
* Added LuaEntityPrototype::range_from_player, combat_robot_friction, destroy_action and follows_player read.&lt;br /&gt;
* Added LuaEntityPrototype::strike_effect, attractor_hit_effect, damage and energy read.&lt;br /&gt;
* Added LuaEntityPrototype::support_range read.&lt;br /&gt;
* Added LuaGuiElement::icon_selector read.&lt;br /&gt;
* Added LuaItemCommon::entity_logistic_sections and entity_request_from_buffers read/write.&lt;br /&gt;
* Added custom_tooltip_fields reads to all LuaPrototypes that support it.&lt;br /&gt;
* Added on_cargo_pod_started_ascending event.&lt;br /&gt;
* Added previous_target and previous_quality to on_marked_for_upgrade event.&lt;br /&gt;
* Added in_gui to custom input events.&lt;br /&gt;
* Added LuaSplitterControlBehavior.&lt;br /&gt;
* Added surface_index to all UndoRedoActions.&lt;br /&gt;
* Changed LuaSpacePlatform::destroy_asteroid_chunks() to return the number of destroyed chunks.&lt;br /&gt;
* Changed LuaEntity::color read/write to also work for character corpses.&lt;br /&gt;
== 2.0.66 ==&lt;br /&gt;
Date: 02.09.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Windows executables now undergo code signing.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Reverted belt building changes from 2.0.61.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that blueprints made from ghosts would not be included in the on_player_setup_blueprint event. ([https://forums.factorio.com/130470 more])&lt;br /&gt;
* Fixed a consistency issue when rotated entities are moved by belts. ([https://forums.factorio.com/130475 more])&lt;br /&gt;
* Fixed modded mining drills with filters would not keep filters when upgrading. ([https://forums.factorio.com/130452 more])&lt;br /&gt;
* Fixed that the time usage entry for &amp;quot;Multiplayer UPS&amp;quot; did not work. ([https://forums.factorio.com/130516 more])&lt;br /&gt;
* Fixed a crash when changing research state during the configuration changed event. ([https://forums.factorio.com/130433 more])&lt;br /&gt;
* Fixed that deconstruction planner was ignoring quality of items on ground. ([https://forums.factorio.com/130563 more])&lt;br /&gt;
* Fixed captive biter spawners would not get damaged while not producing if friendly fire was disabled. ([https://forums.factorio.com/130566 more])&lt;br /&gt;
* Fixed that reading roboport logistic requests in networks with buffer chests did not behave correctly. ([https://forums.factorio.com/129914 more])&lt;br /&gt;
* Fixed remembered zoom levels when going back and forth in the browse history.&lt;br /&gt;
* Fixed a crash when saving after parametrising a blueprint that caused filters to merge in some cases. ([https://forums.factorio.com/130583 more])&lt;br /&gt;
* Fixed train stops with priority above 90 would get priority clamped to 90 inside of a blueprint. ([https://forums.factorio.com/130608 more])&lt;br /&gt;
* Fixed util.mul_shift not accepting struct. ([https://forums.factorio.com/128854 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added color mod setting &amp;quot;forced_value&amp;quot;.&lt;br /&gt;
* InserterPrototype::pickup_position and insert_position are no longer checked for being too close to tile edge.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added an &amp;quot;overflow&amp;quot; inventory option to LuaEntity::revive and silent_revive.&lt;br /&gt;
* Added LuaEntityPrototype::icons_positioning and icon_draw_specification read.&lt;br /&gt;
* Added LuaRenderObject::dash_offset read/write.&lt;br /&gt;
* Added tile_condition to LuaItemPrototype::place_as_tile_result.&lt;br /&gt;
* Changed LuaAchievementPrototype::to_kill and module to returns arrays of LuaPrototypes instead of arrays of strings.&lt;br /&gt;
* Added LuaRecord::is_preview read.&lt;br /&gt;
* Added LuaGameScript::allow_debug_settings read/write.&lt;br /&gt;
== 2.0.65 ==&lt;br /&gt;
Date: 22.08.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that freezing and thawing underground belts would move items slightly. ([https://forums.factorio.com/129977 more])&lt;br /&gt;
* Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rail ghosts([https://forums.factorio.com/116779 more])&lt;br /&gt;
* Fixed that opening rich text in map view could send a click action to opened GUIs. ([https://forums.factorio.com/129424 more])&lt;br /&gt;
* Fixed that switching between normal and remote view would close the blueprint setup GUI. ([https://forums.factorio.com/130162 more])&lt;br /&gt;
* Fixed a crash with running replay headless when game wants to show notifications. ([https://forums.factorio.com/130386 more])&lt;br /&gt;
* Fixed selector combinator wire connector shadow position. ([https://forums.factorio.com/129934 more])&lt;br /&gt;
* Fixed that some entities did not draw fluid box connection pipes. ([https://forums.factorio.com/130156 more])&lt;br /&gt;
* Fixed that the home key did not work in the manage mods GUI. ([https://forums.factorio.com/130359 more])&lt;br /&gt;
* Fixed that the undo item was not yet in the player queue during the entity built event. ([https://forums.factorio.com/130384 more])&lt;br /&gt;
* Fixed a crash when a mod puts item request proxies into the player undo queue. ([https://forums.factorio.com/130369 more])&lt;br /&gt;
* Fixed that several entity types would not account for drain in their energy buffer. ([https://forums.factorio.com/130391 more])&lt;br /&gt;
* Fixed stomper corpses graphics. ([https://forums.factorio.com/130099 more])&lt;br /&gt;
* Fixed that cloning some entities while they contained spoilage would result in the clone getting stuck. ([https://forums.factorio.com/130421 more])&lt;br /&gt;
* Fixed LuaEntity::display_panel_icon was not accounting for nil. ([https://forums.factorio.com/130425 more])&lt;br /&gt;
* Fixed that migrating entities with quality would not preserve the quality. ([https://forums.factorio.com/130436 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Heat energy sources support pollution.&lt;br /&gt;
* Omitting required_tiles in a tile_buildability_rules&#039;s item now default to &amp;quot;all&amp;quot; (instead of &amp;quot;none&amp;quot; which was making the entities unbuildable) ([https://forums.factorio.com/130230 more])&lt;br /&gt;
* Added EntityPrototype::draw_stateless_visualisations_in_ghost.&lt;br /&gt;
* Added LoaderPrototype::respect_insert_limits.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Changed LuaParticlePrototype::render_layer, render_layer_when_on_ground and LuaTrivialSmokePrototype::render_layer to be strings instead of integers.&lt;br /&gt;
== 2.0.64 ==&lt;br /&gt;
Date: 12.08.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Heat interface can now heat entities and tiles.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed the blueprint setup GUI description field to include the icon picker. ([https://forums.factorio.com/130163 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that belts in the blueprint GUI did not animate. ([https://forums.factorio.com/130131 more])&lt;br /&gt;
* Fixed a crash when a beam attack trigger destroys the turret firing it. ([https://forums.factorio.com/130179 more])&lt;br /&gt;
* Fixed a crash when pressing end, home, page up or page down key while the alerts GUI was focused. ([https://forums.factorio.com/130143 more])&lt;br /&gt;
* Fixed a crash when loading a save file with furnaces that are crafting a recipe with custom fluidbox indexes set. ([https://forums.factorio.com/129656 more])&lt;br /&gt;
* Fixed that the on_research events pushed the player index using the wrong name. ([https://forums.factorio.com/130222 more])&lt;br /&gt;
* Fixed that train route highlighting didn&#039;t work when riding in non-locomotives. ([https://forums.factorio.com/130165 more])&lt;br /&gt;
* Fixed that the remote view minimap always focused on the physical player position when in remote view. ([https://forums.factorio.com/130241 more])&lt;br /&gt;
* Fixed a crash when cloning moving trains in some situations. ([https://forums.factorio.com/129840 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaItemCommon::blueprint_description read/write.&lt;br /&gt;
* Added LuaRecord::blueprint_description read/write.&lt;br /&gt;
* Added LuaControl::render_position read.&lt;br /&gt;
* Added LuaControl::flight_height read.&lt;br /&gt;
* Added LuaControl::is_flying read.&lt;br /&gt;
* Added LuaEntity::created_by_corpse read.&lt;br /&gt;
* Added heat pipe to LuaEntity::neighbours read.&lt;br /&gt;
* Added LuaEntity::heat_neighbours read.&lt;br /&gt;
* Added LuaPlanet::get_space_platforms().&lt;br /&gt;
* Added LuaEntity::priority_targets read.&lt;br /&gt;
== 2.0.63 ==&lt;br /&gt;
Date: 04.08.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that --dump-icon-sprites would shift icons south-east by one pixel. ([https://forums.factorio.com/130128 more])&lt;br /&gt;
* Fixed boilers consuming hot input fluid would not produce enough steam. ([https://forums.factorio.com/130021 more])&lt;br /&gt;
* Fixed spider unit graphic layers with &#039;apply_runtime_tint&#039; would not use the force color. ([https://forums.factorio.com/130106 more])&lt;br /&gt;
* Fixed that drag building with smart belt building disabled would remove belts in some cases. ([https://forums.factorio.com/130129 more])&lt;br /&gt;
* Fixed that space platform construction requests would not request more repair packs after running out. ([https://forums.factorio.com/130140 more])&lt;br /&gt;
* Fixed a crash when rendering latency players in some cases. ([https://forums.factorio.com/130150 more])&lt;br /&gt;
== 2.0.62 ==&lt;br /&gt;
Date: 31.07.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when furnace that is crafting is cloned.&lt;br /&gt;
== 2.0.61 ==&lt;br /&gt;
Date: 30.07.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* When dragging belts, going forward and back will remove the extra belts built.&lt;br /&gt;
* When using smart belt building to make a turn, the player can decide to change the direction after the turn by dragging in the opposite direction.&lt;br /&gt;
* Don&#039;t change gamepad selection center when the character starts flying in mech armor. ([https://forums.factorio.com/120769 more])&lt;br /&gt;
* Improved the GUI responsiveness in the display panel. ([https://forums.factorio.com/126117 more])&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that playing in fullscreen with the Metal graphics backend could look blurry if &amp;quot;Render in native screen resolution&amp;quot; was off.&lt;br /&gt;
* Changed &amp;quot;Render in native screen resolution&amp;quot; graphics setting to no longer require a game restart.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed minimap bobbing up and down when the character is in mech armor.&lt;br /&gt;
* Fixed that spidertrons built from script did not default to request-from-buffers. ([https://forums.factorio.com/129835 more])&lt;br /&gt;
* Fixed that overlapping tile ghosts would not draw on the map. ([https://forums.factorio.com/129854 more])&lt;br /&gt;
* Fixed that the game would attempt to load Mac specific filesystem files. ([https://forums.factorio.com/116201 more])&lt;br /&gt;
* Fixed a crash related to underground belts when super force building. ([https://forums.factorio.com/129388 more])&lt;br /&gt;
* Fixed pentapod leg mount positions  when the body is rotated.&lt;br /&gt;
* Fixed pentapod orientations getting incorrectly warped.&lt;br /&gt;
* Fixed that cloning rockets with attached cargo pods did not work correctly. ([https://forums.factorio.com/129945 more])&lt;br /&gt;
* Fixed that removing territory noise expressions made saves which used them not loadable.&lt;br /&gt;
* Fixed research completed sound playing for all forces.&lt;br /&gt;
* Fixed that furnaces could keep using a recipe they should not be able to use after a migration.&lt;br /&gt;
* Fixed that furnaces were not considering recipe with no ingredients as not craftable.&lt;br /&gt;
* Fixed a crash when inserter tries to insert item into a furnace which is currently crafting a recipe with no item ingredients. ([https://forums.factorio.com/129997 more])&lt;br /&gt;
* Fixed a crash when using send_udp fails. ([https://forums.factorio.com/129992 more])&lt;br /&gt;
* Fixed that rail ramp ghosts would block ground rail ghost construction. ([https://forums.factorio.com/129957 more])&lt;br /&gt;
* Fixed on-screen-keyboard opening on top of the search field in the technology GUI.&lt;br /&gt;
* Fixed graphics rendering unpausing while still minimized on macOS in some special circumstances. ([https://forums.factorio.com/128397 more])&lt;br /&gt;
* Fixed crash if a simulation gets paused.&lt;br /&gt;
* Fixed a crash if a player using the editor equips an equipment with a burner component.&lt;br /&gt;
* Fixed that a player using the editor could not activate electric discharge equipment and other manually-activated equipment.&lt;br /&gt;
* Fixed that resetting control settings wouldn&#039;t update control tooltips. ([https://forums.factorio.com/130037 more])&lt;br /&gt;
* Fixed that cliff bounding boxes could be defined in an invalid way. ([https://forums.factorio.com/130066 more])&lt;br /&gt;
* Fixed that inventory filters were ignored when in the train fuel GUI. ([https://forums.factorio.com/130057 more])&lt;br /&gt;
* Fixed loaders could get stuck when taking from asteroid collectors when one lane of a belt was blocked. ([https://forums.factorio.com/130091 more])&lt;br /&gt;
* Fixed that inserters could get stuck inserting items into rogue spawners when picking from belts. ([https://forums.factorio.com/130093 more])&lt;br /&gt;
* Fixed a crash when attempting to render a linked fluidbox connection.&lt;br /&gt;
* Fixed frozen pumpjack could not match frozen sprite. ([https://forums.factorio.com/130107 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added demolisher and territory API.&lt;br /&gt;
* Added RecipePrototype::hide_from_bonus_gui.&lt;br /&gt;
* Moved LuaPlayer::can_place_entity to LuaControl::can_place_entity so that it can be called on character entities. ([https://forums.factorio.com/129225 more])&lt;br /&gt;
* Changed pentapods to prioritize using the torso base sprite to control rotations, or if no base sprite is defined, the head sprite is used.&lt;br /&gt;
* Added ability for SpiderVehicles to rotate their legs like pentapods when provided with a base sprite that has rotation frames. ([https://forums.factorio.com/128638 more])&lt;br /&gt;
* Added LuaPlayer::set_zoom_limits() to set zoom limits for any controller type. ([https://forums.factorio.com/128887 more])&lt;br /&gt;
* Added SpaceLocationPrototype::starmap_icon_orientation.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaForce::get_chunk_chart(surface, position).&lt;br /&gt;
* Added LuaEntity::apply_upgrade().&lt;br /&gt;
* Added LuaEntity::pumped_last_tick read.&lt;br /&gt;
* Added LuaEntityPrototype::tile_buildability_rules read.&lt;br /&gt;
* Added agricultural tower events: on_tower_planted_seed, on_tower_pre_mined_plant, and on_tower_mined_plant.&lt;br /&gt;
* Changed LuaEntity::copy_color_from_train_stop and vehicle_automatic_targeting_parameters to work on ghosts.&lt;br /&gt;
* Added LuaEntity::register_tree().&lt;br /&gt;
* Added register_plant to LuaSurface::create_entity.&lt;br /&gt;
== 2.0.60 ==&lt;br /&gt;
Date: 10.07.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Moved the ammo turret request-slot closer to the turret center visually. ([https://forums.factorio.com/129548 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when removing transport belts or walls with wires in blueprints.&lt;br /&gt;
* Fixed that the show-train-signals debug option didn&#039;t render correctly for elevated signals. ([https://forums.factorio.com/129804 more])&lt;br /&gt;
* Fixed that changing a trains group would not always refresh interrupt names in the GUI. ([https://forums.factorio.com/129755 more])&lt;br /&gt;
== 2.0.59 ==&lt;br /&gt;
Date: 09.07.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Remastered and remixed music.&lt;br /&gt;
* {{SA}} More icons in factoriopedia made unique.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved performance when holding blueprints.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Improved frame rate stability of Metal graphics backend&lt;br /&gt;
* Improved rendering performance of busy scenes of Metal graphics backend&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that teleporting a car to another surface would invalidate lua references to non-player characters in it. ([https://forums.factorio.com/129468 more])&lt;br /&gt;
* Fixed that LuaSurface::create_entity() using the &#039;item&#039; parameter did not work for vehicle equipment grids. ([https://forums.factorio.com/129479 more])&lt;br /&gt;
* Fixed that choose-elem-button with id-with-quality didn&#039;t respect prototype filters. ([https://forums.factorio.com/129481 more])&lt;br /&gt;
* Fixed that LuaFlowStatistics::[input, output, storage]_counts read didn&#039;t merge qualities. ([https://forums.factorio.com/129568 more])&lt;br /&gt;
* Fixed that some entities would collide with nearby tiles when they shouldn&#039;t. ([https://forums.factorio.com/128602 more])&lt;br /&gt;
* Fixed that mod-defined fonts did not apply correctly when first starting the game. ([https://forums.factorio.com/129571 more])&lt;br /&gt;
* Fixed a crash when using LuaItemStack::deconstruct_area() in some cases. ([https://forums.factorio.com/129573 more])&lt;br /&gt;
* Fixed electric mining drills were able to stack items when at high mining productivity. ([https://forums.factorio.com/129590 more])&lt;br /&gt;
* Fixed a disconnect when viewing tips and tricks in multiplayer. ([https://forums.factorio.com/129596 more])&lt;br /&gt;
* Fixed quickbar selection getting stuck when trying to pick a blueprint book from the blueprint library that didn&#039;t finish downloading. ([https://forums.factorio.com/118438 more])&lt;br /&gt;
* Fixed blueprint book download progress drawing sometimes being broken.&lt;br /&gt;
* Fixed that large values given for LuaSurface::find_entities_filtered(radius) would crash the game. ([https://forums.factorio.com/129618 more])&lt;br /&gt;
* Fixed that equipment ghosts couldn&#039;t be added to armor when not worn. ([https://forums.factorio.com/129673 more])&lt;br /&gt;
* Fixed that you could place or take blueprint items from chests in remote view. ([https://forums.factorio.com/129237 more])&lt;br /&gt;
* Fixed that you couldn&#039;t open reactors with a void energy source. ([https://forums.factorio.com/129711 more])&lt;br /&gt;
* Fixed that the sync mods confirmation did not have the draggable texture. ([https://forums.factorio.com/129685 more])&lt;br /&gt;
* Fixed that LuaSurface::create_entity() did not work correctly with quality. ([https://forums.factorio.com/129736 more])&lt;br /&gt;
* Fixed that remote fast transfer of modules could downgrade modules with higher quality. ([https://forums.factorio.com/128747 more])&lt;br /&gt;
* Fixed that remote driving didn&#039;t raise on_player_driving_changed_state event when entering a vehicle. ([https://forums.factorio.com/118769 more])&lt;br /&gt;
* Fixed beacons with supply area distance of 0 not showing radius visualisation. ([https://forums.factorio.com/129771 more])&lt;br /&gt;
* Fixed Game Mode not enabling on macOS 26&lt;br /&gt;
* Fixed that space location wouldn&#039;t read starmap_icons if starmap_icon didn&#039;t exist. ([https://forums.factorio.com/129742 more])&lt;br /&gt;
* Fixed mipmaps for fulgoran ruin vault icon. ([https://forums.factorio.com/129796 more])&lt;br /&gt;
* Fixed that flush-fluid would not flush fluid from fluid energy sources. ([https://forums.factorio.com/129756 more])&lt;br /&gt;
* Fixed collected asteroid chunks were not showing in item production statistics. ([https://forums.factorio.com/129520 more])&lt;br /&gt;
* Fixed a crash when navigating planets while Factoriopedia was open. ([https://forums.factorio.com/129766 more])&lt;br /&gt;
* Fixed that asteroid collectors didn&#039;t draw radius visualisation for ghosts when holding it in cursor. ([https://forums.factorio.com/119353 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added InserterPrototype::uses_inserter_stack_size_bonus.&lt;br /&gt;
* Added Prototype::custom_tooltip_fields.&lt;br /&gt;
* Renamed &amp;quot;aquilo-4-hero&amp;quot; ambient-sound to &amp;quot;aquilo-3-hero&amp;quot;, corresponding audio file was renamed as well.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaPlayer::pipette. LuaPlayer::pipette_entity is deprecated and should not be used.&lt;br /&gt;
* Added ConfigurationChangedData::migrations.&lt;br /&gt;
* Added &amp;quot;item-open&amp;quot;, &amp;quot;item-close&amp;quot;, &amp;quot;item-pick&amp;quot;, &amp;quot;item-drop&amp;quot; and &amp;quot;item-move&amp;quot; SoundPath types. ([https://forums.factorio.com/129710 more])&lt;br /&gt;
* Removed LuaTilePrototype::placeable_by. Use LuaTilePrototype::items_to_place_this instead.&lt;br /&gt;
* Added LuaEquipmentGrid::itemstack_owner read.&lt;br /&gt;
* Added LuaEntity::display_panel_text, display_panel_icon, display_panel_always_show and display_panel_show_in_chart read/write.&lt;br /&gt;
* Added LuaHelpers::send_udp and recv_udp. Added on_udp_packet_received.&lt;br /&gt;
&lt;br /&gt;
== 2.0.58 ==&lt;br /&gt;
Date: 23.06.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed LuaForce::get_logistic_group was not working with constant combinators. ([https://forums.factorio.com/129484 more])&lt;br /&gt;
* Fixed a crash when item spoils in furnace source inventory while recipe was not yet selected.&lt;br /&gt;
* Fixed music not playing on surfaces without a planet associated with them. ([https://forums.factorio.com/129408 more])&lt;br /&gt;
* Fixed that enabling user mods would not auto enable built in required mods. ([https://forums.factorio.com/129362 more])&lt;br /&gt;
* Fixed that inventory migrations could cause chests to send wrong item counts. ([https://forums.factorio.com/129515 more])&lt;br /&gt;
* Fixed logistic filter merging during parametrisation would incorrectly sum values. ([https://forums.factorio.com/129527 more])&lt;br /&gt;
* Fixed a crash when loading a save file when asteroid collector arms count and asteroid collector arms capacity were changed at the same time.&lt;br /&gt;
* Fixed cursor transfer could insert items beyond inventory weight limit. ([https://forums.factorio.com/129544 more])&lt;br /&gt;
* Fixed set constant gui would was not focusing upon opening. ([https://forums.factorio.com/129495 more])&lt;br /&gt;
* Fixed that some items that did not require recycling recipe had a recycling recipe. ([https://forums.factorio.com/129535 more])&lt;br /&gt;
* Fixed a crash when querying members of logistic group while one of them is a detached character. ([https://forums.factorio.com/129549 more])&lt;br /&gt;
* Fixed a crash when entering huge numbers into electric energy interface. ([https://forums.factorio.com/129518 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added the &amp;quot;mod-data&amp;quot; prototype type.&lt;br /&gt;
* Added CraftingMachinePrototype::crafting_speed_quality_multiplier, module_slots_quality_bonus and energy_usage_quality_multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntityPrototype::neighbour_connectable read.&lt;br /&gt;
== 2.0.57 ==&lt;br /&gt;
Date: 19.06.2025&lt;br /&gt;
== 2.0.56 ==&lt;br /&gt;
Date: 19.06.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added ability to undo rotating or flipping an entity. ([https://forums.factorio.com/116605 more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed how captive spawners work to always allow spoilage into the trash slots. ([https://forums.factorio.com/124219 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that modded choose-elem-buttons didn&#039;t respect filters. ([https://forums.factorio.com/129145 more])&lt;br /&gt;
* Changed the sync mods with GUI &amp;quot;Sync startup settings&amp;quot; and &amp;quot;Load save after sync&amp;quot; so their value is always used. ([https://forums.factorio.com/129227 more])&lt;br /&gt;
* Fixed a crash when saving the game while using the spectator controller while a GUI is open. ([https://forums.factorio.com/129198 more])&lt;br /&gt;
* Fixed that remote controllers could still open GUIs of entity ghosts that had operable set to false. ([https://forums.factorio.com/129168 more])&lt;br /&gt;
* Agricultural tower planting now respects plant&#039;s tile buildability rules. ([https://forums.factorio.com/123248 more])&lt;br /&gt;
* Fix buffer chests having their contents counted twice for &#039;missing requests&#039; circuit read. ([https://forums.factorio.com/128924 more])&lt;br /&gt;
* Fixed ghost overbuilding vehicle ghost would not set inventory filters. ([https://forums.factorio.com/119772 more])&lt;br /&gt;
* Fixed using selection tools would sometimes incorrectly ignore tile ghosts. ([https://forums.factorio.com/127696 more])&lt;br /&gt;
* Fixed cancelling deconstruction of a tile would not remove a tile ghost of the same tile on the same position. ([https://forums.factorio.com/128391 more])&lt;br /&gt;
* Fixed that modded crafting machines with large amounts of fluidboxes could freeze the game. ([https://forums.factorio.com/129187 more])&lt;br /&gt;
* Fixed shooter was doing ammo refill every shot causing reload time on modded ammo to not work. ([https://forums.factorio.com/129276 more])&lt;br /&gt;
* Fixed that some widgets would click-through when trying to open Factoriopedia. ([https://forums.factorio.com/129295 more])&lt;br /&gt;
* Fixed car crashing into a rock at the beginning of campaign level 5.&lt;br /&gt;
* Fixed that integration_patch for characters did not render for the local player. ([https://forums.factorio.com/129260 more])&lt;br /&gt;
* Fixed a crash when migrating cargo bays in some cases. ([https://forums.factorio.com/129004 more])&lt;br /&gt;
* Fixed that repair orders would not queue robots correctly. ([https://forums.factorio.com/118916 more])&lt;br /&gt;
* Fixed that changing the link ID on a linked container wouldn&#039;t alarm sleeping inserters. ([https://forums.factorio.com/129345 more])&lt;br /&gt;
* Fixed that loaders were unable to drop full belt stacks if that required merging items from multiple inventory slots. ([https://forums.factorio.com/129343 more])&lt;br /&gt;
* Fixed editor not instantly reviving tile ghosts from blueprints when overbuilt over preexisting tile ghosts. ([https://forums.factorio.com/128861 more])&lt;br /&gt;
* Fixed rectangular crafting machine sometimes rising rotate event even when it wasn&#039;t successfully rotated. ([https://forums.factorio.com/129252 more])&lt;br /&gt;
* Fixed force building entities over required foundation marked for deconstruction would result in both decon. proxy and tileghost.&lt;br /&gt;
* Fixed tiles being thawed or frozen would cause cancelling of deconstruction. ([https://forums.factorio.com/129201 more])&lt;br /&gt;
* Fixed controls GUI in controller input method not updating the icons for the controls when the icons dropdown is changed. ([https://forums.factorio.com/129101 more])&lt;br /&gt;
* Fixed that the amount of VRAM on the Steam Deck was not being detected correctly, leading to the erroneous activation of VRAM-saving measures. ([https://forums.factorio.com/129164 more])&lt;br /&gt;
* Fixed a crash when fast replacing furnaces when old furnace had empty item product stack and new furnace has fluid output. ([https://forums.factorio.com/129385 more])&lt;br /&gt;
* Fixed LuaItemStack::transfer_stack was incorrectly reporting success when performing unlimited transfers. ([https://forums.factorio.com/129406 more])&lt;br /&gt;
* Fixed a crash when trying to custom launch rockets to space platforms. ([https://forums.factorio.com/129415 more])&lt;br /&gt;
* Fixed a crash when copying vehicle equipment grids from blueprints. ([https://forums.factorio.com/129396 more])&lt;br /&gt;
* Fixed a desync related to circuit network and removing entities. ([https://forums.factorio.com/129428 more])&lt;br /&gt;
* Fixed that regular mining drills weren&#039;t able to output full belts when belt stack size was researched. ([https://forums.factorio.com/129365 more])&lt;br /&gt;
* Improved the expand/collapse icon for the crafting queue. ([https://forums.factorio.com/105538 more])&lt;br /&gt;
* Fixed that opening rich text Factoriopedia shortcuts while in remote view did not work. ([https://forums.factorio.com/129425 more])&lt;br /&gt;
* Fixed that Vulcanus chimneys were grouped with Nauvis big rocks in the deconstruction planner. ([https://forums.factorio.com/129453 more])&lt;br /&gt;
* Fixed that base quality did not show in crafting machines. ([https://forums.factorio.com/128167 more])&lt;br /&gt;
* Fixed that players landing on the same planet at the same time would squash each other. ([https://forums.factorio.com/120809 more])&lt;br /&gt;
* Fixed a malformed icon. ([https://forums.factorio.com/129444 more])&lt;br /&gt;
* Fixed that buffered fluidboxes would not flow fluid through their directional connections. ([https://forums.factorio.com/129441 more])&lt;br /&gt;
* Fixed that fluidboxes in the vicinity of a removed fluidbox could disconnect from otherwise valid neighbors in some situations. ([https://forums.factorio.com/128954 more])&lt;br /&gt;
* Fixed that roboport antenna was rotating while in preview. ([https://forums.factorio.com/129470 more])&lt;br /&gt;
* Fixed promethium science pack was missing a description. ([https://forums.factorio.com/129469 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added `with_filters`, `with_weight_limit` and `with_custom_stack_size` options to ContainerPrototype::inventory_type and LinkedContainerPrototype::inventory_type.&lt;br /&gt;
* Added LoaderPrototype::wait_for_full_stack.&lt;br /&gt;
* Added QualityPrototype::default_multiplier, inserter_speed_multiplier, fluid_wagon_capacity_multiplier, inventory_size_multiplier, lab_research_speed_multiplier, crafting_machine_speed_multiplier, crafting_machine_energy_usage_multiplier, logistic_cell_charging_energy_multiplier, tool_durability_multiplier, accumulator_capacity_multiplier, flying_robot_max_energy_multiplier, range_multiplier, asteroid_collector_collection_radius_bonus, equipment_grid_width_bonus, equipment_grid_height_bonus, electric_pole_wire_reach_bonus, electric_pole_supply_area_distance_bonus, beacon_supply_area_distance_bonus, logistic_cell_charging_station_count_bonus, beacon_module_slots_bonus, crafting_machine_module_slots_bonus, mining_drill_module_slots_bonus, mining_drill_mining_radius_bonus and lab_module_slots_bonus.&lt;br /&gt;
* Added `quality_selector_dropdown_threshold` utility constant.&lt;br /&gt;
* Added CraftingMachinePrototype::quality_affects_energy_usage.&lt;br /&gt;
* Added MiningDrillPrototype::quality_affects_mining_radius.&lt;br /&gt;
* Added BeaconPrototype::quality_affects_supply_area_distance.&lt;br /&gt;
* Added CraftingMachinePrototype::quality_affects_module_slots, LabPrototype::quality_affects_module_slots, MiningDrillPrototype::quality_affects_module_slots and BeaconPrototype::quality_affects_module_slots.&lt;br /&gt;
* Added CharacterPrototype::crafting_speed.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaAsteroidChunkPrototype::dying_trigger_effect read.&lt;br /&gt;
* Added LuaItemPrototype::send_to_orbit_mode read.&lt;br /&gt;
* Added LuaEntityPrototype::captured_spawner_entity read.&lt;br /&gt;
* Added LuaEntityPrototype::min_performance read.&lt;br /&gt;
* Added LuaEntityPrototype::max_performance read.&lt;br /&gt;
* Added target_filter to ammo type read.&lt;br /&gt;
* Added LuaInventory::weight and max_weight read.&lt;br /&gt;
* Added LuaEntity::pickup_from_left_lane and pickup_from_right_lane read/write for inserters.&lt;br /&gt;
* Added ghost_mode to LuaGuiElement::anchor.&lt;br /&gt;
* Added LuaPlayer::exit_remote_view().&lt;br /&gt;
* Added &amp;quot;blink_interval&amp;quot; and &amp;quot;render_mode&amp;quot; parameters to LuaRendering functions.&lt;br /&gt;
* Added LuaRenderObject::blink_interval and render_mode read/write.&lt;br /&gt;
* Added several LuaEntityPrototype reads for asteroid collector prototypes and entity with health prototypes.&lt;br /&gt;
* Added several LuaItemPrototype reads for starter pack prototypes.&lt;br /&gt;
* Added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().&lt;br /&gt;
* Added on_research_queued.&lt;br /&gt;
* Added player to on_research_moved and on on_research_cancelled.&lt;br /&gt;
* Added fusion reactor properties to LuaEntityPrototype.&lt;br /&gt;
* Added LuaSurface get_default_cover_tile() and set_default_cover_tile().&lt;br /&gt;
* Added CustomInputEvent::element to get the LuaGuiElement under the cursor when the custom input was activated.&lt;br /&gt;
* Changed LuaInventory::set_bar to allow passing nil as well.&lt;br /&gt;
* Added LuaPrototypes::utility_constants read.&lt;br /&gt;
* Added LuaEntityPrototype::get_fluid_capacity().&lt;br /&gt;
* Added force to LuaEntityDiedEventFilter.&lt;br /&gt;
* Added LuaSpacePlatform::hidden read/write.&lt;br /&gt;
* LuaGuiElement::locked can be set during add().&lt;br /&gt;
* Added LuaEntity::inventory_supports_bar(), get_inventory_bar(), set_inventory_bar(), inventory_supports_filters(), is_inventory_filtered(), can_set_inventory_filter(), get_inventory_filter(), and set_inventory_filter().&lt;br /&gt;
== 2.0.55 ==&lt;br /&gt;
Date: 02.06.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.&lt;br /&gt;
* Fixed vehicle ammo refill was not working. ([https://forums.factorio.com/129137 more])&lt;br /&gt;
* Fixed splitter gui was not updated in some cases. ([https://forums.factorio.com/129161 more])&lt;br /&gt;
* Fixed heat pipe connections did not flip. ([https://forums.factorio.com/129176 more])&lt;br /&gt;
* Fixed blueprint tile building sometimes not allowing partial builds ([https://forums.factorio.com/122966 more])&lt;br /&gt;
* Fixed some issues around setting driving for a vehicle on different surface via scripts ([https://forums.factorio.com/127651 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added `helpers` to settings and prototype stages.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaHelpers::game_version read.&lt;br /&gt;
* Added LuaHelpers::compare_versions().&lt;br /&gt;
== 2.0.54 ==&lt;br /&gt;
Date: 30.05.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed script could rotate inserters into diagonal directions. ([https://forums.factorio.com/129103 more])&lt;br /&gt;
* Fixed turret cooldown not accounting for StartingAttack phase length, making effective turret cooldowns longer. Fixes Railgun turret showing incorrect shooting speed. ([https://forums.factorio.com/128656 more])Fixes Railgun upgrades not being correct. ([https://forums.factorio.com/116987 more])Adjusted railgun cooldown to maintain previous shooting speed. Effective technology bonus increased slightly.&lt;br /&gt;
* Fixed asteroid collector not drawing arms and radius when offscreen. ([https://forums.factorio.com/116156 more])&lt;br /&gt;
* Fixed a crash due to item request proxy inconsistency.&lt;br /&gt;
== 2.0.53 ==&lt;br /&gt;
Date: 30.05.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Improved collection of asteroid chunks on space platforms with fluctuating speed. ([https://forums.factorio.com/124493 more])&lt;br /&gt;
* Fixed that you couldn&#039;t immediately clear the cursor if the inventory &amp;quot;hand&amp;quot; was on a filtered slot and you held a different item. Hand will now move to a new slot when swapping it. ([https://forums.factorio.com/114621 more])&lt;br /&gt;
* Fixed that ghost-building upgrading of an entity with module requests would clear the module requests. ([https://forums.factorio.com/128998 more])&lt;br /&gt;
* Fixed that did on_player_driving_changed_state not run when cargo pods landed. ([https://forums.factorio.com/117557 more])&lt;br /&gt;
* Fixed that recipe with quality tooltip didn&#039;t work for modded GUIs. ([https://forums.factorio.com/128958 more])&lt;br /&gt;
* Fixed math2d.vector.to_orientation() not enforcing range [0, 1) for the return value. ([https://forums.factorio.com/128085 more])&lt;br /&gt;
* Fixed spoilable category not showing in Factoriopedia when the item spoiled into nothing. ([https://forums.factorio.com/129011 more])&lt;br /&gt;
* Fixed a crash when reading LuaStyle::horizontal_spacing and vertical_spacing of a table which didn&#039;t have these values set. ([https://forums.factorio.com/129013 more])&lt;br /&gt;
* Fixed LuaEntityPrototype::get_inventory_size() returning nil for rocket_silo_rocket and rocket_silo_trash inventories. ([https://forums.factorio.com/129009 more])&lt;br /&gt;
* Fixed that AnimationSheet::repeat_count wasn&#039;t handled correctly and could crash the game. ([https://forums.factorio.com/128804 more])&lt;br /&gt;
* Fixed that internal console textfield scrollbar moved to the beginning and back after every key press if the message was too long.&lt;br /&gt;
* Fixed LuaGameScript::take_technology_screenshot was not processing selected_technology. ([https://forums.factorio.com/129086 more])&lt;br /&gt;
* Fixed that item insertion requests didn&#039;t work well with spidertron&#039;s sorted inventory. ([https://forums.factorio.com/120830 more])&lt;br /&gt;
* Fixed storage tank was not showing fluid content through window when frozen. ([https://forums.factorio.com/129084 more])&lt;br /&gt;
* Fixed wait condition &amp;quot;any planet import zero&amp;quot; was ignoring negative filters when deciding which items would be requested. ([https://forums.factorio.com/128821 more])&lt;br /&gt;
* Fixed any filter was showing in copy-paste filters tip. ([https://forums.factorio.com/129042 more])&lt;br /&gt;
* Fixed a crash when replacing a buffered fluidbox with an unbuffered fluidbox. ([https://forums.factorio.com/128933 more])&lt;br /&gt;
* Fixed missing localisation for nuclear explosion effects. ([https://forums.factorio.com/129104 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added utility constants logistic_slots_per_row, crafting_queue_slots_per_row, blueprint_big_slots_per_row, blueprint_small_slots_per_row, and trash_inventory_width.&lt;br /&gt;
* Added LandMinePrototype::trigger_interval.&lt;br /&gt;
* Added SolarPanelEquipmentPrototype::performance_at_day, performance_at_night and solar_coefficient_property.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Changed LuaEntity::set_passenger() to work with cargo pods.&lt;br /&gt;
* Changed LuaLogisticSection::set_slot() to return the existing conflicting slot (if one exists) instead of erroring.&lt;br /&gt;
== 2.0.52 ==&lt;br /&gt;
Date: 23.05.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added --run-replay command line option.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that character armor animations did not play correctly. ([https://forums.factorio.com/128631 more])&lt;br /&gt;
* Fixed that beacons would not respect the allowed module categories of the affected machine. ([https://forums.factorio.com/116042 more])&lt;br /&gt;
* Fixed a crash when using --dump-prototype-locale with some mods. ([https://forums.factorio.com/128838 more])&lt;br /&gt;
* Fixed that eggs could spoil while traveling over open space and result in stuck biters. ([https://forums.factorio.com/128902 more])&lt;br /&gt;
* Fixed that red wire shadows on selector combinators did not render correctly in the east orientation. ([https://forums.factorio.com/128890 more])&lt;br /&gt;
* Fixed that asteroids would block placing blueprints. ([https://forums.factorio.com/128859 more])&lt;br /&gt;
* Fixed that the galaxy of fame button would not show when in multiplayer. ([https://forums.factorio.com/128259 more])&lt;br /&gt;
* Fixed ghost rotated overbuild over real entity would not generate events. ([https://forums.factorio.com/128717 more])&lt;br /&gt;
* Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rails (https://forums.factorio.com/122374 and https://forums.factorio.com/116779)&lt;br /&gt;
* Fixed other forces&#039; ghosts with tile buildability rules colliding with a tile ghost on platform being removed on tile ghost build. not revive.&lt;br /&gt;
* Fixed blueprints not building cover tiles when foundation tile build failed on the same position ([https://forums.factorio.com/128637 more])&lt;br /&gt;
* Fixed that rocket silos disabled by script would still try to fulfil space platform requests. ([https://forums.factorio.com/128819 more])&lt;br /&gt;
* Fixed a broken menu simulation. ([https://forums.factorio.com/128891 more])&lt;br /&gt;
* Fixed that destroying a character entity while it was in a space platform would crash the game. ([https://forums.factorio.com/128935 more])&lt;br /&gt;
* Fixed a crash when trying to render corpses without graphics defined. ([https://forums.factorio.com/128926 more])&lt;br /&gt;
* Fixed an issue with choose-elem-button highlighting when disabling/enabling widgets. ([https://forums.factorio.com/128938 more])&lt;br /&gt;
* Fixed a rendering issue with tables when removing all child widgets at once. ([https://forums.factorio.com/128820 more])&lt;br /&gt;
* Fixed that changing recipes in ghost assemblers would always clear requested modules. ([https://forums.factorio.com/128942 more])&lt;br /&gt;
* Fixed researched and disabled technologies being shown in the technology tree and considered as &amp;quot;not researched&amp;quot; for prerequisites checks. ([https://forums.factorio.com/128875 more])&lt;br /&gt;
* Fixed that railguns didn&#039;t show the maximum energy consumption correctly. ([https://forums.factorio.com/128858 more])&lt;br /&gt;
* Fixed that valves would play a working sound when no fluid is flowing.&lt;br /&gt;
* Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. ([https://forums.factorio.com/128724 more])&lt;br /&gt;
* Fixed consistency issue with locomotive&#039;s fuel inventory if it has non fuel items in it.&lt;br /&gt;
* Fixed several issues of factoriopedia entries being in the wrong order. ([https://forums.factorio.com/128417 more])&lt;br /&gt;
* Fixed that the blueprint GUI could think there were pending changes when there weren&#039;t. ([https://forums.factorio.com/128937 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added ItemPrototype::moved_to_hub_when_building.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSchedule::get_inside_interrupt()/set_inside_interrupt().&lt;br /&gt;
* Added `quality` to on_script_trigger_effect event when item spoils to script trigger.&lt;br /&gt;
== 2.0.51 ==&lt;br /&gt;
Date: 19.05.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Spidertron remote tooltips show a camera view of the selected spiders.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed spidertron remote not showing the color of the selected spiders. ([https://forums.factorio.com/120405 more])&lt;br /&gt;
* Fixed a crash when player uses editor and views surface through remote view and presses shift+right click. ([https://forums.factorio.com/128840 more])&lt;br /&gt;
* Fixed that inactive crafting machines were not clearing animation state when freezing.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::spill_inventory.&lt;br /&gt;
== 2.0.50 ==&lt;br /&gt;
Date: 16.05.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed super forced building across underground belts not working for some directions. ([https://forums.factorio.com/127335 more])&lt;br /&gt;
* Fixed that landing at modded planets could cause the game to get stuck waiting for a landing position. ([https://forums.factorio.com/128194 more])&lt;br /&gt;
* Fixed that instant upgrading modules was not instant. ([https://forums.factorio.com/128649 more])&lt;br /&gt;
* Fixed that inserters could get stuck when captured spawners would revert and be re-captured. ([https://forums.factorio.com/128751 more])&lt;br /&gt;
* Fixed that when parametrising something without quality (fluid for example), confirming with shortcut didn&#039;t allow to keep the parameter. ([https://forums.factorio.com/127940 more])&lt;br /&gt;
* Fixed that demolishers would fall asleep while mostly outside of their territory and would not respond to taking damage. ([https://forums.factorio.com/128104 more])&lt;br /&gt;
* Fixed a rare, failing demolisher-related consistency check. ([https://forums.factorio.com/128720 more])&lt;br /&gt;
* Fixed that deleting all achievements in a modded game also deleted Steam achievements. ([https://forums.factorio.com/128753 more])&lt;br /&gt;
* Fixed a crash when a vehicle with roboport equipment was marked for deconstruction. ([https://forums.factorio.com/128664 more])&lt;br /&gt;
* Fixed entity ghost colliding colliding with other force&#039;s entity marked for deconstruction sometimes causing a crash ([https://forums.factorio.com/127660 more])&lt;br /&gt;
* Fixed a crash when attempting to run RCON commands in single player before the first tick has run. ([https://forums.factorio.com/128760 more])&lt;br /&gt;
* Fixed that fast-replacing furnaces did not put result items into the correct slots. ([https://forums.factorio.com/128756 more])&lt;br /&gt;
* Fixed that you could un-toggle all of the time buttons in the production statistics GUI. ([https://forums.factorio.com/128694 more])&lt;br /&gt;
* Fixed that finishing a map drag and closing remote view on the same frame would cause remote view to become &amp;quot;stuck&amp;quot; at an offset. ([https://forums.factorio.com/128746 more])&lt;br /&gt;
* Fixed that toggling rocket silo space platform requests did not set the last user. ([https://forums.factorio.com/128785 more])&lt;br /&gt;
* Fixed that some space-age recipes using spoiling could be paused indefinitely. ([https://forums.factorio.com/128716 more])&lt;br /&gt;
* Fixed that text field rendering did not work correctly when when changing the text value in some cases. ([https://forums.factorio.com/126400 more])&lt;br /&gt;
* Fixed that belt dragging over belt undergound gap changed direction in the process, effectively making one part of the drag in the opposite direction.&lt;br /&gt;
* Fixed a crash in map generation when offset_x/y was infinite by adding stronger noise expression argument validation.&lt;br /&gt;
* Fixed that disabling a text field widget didn&#039;t disable the rich text icon selector. ([https://forums.factorio.com/125560 more])&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars (e.g. tank)&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::set_inventory_size_override/get_inventory_size_override methods with support for container and cargo-wagon.&lt;br /&gt;
* Added LuaEntity::crane_end_position_3d read for getting current ending position of agricultural crane. ([https://forums.factorio.com/128752 more])&lt;br /&gt;
== 2.0.49 ==&lt;br /&gt;
Date: 12.05.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when calling LuaEntity::launch_rocket() with no character.&lt;br /&gt;
* Fixed a crash related to logistic filters that should not have import from configured but kept having one due to missing migration. ([https://forums.factorio.com/128719 more])&lt;br /&gt;
* Fixed it was possible to set &amp;quot;solar&amp;quot; usage priority for electric energy source of entities that are not a solar panel.&lt;br /&gt;
* Fixed multioctave noise allowing negative and infinite octaves which caused the game to freeze in map generation on ARM systems. ([https://forums.factorio.com/128358 more])&lt;br /&gt;
* Fixed &amp;quot;Any request zero&amp;quot; wait condition triggering when building last item on a space platform. ([https://forums.factorio.com/127644 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added AgriculturalTowerPrototype::randomize_planting_tile.&lt;br /&gt;
* Added RecipePrototype::additional_categories.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::owned_plants read.&lt;br /&gt;
* Added LuaEntityPrototype::launch_to_space_platforms read.&lt;br /&gt;
== 2.0.48 ==&lt;br /&gt;
Date: 12.05.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Show existing turrets&#039; radius when holding a turret to be built. ([https://forums.factorio.com/116572 more])&lt;br /&gt;
* Smart underground belt building now considers splitter to be an obstacle if there was something connected to the lane already.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when trying to render screenshots of entities marked for upgrade in multiplayer latency. ([https://forums.factorio.com/128431 more])&lt;br /&gt;
* Fixed that negative quality effects did not show correctly in tootips. ([https://forums.factorio.com/128464 more])&lt;br /&gt;
* Fixed a crash opening the train GUI in spectator controller. ([https://forums.factorio.com/117928 more])&lt;br /&gt;
* Fixed that changing recipes in ghost assembling machines didn&#039;t remove invalid item requests. ([https://forums.factorio.com/127958 more])&lt;br /&gt;
* Fixed that construction robots dispatch for item requests was too slow in networks with many unfulfillable requests. ([https://forums.factorio.com/127543 more])&lt;br /&gt;
* Fixed the browse arrows in the remote view changing position when opening the train GUI. ([https://forums.factorio.com/119525 more])&lt;br /&gt;
* Fixed listbox items with remarks would have their text cut off unnecessarily. ([https://forums.factorio.com/118954 more])&lt;br /&gt;
* Fixed renaming the last train stop on a surface would rename all global uses of the name in interrupts. ([https://forums.factorio.com/123641 more])&lt;br /&gt;
* Fixed extra padding above the ghost cursor selection GUI. ([https://forums.factorio.com/126818 more])&lt;br /&gt;
* Killed landmines now explode. ([https://forums.factorio.com/121065 more])&lt;br /&gt;
* Fixed that manually launched rockets could be sent to platforms mid-flight in some cases. ([https://forums.factorio.com/128393 more])&lt;br /&gt;
* Fixed that ghost upgrading entities in remote view would play a failure sound if the entity supported rotation but was not currently rotatable. ([https://forums.factorio.com/122205 more])&lt;br /&gt;
* Fixed that multiplayer networking would fail if there were too many mods in the mods directory on Linux. ([https://forums.factorio.com/128429 more])&lt;br /&gt;
* Fixed that renaming all stops would change the color of all stops with that name. ([https://forums.factorio.com/128440 more])&lt;br /&gt;
* Fixed that a long &#039;Enable train limit&#039; translation would make the train stop GUI expand. ([https://forums.factorio.com/127386 more])&lt;br /&gt;
* Fixed textbox overlap in logistic network GUI. ([https://forums.factorio.com/118078 more])&lt;br /&gt;
* Fixed a recursive table in data would cause a crash. ([https://forums.factorio.com/128510 more])&lt;br /&gt;
* Fixed a crash when script requested printing a localised string that has recursion loop. ([https://forums.factorio.com/113273 more])&lt;br /&gt;
* Fixed inserter rotation and extension speed would ignore quality level of normal quality. ([https://forums.factorio.com/128506 more])&lt;br /&gt;
* Fixed belt gap traversing bug related to overbuilding ghost undergrounds with real ones. ([https://forums.factorio.com/128283 more])&lt;br /&gt;
* Fixed missing train stop limit and priority blueprint parametrisation context captions translations. ([https://forums.factorio.com/128318 more])&lt;br /&gt;
* Fixed a crash when clicking on &amp;quot;Show only essential technologies&amp;quot; in technology GUI while a hidden technology is selected. ([https://forums.factorio.com/128534 more])&lt;br /&gt;
* Fixed high memory usage of asteroid collectors because they didn&#039;t remove invalid asteroid chunks from tracking when they were disabled. ([https://forums.factorio.com/128564 more])&lt;br /&gt;
* Fixed getting an extra warning message of missing underground even when its not needed. ([https://forums.factorio.com/124209 more])&lt;br /&gt;
* Fixed possible memory management error when initializing GPU device counters with Metal. ([https://forums.factorio.com/128505 more])&lt;br /&gt;
* Fixed texture initialization on low-memory Macs with the Metal graphics backend. ([https://forums.factorio.com/128458 more])&lt;br /&gt;
* Fixed that the default graphics settings for some Macs with Apple GPUs were too high. (https://forums.factorio.com/128458, https://forums.factorio.com/128653)&lt;br /&gt;
* Fixed that transport belt ghost upgrading could generate unexpected undergrounds. ([https://forums.factorio.com/128232 more])&lt;br /&gt;
* Fixed that the blueprint parametrisation formula UI error handling didn&#039;t properly fill the variables resulting in false positive errors. ([https://forums.factorio.com/128195 more])&lt;br /&gt;
* Fixed that some map generator GUI headers didn&#039;t show. ([https://forums.factorio.com/128566 more])&lt;br /&gt;
* Fixed that it was not possible for scripts to set the player&#039;s zoom level at or below 1/32. ([https://forums.factorio.com/128530 more])&lt;br /&gt;
* Fixed that the Constant Combinator GUI had inconsistent default values. ([https://forums.factorio.com/128502 more])&lt;br /&gt;
* Fixed upgrade planner upgrading incorrect module slots when the entity was marked for downgrade. ([https://forums.factorio.com/121495 more])&lt;br /&gt;
* Added missing notification of &amp;quot;too far to connect&amp;quot; for smart belt dragging when the obstacle is exceeding the limit of the related undergrounds.&lt;br /&gt;
* Fixed that items in provider chests did not count as available when reading logistic network requests. ([https://forums.factorio.com/128584 more])&lt;br /&gt;
* Fixed a crash when setting active=false on logistic/construction robots. ([https://forums.factorio.com/128560 more])&lt;br /&gt;
* Changed pipette of fluid recipes to work the same as pipette of item recipes. ([https://forums.factorio.com/128512 more])&lt;br /&gt;
* Fixed solar panels on a script created surfaces were not affected by surface properties.&lt;br /&gt;
* Fixed an issue when changing constant combinator values in multiplayer. ([https://forums.factorio.com/128613 more])&lt;br /&gt;
* Fixed that locomotive fuel request couldn&#039;t be canceled outside of remote view. ([https://forums.factorio.com/128552 more])&lt;br /&gt;
* Fixed that building while in the trains GUI when entered from remote view would build physical items. ([https://forums.factorio.com/128591 more])&lt;br /&gt;
* Fixed that the fulgoran lightning attractor didn&#039;t show what items it would produce when mined. ([https://forums.factorio.com/128612 more])&lt;br /&gt;
* Fixed a crash when trying to parameterize infinity pipe filters. ([https://forums.factorio.com/128626 more])&lt;br /&gt;
* Fixed inserters could get stuck trying to insert into lab with some modded technologies active. ([https://forums.factorio.com/128625 more])&lt;br /&gt;
* Fixed smart belt building over a curve in reversed direction. ([https://forums.factorio.com/126645 more])&lt;br /&gt;
* Fixed various problems of smart belt building with no undergrounds in inventory over perpendicular belts. ([https://forums.factorio.com/122935 more])&lt;br /&gt;
* Fixed that offshore pump ghosts kept their fluid filters in cases where they weren&#039;t meant to. ([https://forums.factorio.com/128542 more])&lt;br /&gt;
* Fixed ghosts were not showing wire connection areas properly for combinators and power switches when connecting wires.&lt;br /&gt;
* Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.&lt;br /&gt;
* Fixed a crash when interacting with temporary stops in moving trains. ([https://forums.factorio.com/127258 more])&lt;br /&gt;
* Fixed a crash when defining a local noise expression as empty string and using it. ([https://forums.factorio.com/128654 more])&lt;br /&gt;
* Fixed a crash when migrating rolling stocks. ([https://forums.factorio.com/128667 more])&lt;br /&gt;
* Fixed wire shadow rendering ignoring surface shadow opacity. ([https://forums.factorio.com/128633 more])&lt;br /&gt;
* Fixed an issue with scrollable tooltips and label sizes. ([https://forums.factorio.com/128655 more])&lt;br /&gt;
* Fixed modded furnaces would not work with item and fluid recipes based on ingredients order.&lt;br /&gt;
* Fixed LuaForce::platforms read not being mapped by platform index as documented.&lt;br /&gt;
* Fixed a crash when ghost of train stop with custom color is upgraded.&lt;br /&gt;
* Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage.&lt;br /&gt;
* Fixed that a black line could appear between chunks at some zoom levels. ([https://forums.factorio.com/128367 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added the &amp;quot;valve&amp;quot; entity type.&lt;br /&gt;
* Added SolarPanelPrototype::performance_at_day, performance_at_night and solar_coefficient_property.&lt;br /&gt;
* Added LightningProperties::lightning_multiplier_at_day, lightning_multiplier_at_night, multiplier_surface_property and lightning_warning_icon.&lt;br /&gt;
* Added AgriculturalTowerPrototype::accepted_seeds.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSpacePlatform::ejected_items read.&lt;br /&gt;
* Added LuaSpacePlatform::eject_item().&lt;br /&gt;
* Added LuaSpacePlatform::clear_ejected_items().&lt;br /&gt;
* Added LuaEntity::valve_threshold_override read/write.&lt;br /&gt;
* Added LuaEntityPrototype::valve_mode read, LuaEntityPrototype::valve_threshold read, and LuaEntityPrototype::get_valve_flow_rate(quality).&lt;br /&gt;
* Added drop_full_stack parameter to LuaSurface::spill_item_stack.&lt;br /&gt;
* Added character parameter to LuaEntity::launch_rocket.&lt;br /&gt;
* Added LuaSurface::set_pollution.&lt;br /&gt;
* Added defines.inventory.agricultural_tower_input and defines.inventory.agricultural_tower_output.&lt;br /&gt;
* Added defines.inventory.linked_container_main, asteroid_collector_output, crafter_input, crafter_output, crafter_modules, crafter_trash, lab_trash.&lt;br /&gt;
* Added LuaControl::get_inventory_name.&lt;br /&gt;
* Added LuaInventory::name read.&lt;br /&gt;
* Added LuaGuiElement::quality read/write for &amp;quot;sprite-button&amp;quot; type.&lt;br /&gt;
* Added LuaEntity::cargo_bay_connection_owner read.&lt;br /&gt;
* Added LuaEntity::use_transitional_requests read/write.&lt;br /&gt;
* Added LuaEntityPrototype::fluid_source_offset.&lt;br /&gt;
* Added LuaEntity::get_fluid_source_tile() and get_fluid_source_fluid().&lt;br /&gt;
* Added LuaSurface::pollution_statistics read.&lt;br /&gt;
* Added LuaSurface::global_electric_network_statistics read.&lt;br /&gt;
* Added LuaSurface::daytime_parameters read/write.&lt;br /&gt;
* Added LuaEntityPrototype::agricultural_tower_radius, crane_energy_usage and growth_area_radius read.&lt;br /&gt;
* Changed on_space_platform_changed_state event to run after all starter pack actions are done when applying it and LuaSpacePlatform::hub is set.&lt;br /&gt;
== 2.0.47 ==&lt;br /&gt;
Date: 29.04.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed alert icons could persist after changing surfaces. ([https://forums.factorio.com/121200 more])&lt;br /&gt;
* Fixed upgrade planner slot tooltips not showing with the correct quality. ([https://forums.factorio.com/117051 more])&lt;br /&gt;
* Fixed that manually filed rocket silos wouldn&#039;t launch correctly when multiple platforms requested the same item. ([https://forums.factorio.com/128447 more])&lt;br /&gt;
* Fixed logistic group multiplier was not visible with long group names. ([https://forums.factorio.com/124233 more])&lt;br /&gt;
* Fixed asteroids not getting destroyed when they collided with the platform and had zero relative velocity while the platform was moving.&lt;br /&gt;
== 2.0.46 ==&lt;br /&gt;
Date: 29.04.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added Space Age expansion filter to the mod portal explore pane.&lt;br /&gt;
* Added &amp;quot;planets&amp;quot; and &amp;quot;character&amp;quot; tags to the mod portal explore pane.&lt;br /&gt;
* Mod portal search results and mod info will show whether they require the Space Age expansion.&lt;br /&gt;
* Added heading car driving option for keyboard input method. Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Changed piercing ammo recipe to be cheaper.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Renamed controller vehicle driving modes from &amp;quot;relative&amp;quot; to &amp;quot;heading&amp;quot; and from &amp;quot;absolute&amp;quot; to &amp;quot;steering&amp;quot;.&lt;br /&gt;
* Creating a rich text tag will move the text cursor to the end of the tag, not the beginning.&lt;br /&gt;
* New achievement limitations won&#039;t affect saves started before the version 2.0.45.&lt;br /&gt;
* Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.&lt;br /&gt;
* Some achievements are also disabled when Gleba enemies are set to be lower.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Improved visibility and looks of Fulgora cliffs.&lt;br /&gt;
* Added graphics for frozen stone path.&lt;br /&gt;
* Changed the north edge of all pipe graphics to include an arch to prevent tiling issues in specific cases.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that space platform schedule wasn&#039;t properly affected by during blueprint parametrisation. ([https://forums.factorio.com/124305 more])&lt;br /&gt;
* Fixed that space platform name wasn&#039;t parametrisable by blueprint.&lt;br /&gt;
* Fixed a sound instance leak when closing machine GUIs with playing sound accents. ([https://forums.factorio.com/127889 more])&lt;br /&gt;
* Fixed burner spidertron would keep moving indefinitely after running out of fuel. ([https://forums.factorio.com/128126 more])&lt;br /&gt;
* Fixed that modifying the group schedule of trains would cause other trains in the group to switch to automatic mode. ([https://forums.factorio.com/128173 more])&lt;br /&gt;
* Fixed that rearranging infinity filters could cause buttons to edit the wrong filters. ([https://forums.factorio.com/128189 more])&lt;br /&gt;
* Fixed accumulator charge/discharge emission sprite being misaligned. ([https://forums.factorio.com/128113 more])&lt;br /&gt;
* Fixed a crash when clicking on a new tip popup while being dead. ([https://forums.factorio.com/127440 more])&lt;br /&gt;
* Fixed blood particle tint being ignored in Lua. ([https://forums.factorio.com/127585 more])&lt;br /&gt;
* Fixed Controller settings section in the Controls settings window not behaving correctly during search.&lt;br /&gt;
* Fixed deconstruction planner with tile filter would not mark for deconstruction hidden tiles matching filter if there is a non-matching tile marked for deconstruction covering them. ([https://forums.factorio.com/127727 more])&lt;br /&gt;
* When (super)force-building tiles, only foundation tiles will be autofilled and only for building cover tiles. ([https://forums.factorio.com/128068 more])&lt;br /&gt;
* Fixed that a decal covered by a tile would still play its walking sound. ([https://forums.factorio.com/127536 more])&lt;br /&gt;
* Fixed Undo after overbuilding existing entities with blueprint parametrised blueprint. ([https://forums.factorio.com/124612 more])&lt;br /&gt;
* Fixed a crash when preparing undo/redo camera for tiles which are on a deleted chunk. ([https://forums.factorio.com/127876 more])&lt;br /&gt;
* Fixed that quality tooltips showed the wrong value in crafting machines in modded cases. ([https://forums.factorio.com/125513 more])&lt;br /&gt;
* Fixed clicking a station label in the train GUI would not open map at the expected train stop. ([https://forums.factorio.com/107757 more])&lt;br /&gt;
* Fixed black lines on some entities when &amp;quot;alt-mode&amp;quot; is enabled when using Metal graphics backend.&lt;br /&gt;
* Fixed crash that could randomly occur when using Metal graphics backend.&lt;br /&gt;
* Fixed crash that could occur when using the Metal graphics backend with texture streaming enabled.&lt;br /&gt;
* Fixed missing achievement mentions for the new restrictions in map gen settings.&lt;br /&gt;
* Fixed that lower pollution absorption disabled some achievements (instead of the higher one).&lt;br /&gt;
* Fixed that Bioflux and Yumako would heal vehicles. ([https://forums.factorio.com/126875 more])&lt;br /&gt;
* Fixed a crash when fast-replacing a train stop ghost with mods listening to &#039;on_entity_color_changed&#039; event. ([https://forums.factorio.com/127869 more])&lt;br /&gt;
* Fixed that creating a rich text tag by deleting a character would not move the text cursor from the middle of the tag. ([https://forums.factorio.com/102851 more])&lt;br /&gt;
* Fixed that drag building an underneathie would show a flying text whenever the cursor went over an obstacle.&lt;br /&gt;
* Fixed a crash when reordering empty filters in asteroid collector. ([https://forums.factorio.com/128286 more])&lt;br /&gt;
* Fixed a consistency crash when disconnecting rolling stock and modifying the train in the same tick through Lua. ([https://forums.factorio.com/127506 more])&lt;br /&gt;
* Fixed that undo when in the Map Editor and having instant-blueprint-building enabled didn&#039;t always work with elevated rails. ([https://forums.factorio.com/128280 more])&lt;br /&gt;
* Fixed that the missing-equipment message when copying spidertron equipment overlapped. ([https://forums.factorio.com/128306 more])&lt;br /&gt;
* Fixed that signal pipette did not work for fluids, and some other GUI elements. ([https://forums.factorio.com/120416 more])&lt;br /&gt;
* Fixed that the space platform hub full alert didn&#039;t persist in some situations. ([https://forums.factorio.com/127058 more])&lt;br /&gt;
* Fixed that reading orbital requests would generate negative signals in some cases. ([https://forums.factorio.com/121003 more])&lt;br /&gt;
* Fixed that modifying logistic requests in groups on planets would reset import-from. ([https://forums.factorio.com/119455 more])&lt;br /&gt;
* Fixed that linked belt fast-replace didn&#039;t change the direction. ([https://forums.factorio.com/121508 more])&lt;br /&gt;
* Fixed that changing the requested item in space platform hubs would only visually update the max amount. ([https://forums.factorio.com/122834 more])&lt;br /&gt;
* Fixed that the map view train shortcut info was shown when zoomed in even though it didn&#039;t apply when zoomed in. ([https://forums.factorio.com/123075 more])&lt;br /&gt;
* Fixed that changing quality in some select-GUIs would reset the count. ([https://forums.factorio.com/123929 more])&lt;br /&gt;
* Fixed that the recipe productivity locale was in space age instead of core. ([https://forums.factorio.com/127938 more])&lt;br /&gt;
* Fixed that deleting items through the map editor didn&#039;t clear request proxies. ([https://forums.factorio.com/127164 more])&lt;br /&gt;
* Fixed that instant tooltips could block the game-over screen. ([https://forums.factorio.com/128122 more])&lt;br /&gt;
* Fixed wrong position of inventory limit button for some inventory sizes. ([https://forums.factorio.com/103991 more])&lt;br /&gt;
* Fixed recipe tooltips not showing intermediate ingredients as craftable (orange) when those intermediate recipes create extra products. ([https://forums.factorio.com/105658 more])&lt;br /&gt;
* Fixed that recipes using result_is_always_fresh would start spoiling at the tick crafting started instead of the tick crafting finished. ([https://forums.factorio.com/128341 more])&lt;br /&gt;
* Fixed that pipette while in the train fuel tab would put a ghost item in the cursor. ([https://forums.factorio.com/125090 more])&lt;br /&gt;
* Fixed particles being updated twice when they moved to a new chunk. ([https://forums.factorio.com/127063 more])&lt;br /&gt;
* Fixed rich text chat tooltips not disappearing when opening the menu. ([https://forums.factorio.com/108191 more])&lt;br /&gt;
* Fixed rich text chat tooltips showing when hovering below the chat with chat messages with multiple lines.&lt;br /&gt;
* Fixed that trying to move the upper limit on double-slider GUI elements could sometimes change the lower limit even when nothing actually changed. ([https://forums.factorio.com/119015 more])&lt;br /&gt;
* Fixed that remote view could not interact with blueprint books in the character inventory. ([https://forums.factorio.com/117944 more])&lt;br /&gt;
* Fixed that you could order upgrade some entities through remote view that could never be upgraded. ([https://forums.factorio.com/128239 more])&lt;br /&gt;
* Fixed that the build preview and rolling stock final position did not match in some cases. ([https://forums.factorio.com/126883 more])&lt;br /&gt;
* Fixed that changing the minimum value of a logistic request through moving the maximum slider did not work correctly. ([https://forums.factorio.com/124659 more])&lt;br /&gt;
* Fixed that building trains would remove train ghosts on other rail elevations. ([https://forums.factorio.com/128025 more])&lt;br /&gt;
* Fixed that arriving platforms sent the wrong old state to on_space_platform_changed_state event. ([https://forums.factorio.com/128352 more])&lt;br /&gt;
* Fixed that indestructible entities on the space platform could consume asteroid damage before other entities on the same tile.&lt;br /&gt;
* Fixed asteroids sometimes getting destroyed when platform speed was negative.&lt;br /&gt;
* Fixed a crash when rendering a modded pipe that has multiple connections facing the same direction. ([https://forums.factorio.com/128399 more])&lt;br /&gt;
* Fixed a crash when robot orders are invalidated while finishing another order. ([https://forums.factorio.com/128387 more])&lt;br /&gt;
* Fixed a crash when some tile sprites end up with zero size due to scaling. ([https://forums.factorio.com/128344 more])&lt;br /&gt;
* Fixed a crash when a space platform in orbit is teleported to a distant connection by a script.&lt;br /&gt;
* Fixed a custom GUI layout issue. ([https://forums.factorio.com/128385 more])&lt;br /&gt;
* Fixed &amp;quot;&amp;lt;user&amp;gt; has paused the game&amp;quot; box sometimes appearing outside the screen when pausing the game.&lt;br /&gt;
* Fixed &amp;quot;&amp;lt;user&amp;gt; has paused the game&amp;quot; box moving outside the screen when opening the menu. ([https://forums.factorio.com/114143 more])&lt;br /&gt;
* Fixed shotgun damage tooltip not showing parenthesis. ([https://forums.factorio.com/114190 more])&lt;br /&gt;
* Fixed pinned achievement cards stretching when multiplayer infoboxes are present. ([https://forums.factorio.com/126269 more])&lt;br /&gt;
* Fixed achievement GUI progress not being updated after an achievement was completed. ([https://forums.factorio.com/122821 more])&lt;br /&gt;
* Fixed not being able to mute sound category by clicking its label. ([https://forums.factorio.com/127332 more])&lt;br /&gt;
* Fixed that robot upgrade jobs weren&#039;t evenly distributed. ([https://forums.factorio.com/125704 more])&lt;br /&gt;
* Fixed that deconstruction jobs didn&#039;t properly distribute tasks to closer robots. ([https://forums.factorio.com/116875 more])&lt;br /&gt;
* Fixed that locale pluralization did not work with SI-prefixed numbers.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added CarPrototype::rotation_snap_angle&lt;br /&gt;
* Instead of &amp;quot;enemy-bases&amp;quot; autoplace control being hardcoded to be the one to affect achievements, achievements are now affected by any autoplace controls with the new property related_to_fight_achievements.&lt;br /&gt;
* Fluid boxes with diagonal connections now throw a prototype error.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::item_request_proxy read as the recommended way to check for the presence of one.&lt;br /&gt;
* Added optional amount to LuaItemStack::transfer_stack().&lt;br /&gt;
* Added base_damage_modifiers and bonus_damage_modifiers when creating projectile types through LuaSurface::create_entity().&lt;br /&gt;
* Added LuaEntity::base_damage_modifiers and bonus_damage_modifiers read/write.&lt;br /&gt;
* Made LuaPlayer::zoom readable&lt;br /&gt;
* Added LuaPlayer::zoom_limits&lt;br /&gt;
* Added LuaTransportLine::total_segment_length.&lt;br /&gt;
== 2.0.45 ==&lt;br /&gt;
Date: 14.04.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Equipment grid GUIs have improved click-and-drag support. In addition to installing equipment, you can now click and drag to pick up, transfer, and fast-replace equipment.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Improve relative vehicle driving with gamepad in multiplayer, especially when shooting.&lt;br /&gt;
* Included priority and train limit of train stop into blueprint parametrisation.&lt;br /&gt;
* Changed pipette to always select normal quality items when pipetting a tile. ([https://forums.factorio.com/126506 more])&lt;br /&gt;
* Changed the blueprint parametrisation logic related to quality. Before, whenever anything other than normal quality was used with parameters, the quality was always taken from the blueprint, and only the core id was parametrised. Now, this only happens when more than 1 quality with the same id is present instead.&lt;br /&gt;
* All parameters can potentially generate the stack size, crafting time, rocket capacity and ingredient count as long as they are mapped to id which is a recipe.&lt;br /&gt;
* When the blueprint is being parametrised and &amp;quot;Show all items in selection list&amp;quot; interface option is selected, all (even locked) recipes are presented. ([https://forums.factorio.com/122496 more])&lt;br /&gt;
* {{SA}} Changed rocket part recipe position in the signal selection to be next to the rocket silo instead of intermediates.&lt;br /&gt;
* Reduced volume and pitch of recycler loop and railgun turret shot sounds. ([https://forums.factorio.com/128024 more])&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Added Metal graphics backend for Apple devices.&lt;br /&gt;
* Added new particle effects for mining or destroying Gleba plants and fungi.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that Factoriopedia would not fully respect the relative ordering between different object types. ([https://forums.factorio.com/127979 more])&lt;br /&gt;
* Fixed Spoilage from section is included in merged recipe/item entries of factoriopedia. ([https://forums.factorio.com/125996 more])&lt;br /&gt;
* Fixed that the achievements checks of map startup difficulty settings didn&#039;t check for pollution, expansion settings, starting area and trees.&lt;br /&gt;
* Fixed that module upgrades could not be cancelled with an upgrade planner. ([https://forums.factorio.com/122766 more])&lt;br /&gt;
* Fixed that installing modules with an upgrade planner or manually via fast-transfer wouldn&#039;t work if modules or module requests already existed in the entity. ([https://forums.factorio.com/117838 more])&lt;br /&gt;
* Fixed that module upgrades, installations, and removals via upgrade planner didn&#039;t work if the entity already had existing delivery or removal requests in another inventory.&lt;br /&gt;
* Fixed that upgrading or manually fast-replacing any entity would clear any pending item delivery or removal requests. ([https://forums.factorio.com/122943 more])&lt;br /&gt;
* Fixed that module upgrades used the original entity&#039;s &amp;quot;allowed effects&amp;quot; restrictions instead of the upgrade target&#039;s. ([https://forums.factorio.com/119941 more])&lt;br /&gt;
* Fixed that module upgrade requests could get cut short depending on the module inventory size of the original entity. ([https://forums.factorio.com/119941 more])&lt;br /&gt;
* Fixed copying from space platforms did not count and preview platform tiles. ([https://forums.factorio.com/124874 more])&lt;br /&gt;
* Fixed that pipette on resource entities would put the burner drill circuit signal in the cursor. ([https://forums.factorio.com/127988 more])&lt;br /&gt;
* Fixed that LuaSchedule::add_record() ignored created_by_interrupt. ([https://forums.factorio.com/128066 more])&lt;br /&gt;
* Fixed a crash when hovering blueprints pasted into chat. ([https://forums.factorio.com/128059 more])&lt;br /&gt;
* Fixed a crash when on_player_setup_blueprint errors. ([https://forums.factorio.com/127064 more])&lt;br /&gt;
* Fixed that the mod manager update table styling would break when mods were updating. ([https://forums.factorio.com/117713 more])&lt;br /&gt;
* Fixed inconsistent display of rich text icons in tooltips. ([https://forums.factorio.com/125254 more])&lt;br /&gt;
* Fixed rail variants can now be accessed with alt click in factoriopedia. ([https://forums.factorio.com/127867 more])&lt;br /&gt;
* Fixed that pressing alt while selecting blueprint contents confirmed the selection. ([https://forums.factorio.com/119511 more])&lt;br /&gt;
* Fixed that recipe item order changes would cause items to be removed in some cases. ([https://forums.factorio.com/128105 more])&lt;br /&gt;
* Fixed that building walls would remove unrelated ghosts in some cases. ([https://forums.factorio.com/121124 more])&lt;br /&gt;
* Fixed that CustomGuiSlider did not respect the discrete slider value when changing the minimum and maximum values. ([https://forums.factorio.com/125815 more])&lt;br /&gt;
* Fixed that the burner generator prototype type did not report its max consumption correctly. ([https://forums.factorio.com/127140 more])&lt;br /&gt;
* Fixed labs with drain multiplier taking too long to drain final fraction of science packs. ([https://forums.factorio.com/128097 more])&lt;br /&gt;
* Fixed that the invalidation of the achievement &amp;quot;Keeping your hands clean&amp;quot; wasn&#039;t properly saved on a headless server. ([https://forums.factorio.com/118168 more])&lt;br /&gt;
* Fixed issue with merging fluid/recipe where there are more result products. ([https://forums.factorio.com/128120 more])&lt;br /&gt;
* Fixed fluid box compound was not respecting max pipeline extent value of the original fluid boxes. ([https://forums.factorio.com/128123 more])&lt;br /&gt;
* Fixed that selecting rocket part during blueprint parametrisation created incompatibile station name. ([https://forums.factorio.com/121079 more])&lt;br /&gt;
* Fixed that it was possible to start another blueprint build while parametrisation was in progress. ([https://forums.factorio.com/120531 more])&lt;br /&gt;
* Fixed generator equipment item tooltip ignoring fuel consumption efficiency. ([https://forums.factorio.com/127280 more])&lt;br /&gt;
* Fixed constant combinators were clamping total values from logistic sections when they should wrap around. ([https://forums.factorio.com/128129 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added MiningDrillPrototype::uses_force_mining_productivity_bonus.&lt;br /&gt;
* Added PumpPrototype::flow_scaling.&lt;br /&gt;
== 2.0.44 ==&lt;br /&gt;
Date: 07.04.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Items manually inserted or removed from space platform dump inventory will always reset drop cooldown to two seconds. This should make manual interactions more responsive and intuitive. ([https://forums.factorio.com/127709 more])&lt;br /&gt;
* Added filter support to burner fuel inventories.&lt;br /&gt;
* Tall tooltips when attached to the right side of the screen can be scrolled (by default shift + scroll).&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.&lt;br /&gt;
* The &amp;quot;Tags&amp;quot; map overlay setting now also toggles display panel tags. ([https://forums.factorio.com/127174 more])&lt;br /&gt;
* Decider combinator condition which contains parameter evaluated to nothing (non-existent ingredient) when building blueprint is deleted instead of kept empty. ([https://forums.factorio.com/118455 more])&lt;br /&gt;
* Lowered volume of cargo wagon and beacon open/close GUI sounds. ([https://forums.factorio.com/127908 more])&lt;br /&gt;
* Cargo landing pad does not draw inventory contents in alt mode.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* Added equipment grid button to locomotive GUI and removed the popup window. ([https://forums.factorio.com/119335 more])&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Added some new Gleba decorative variants for Nerve roots.&lt;br /&gt;
* Improved water/land visibility on Gleba by masking decals over water, changing terrain and water colors, and adding a water edge foam effect.&lt;br /&gt;
* Added new recipe icons for molten metals from ore and reworked existing icons related to molten metals and lava. ([https://forums.factorio.com/118474 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that modded miniature spidertrons could get stuck when something is built underneath their legs. ([https://forums.factorio.com/119004 more])&lt;br /&gt;
* Fixed locomotive GUI formatting for trains with many fuel slots. ([https://forums.factorio.com/104682 more])&lt;br /&gt;
* Fixed edit interrupt GUI closing the wait conditions and choose station windows spuriously. ([https://forums.factorio.com/118361 more])&lt;br /&gt;
* Fixed schedule GUI station buttons not updating correctly. ([https://forums.factorio.com/116283 more])&lt;br /&gt;
* Fixed a crash when removing modded cargo pods through mod removal. ([https://forums.factorio.com/127757 more])&lt;br /&gt;
* Fixed blueprint library small slots view had extra empty space. ([https://forums.factorio.com/127392 more])&lt;br /&gt;
* Fixed renaming all logistic points in a logistic group would delete the old group if the new group already existed. ([https://forums.factorio.com/127190 more])&lt;br /&gt;
* Fixed pretty print for LuaPlayer was showing wrong index. ([https://forums.factorio.com/127786 more])&lt;br /&gt;
* Fixed expected resources were rounded down in some cases. ([https://forums.factorio.com/127787 more])&lt;br /&gt;
* Fixed that the last-shown mod thumbnail would remain when the mod info pane was cleared. ([https://forums.factorio.com/126193 more])&lt;br /&gt;
* Fixed a crash when migrating some mods with assembling machines that have control behaviors. ([https://forums.factorio.com/127793 more])&lt;br /&gt;
* Fixed that pushing fluid away into a double-buffered fluidbox would push fluid into the internal buffer instead of the segment. ([https://forums.factorio.com/127305 more])&lt;br /&gt;
* Fixed display panel chart tags having different sprite layering than regular map tags. ([https://forums.factorio.com/127174 more])&lt;br /&gt;
* Fixed that the map editor extra-settings GUI did not work correctly for ghosts. ([https://forums.factorio.com/127809 more])&lt;br /&gt;
* Fixed that building underground belts and underground pipes would not show an error flying text. ([https://forums.factorio.com/121145 more])&lt;br /&gt;
* Fixed inserters would detach from valid pickup targets if they have no inventory. ([https://forums.factorio.com/127774 more])&lt;br /&gt;
* Fixed count of trains in group was not updating when adding other trains to group by copy settings. ([https://forums.factorio.com/122645 more])&lt;br /&gt;
* Fixed programmable speaker alerts would not update to show on map when alert was active. ([https://forums.factorio.com/121470 more])&lt;br /&gt;
* Fixed building preview of blueprint with locomotives could show them in wrong orientation when blueprint is rotated in some cases. ([https://forums.factorio.com/122643 more])&lt;br /&gt;
* Fixed that overbuilding train with parametrised blueprint didn&#039;t apply the parametrisation on the schedule of the existing train. ([https://forums.factorio.com/126136 more])&lt;br /&gt;
* Fixed in some cases a locomotive could be fueled even if the train was already on the way but not yet moving. ([https://forums.factorio.com/123930 more])&lt;br /&gt;
* Fixed that selecting parameter when only the base value is possible to change (the blueprint contains the item in other than normal quality), the select list actually offered quality selection and discarded it, instead of not even offering the quality selection. ([https://forums.factorio.com/121844 more])&lt;br /&gt;
* Fixed that blueprint parametrisation of combination of recipe + item didn&#039;t apply the recipe limitation based on crafting machine it appears in. ([https://forums.factorio.com/121013 more])&lt;br /&gt;
* Fixed that blueprint parameter item which was named but not configured to be parametrised became parametrised after export/import through blueprint string. ([https://forums.factorio.com/121238 more])&lt;br /&gt;
* Fixed that self-recycling recipes were generated for parameters.&lt;br /&gt;
* Fixed that pipetting parameter in cheat mode generated parameter item.&lt;br /&gt;
* Allowed setting blueprint parametetrisation ingredient of by pepetted parameter. ([https://forums.factorio.com/121422 more])&lt;br /&gt;
* Fixed that confirming icon selection in the save game dialog name editing confirmed the save dialog instead of the icon selection. ([https://forums.factorio.com/122917 more])&lt;br /&gt;
* Added info about not being able to set recipe based on surface condition when parametrising blueprint. ([https://forums.factorio.com/123512 more])&lt;br /&gt;
* Fixed assembler insertion margins were not correctly accounting for max inserter hand in some cases. ([https://forums.factorio.com/127884 more])&lt;br /&gt;
* Fixed that when number parameter had formula but disabled, it still counted that value as not needed to be filled when deciding what parametrisation window to show. ([https://forums.factorio.com/122761 more])&lt;br /&gt;
* Fixed wall corpses used wrong orientation when part of a thick wall. ([https://forums.factorio.com/127893 more])&lt;br /&gt;
* Fixed mods adding many planets would cause the map generator GUI to not layout nicely. ([https://forums.factorio.com/123043 more])&lt;br /&gt;
* Fixed that searching in inventories did not search quality names. ([https://forums.factorio.com/127826 more])&lt;br /&gt;
* Fixed a crash when setting resource_patch_search_radius to 0. ([https://forums.factorio.com/127907 more])&lt;br /&gt;
* Fixed GUI layout issues with relative GUIs when nesting widgets. ([https://forums.factorio.com/127900 more])&lt;br /&gt;
* Fixed the loading of inputs from config file when using a combination of controller triggers and the ALT keyboard modifier. ([https://forums.factorio.com/127783 more])&lt;br /&gt;
* Fixed latency hiding when dragging remote remote view with the cursor while the server is running more slowly than clients. ([https://forums.factorio.com/122891 more])&lt;br /&gt;
* Fixed Beacon transmission strength graph duplicate number on some scales. ([https://forums.factorio.com/118259 more])&lt;br /&gt;
* Fixed a crash when corpse animations aren&#039;t defined correctly. ([https://forums.factorio.com/127916 more])&lt;br /&gt;
* Fixed that the confirm hotkey did not confirm-resume when in the map editor. ([https://forums.factorio.com/122737 more])&lt;br /&gt;
* Fixed that combining negative logistic filters with positive ones did not work correctly. ([https://forums.factorio.com/127246 more])&lt;br /&gt;
* Fixed that LuaDefines::logistic_member_index was missing some values. ([https://forums.factorio.com/127259 more])&lt;br /&gt;
* Fixed that recipe hover highlights didn&#039;t work correctly when driving vehicles. ([https://forums.factorio.com/124215 more])&lt;br /&gt;
* Fixed that logistic section multipliers rounded differently in some places. ([https://forums.factorio.com/125226 more])&lt;br /&gt;
* Fixed that frozen rocket silos could block non-frozen silos from launching. ([https://forums.factorio.com/128006 more])&lt;br /&gt;
* Fixed that highlighting robots in the logistic networks GUI excluded requested robots. ([https://forums.factorio.com/126621 more])&lt;br /&gt;
* Fixed that remote view could not order removal of items from the assembling machine dump inventory. ([https://forums.factorio.com/126802 more])&lt;br /&gt;
* Fixed that smart belt dragging would not revive ghost underground belts at the end of a gap. ([https://forums.factorio.com/118408 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added collision-layer out_of_map for out-of-map tiles.&lt;br /&gt;
* Decals now support draw_as_light and draw_as_glow.&lt;br /&gt;
* {{SA}} Decals can now be masked by water if their layer is above UtilityConstants::capture_water_mask_at_layer, the tile effect has a lightmap_alpha of less than 1, and the decal has opacity_over_water less than 1. This is currently requires Space Age as the effect is not supported on Switch.&lt;br /&gt;
* Added FusionReactorPrototype::target_temperature.&lt;br /&gt;
* Added RocketSiloPrototype::can_launch_without_landing_pads.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added support for fusion reactors to LuaEntityPrototype::target_temperature.&lt;br /&gt;
* Added label, preview_distance and always_visible fields to LuaPlayer::add_pin.&lt;br /&gt;
* The remote view controller now supports enabling and disabling flashlight.&lt;br /&gt;
* Added LuaControl::open_factoriopedia_gui(...).&lt;br /&gt;
* Added LuaControl::close_factoriopedia_gui().&lt;br /&gt;
== 2.0.43 ==&lt;br /&gt;
Date: 26.03.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added support for volume and speed activity matching for persistent working sounds.&lt;br /&gt;
* The swap-players command can now handle basic remote view and players in space platform hubs.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. ([https://forums.factorio.com/125880 more])&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.&lt;br /&gt;
* Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a desync related to demolishers. ([https://forums.factorio.com/127560 more])&lt;br /&gt;
* Fixed total raw item icons clipping out of the recipe tooltip. ([https://forums.factorio.com/120059 more])&lt;br /&gt;
* Fixed unlimited building reach when train GUI was open from character view. ([https://forums.factorio.com/121493 more])&lt;br /&gt;
* Fixed vehicles with portable roboports not being able to insert/remove equipment from themselves. ([https://forums.factorio.com/127228 more])&lt;br /&gt;
* Fixed a potential stutter when stopping a variable music track. ([https://forums.factorio.com/127454 more])&lt;br /&gt;
* Fixed variable music track intermezzo not being played correctly for subsequent tracks.&lt;br /&gt;
* Fixed the collision and selection boxes for many of the Gleba tree/fungi.&lt;br /&gt;
* Fixed a performance issue with lightning on explored planets. ([https://forums.factorio.com/127611 more])&lt;br /&gt;
* Fixed tile auto-filling logic would sometimes ignore listed entities&#039; (e.g. Asteroid collector&#039;s) buildability rules. ([https://forums.factorio.com/127249 more])&lt;br /&gt;
* Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn&#039;t compatible with the recipe version of the signal.&lt;br /&gt;
* Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. ([https://forums.factorio.com/127583 more])&lt;br /&gt;
* Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. ([https://forums.factorio.com/100956 more])&lt;br /&gt;
* Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. ([https://forums.factorio.com/127588 more])&lt;br /&gt;
* Fixed that remote equipment removal couldn&#039;t be cancelled. ([https://forums.factorio.com/123069 more])&lt;br /&gt;
* Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved unexpectedly. ([https://forums.factorio.com/127251 more])&lt;br /&gt;
* Fixed production score script error when encountering recipe products of type &amp;quot;research-progress&amp;quot;. ([https://forums.factorio.com/125973 more])&lt;br /&gt;
* Fixed that trees on Gleba were taking damage from and absorbing spores. ([https://forums.factorio.com/123472 more])&lt;br /&gt;
* Fixed that some tile types on Gleba were not absorbing spores.&lt;br /&gt;
* Fixed that the train control hint window was showing in remote view of other surfaces. ([https://forums.factorio.com/118902 more])&lt;br /&gt;
* Fixed that undoing a fast replace would not restore wires. ([https://forums.factorio.com/117356 more])&lt;br /&gt;
* Fixed a crash with rocket flying sound after a failed audio device switch.&lt;br /&gt;
* Fixed that it was possible to rotate blueprint with thrusters. ([https://forums.factorio.com/125242 more])&lt;br /&gt;
* Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. ([https://forums.factorio.com/127590 more])&lt;br /&gt;
* Fixed that canceling cliff deconstruction could break cliff deconstruction. ([https://forums.factorio.com/127640 more])&lt;br /&gt;
* Fixed that manually placing a real entity on a ghost didn&#039;t set item requests properly. ([https://forums.factorio.com/127575 more])&lt;br /&gt;
* Fixed a crash when drawing combinator with activity_led_sprites missing. ([https://forums.factorio.com/127661 more])&lt;br /&gt;
* Fixed rocket target GUI was showing platforms unsorted. ([https://forums.factorio.com/127668 more])&lt;br /&gt;
* Fixed platforms list not updating after platform was renamed. ([https://forums.factorio.com/127666 more])&lt;br /&gt;
* Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. ([https://forums.factorio.com/124071 more])&lt;br /&gt;
* Fixed recipe raw for some gleba recipes would use some unexpected recipes to obtain spoilage. ([https://forums.factorio.com/123147 more])&lt;br /&gt;
* Fixed decider&#039;s output constant was not covered by parametrisation. ([https://forums.factorio.com/127695 more])&lt;br /&gt;
* Fixed display panel not updating rendered text after parametrisation. ([https://forums.factorio.com/127694 more])&lt;br /&gt;
* Fixed consistency issue related to importing blueprint strings where assembler is given a recipe it cannot craft. ([https://forums.factorio.com/127707 more])&lt;br /&gt;
* Fixed a crash when script tries to set deconstruction planner&#039;s entity filter to contain only quality condition. ([https://forums.factorio.com/127716 more])&lt;br /&gt;
* Fixed a crash on saving when blueprint was made out of a train that contains a non temporary rail target. ([https://forums.factorio.com/119656 more])&lt;br /&gt;
* Fixed util.rotate_position was working incorrectly. ([https://forums.factorio.com/127725 more])&lt;br /&gt;
* Fixed changing deconstruction planner entity and tile filters by script would not replace all filters. ([https://forums.factorio.com/127720 more])&lt;br /&gt;
* Fixed unit groups getting stuck while following a path, causing the units in the group to give up on their goal. ([https://forums.factorio.com/127187 more])&lt;br /&gt;
* Changed asteroid spawning to be consistent regardless of what other game things are happening. ([https://forums.factorio.com/127656 more])&lt;br /&gt;
* Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. ([https://forums.factorio.com/126778 more])&lt;br /&gt;
* Fixed a crash when trying to open the logistics GUI while dead. ([https://forums.factorio.com/127693 more])&lt;br /&gt;
* Fixed that galaxy of fame wasn&#039;t available when player died after winning the game. ([https://forums.factorio.com/122394 more])&lt;br /&gt;
* Fixed that changing enemy expansion settings didn&#039;t update the enemy expansion map. ([https://forums.factorio.com/113349 more])&lt;br /&gt;
* Fixed that choose elem button filters did not handle migrations at all. ([https://forums.factorio.com/127652 more])&lt;br /&gt;
* Fixed that turrets could get stuck shooting at the wrong location when target-leading fast targets. ([https://forums.factorio.com/127650 more])&lt;br /&gt;
* Fixed that entity quality conditions when rendering blueprints would render behind the entity. ([https://forums.factorio.com/127724 more])&lt;br /&gt;
* Fixed importing upgrade planner string would not preserve fuel mappers. ([https://forums.factorio.com/127742 more])&lt;br /&gt;
* Fixed potential crash when drawing an entity in the GUI at scale 0. ([https://forums.factorio.com/127734 more])&lt;br /&gt;
* Fixed module slots configured in upgrade planner would not preserve positions when exported to a string. ([https://forums.factorio.com/127742 more])&lt;br /&gt;
* Fixed various issues related to upgrade planner and Lua API. ([https://forums.factorio.com/127745 more])&lt;br /&gt;
* Fixed programmable speaker alert quality wasn&#039;t shown in the alert slot. ([https://forums.factorio.com/117363 more])&lt;br /&gt;
* Fixed it was not possible to use more than 6 recipe ingredients in blueprint parametrisation formulas. ([https://forums.factorio.com/127748 more])&lt;br /&gt;
* Fixed it was not possible to configure infinity cargo wagon infinity filters in some cases. ([https://forums.factorio.com/127743 more])&lt;br /&gt;
* Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. ([https://forums.factorio.com/127733 more])&lt;br /&gt;
* Fixed space platform schedule was not updating logical operator when changed by other players. ([https://forums.factorio.com/126828 more])&lt;br /&gt;
* Fixed manually changing upgrade target of entity was not covered by undo. ([https://forums.factorio.com/126895 more])&lt;br /&gt;
* Fixed freeplay description was changing to space age freeplay even if space-age mod was not enabled. ([https://forums.factorio.com/127215 more])&lt;br /&gt;
* Fixed some icons were not collected for galaxy of fame uploads. ([https://forums.factorio.com/125306 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added AirbornePollutantPrototype::damages_trees.&lt;br /&gt;
== 2.0.42 ==&lt;br /&gt;
Date: 19.03.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. ([https://forums.factorio.com/126753 more])&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed equipment grid ghost interaction for entities that move in some cases. ([https://forums.factorio.com/122313 more])&lt;br /&gt;
* Fixed a crash when named logistic sections are removed when entities are removed due to mod removal. ([https://forums.factorio.com/127444 more])&lt;br /&gt;
* Fixed that finite infinite levels would show wrong in the technology GUI in some cases. ([https://forums.factorio.com/125586 more])&lt;br /&gt;
* Fixed that display panel text wasn&#039;t parametrisable by blueprint parametrisation. ([https://forums.factorio.com/119866 more])&lt;br /&gt;
* Fixed that switching to remote view while shooting would keep shooting. ([https://forums.factorio.com/125299 more])&lt;br /&gt;
* Fixed consistency issue related to downgrading blueprints that contain assemblers that when downgraded can no longer craft the recipe. ([https://forums.factorio.com/127413 more])&lt;br /&gt;
* Fixed trains station tutorial would crash when adding a schedule record. ([https://forums.factorio.com/127447 more])&lt;br /&gt;
* Fixed that space platform hubs would not auto-trash items correctly. ([https://forums.factorio.com/127244 more])&lt;br /&gt;
* Fixed a crash when asteroid collector tried to mine an unminable asteroid chunk.&lt;br /&gt;
* Fixed migrating logistic containers into storage chest could leave them inconsistent. ([https://forums.factorio.com/127490 more])&lt;br /&gt;
* Fixed that fusion generators were highly sensitive to entity update order. ([https://forums.factorio.com/122346 more])&lt;br /&gt;
* Fixed that rockets might not launch if there were manual filled rockets and multiple platforms wanting the same items with at least 1 being full. ([https://forums.factorio.com/127474 more])&lt;br /&gt;
* Fixed a crash related to drag building ghost belts and script reviving entities. ([https://forums.factorio.com/127015 more])&lt;br /&gt;
* Fixed a crash when upgrade-reviving ghost entities that have gui open. ([https://forums.factorio.com/127507 more])&lt;br /&gt;
* Fixed a proxy container attached to mining drill module inventory would not wake up inserters when modules are inserted or removed. ([https://forums.factorio.com/127550 more])&lt;br /&gt;
* Fixed display panel text was not showing up on screenshots. ([https://forums.factorio.com/127545 more])&lt;br /&gt;
* Fixed selector combinator gui was showing input value in the output count signal slot. ([https://forums.factorio.com/127556 more])&lt;br /&gt;
* Fixed following robots lifetime modifier was not working with fractions. ([https://forums.factorio.com/127558 more])&lt;br /&gt;
* Fixed demolishers were unable to destroy open gates. ([https://forums.factorio.com/127517 more])&lt;br /&gt;
* Fixed spoil to trigger was not spawning correct amount of entities.&lt;br /&gt;
* Agricultural Tower soil fertility visualisations now renders &amp;quot;growable with different soil&amp;quot; even when acceptable tile is covered by deconstructible tile ([https://forums.factorio.com/127291 more])&lt;br /&gt;
* When placing growable tile, Agricultural tower growing spot is highlighted even in a case where tile is placeable as replacement of non-growable tile (e.g. overgrowth soil on landfilled apt wetland tile)&lt;br /&gt;
* Fixed a crash and some other zoom-related problems if the window size is exceptionally large. ([https://forums.factorio.com/127535 more])&lt;br /&gt;
* Fixed items on splitters were changing sides when rotating. ([https://forums.factorio.com/119271 more])&lt;br /&gt;
* Fixed decider combinator gui conditions highlighting. ([https://forums.factorio.com/120624 more])&lt;br /&gt;
* Fixed blueprints being able to rotate entites that are not rotatable based on their prototypes ([https://forums.factorio.com/127223 more])&lt;br /&gt;
* Fixed that blueprint building parametrisation gui didn&#039;t accept unit postfixes and formulas. ([https://forums.factorio.com/126397 more])&lt;br /&gt;
* Fixed that blueprint parametrisation number value edit didn&#039;t accept unit postfixes and formulas.&lt;br /&gt;
* Fixed wire distance checks when entity uses rotated selection boxes. ([https://forums.factorio.com/121546 more])&lt;br /&gt;
* Fixed deconstruction planner with quality entities selected would not show quality on the icon. ([https://forums.factorio.com/126313 more])&lt;br /&gt;
* Fixed modded technologies with finite amount of levels could fail to show levels info. ([https://forums.factorio.com/125350 more])&lt;br /&gt;
* Fixed that blueprint parametrisation was able to change number in a storage chest filter. ([https://forums.factorio.com/126347 more])&lt;br /&gt;
* Added more context to blueprint parameters in trains. ([https://forums.factorio.com/120227 more])&lt;br /&gt;
* Fixed changing space platform hub&#039;s inventory bar was not waking up input inserters. ([https://forums.factorio.com/127594 more])&lt;br /&gt;
* Fixed pipe connection sprites of some machines not working together with storage tanks and pumps. ([https://forums.factorio.com/121463 more])&lt;br /&gt;
* Fixed tooltip for recipe parameters to not show &amp;quot;made in&amp;quot;. ([https://forums.factorio.com/127580 more])&lt;br /&gt;
* Fixed lamps with color set by control behavior would not use color for one tick after loading a save. ([https://forums.factorio.com/127449 more])&lt;br /&gt;
* Fixed cutscenes would reset player zoom level when finishing. ([https://forums.factorio.com/117862 more])&lt;br /&gt;
* Fixed some tooltip lines would clip outside the tooltip frame. ([https://forums.factorio.com/125053 more])&lt;br /&gt;
* Fixed that the character would keep mining when entering remote view. ([https://forums.factorio.com/126904 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Changed working_visualisations to enforce that the provided array is contiguous.&lt;br /&gt;
* Added FluidBoxPrototype::volume_reservation_fraction.&lt;br /&gt;
* Added ExplosionPrototype::delay and ExplosionPrototype::delay_deviation for adding an artificial delay to an explosion effect.&lt;br /&gt;
* Added ExplosionPrototype::explosion_effect which triggers after the delay has passed instead of when the explosion entity is created as with EntityPrototype::created_effect.&lt;br /&gt;
* Added TechnologyPrototype::show_levels_info.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* LuaEntity::infinity_inventory_filters and remove_unfiltered_items now support infinity-cargo-wagon.&lt;br /&gt;
* LuaControl::walking_state now reads and writes spider-vehicle walking state if the player is driving one.&lt;br /&gt;
* Added LuaEntity::cargo_pod_origin which stores which station entity the pod departed from. (Migrated existing pods from before this version do NOT retroactively gain this information)&lt;br /&gt;
* Added &#039;spoil-result&#039; and &#039;plant-result&#039; filter to ItemPrototypeFilters.&lt;br /&gt;
== 2.0.41 ==&lt;br /&gt;
Date: 12.03.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed extra spidertron ghost being created when ghost-building spidertron snapped to existing spidertron ghost ([https://forums.factorio.com/119776 more])&lt;br /&gt;
* Fixed deconstruction planner would not respect deconstruction alternatives when they were inside of entity ghost. ([https://forums.factorio.com/127414 more])&lt;br /&gt;
* Fixed a desync when cancelling deconstruction of frozen underground belts or frozen splitters.&lt;br /&gt;
* Fixed a crash when trying to create a blueprint out of space platform hub which has wait condition with empty item field.&lt;br /&gt;
== 2.0.40 ==&lt;br /&gt;
Date: 12.03.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed splash screen progress bar size not scaling with the UI.&lt;br /&gt;
* Fixed that the can&#039;t-reach wire sprite would get drawn under some entities. ([https://forums.factorio.com/124590 more])&lt;br /&gt;
* Fixed that the chart drag hotkey did not work. ([https://forums.factorio.com/127287 more])&lt;br /&gt;
* Fixed that pre-2.0 map exchange strings were able to disable cliffs on all planets. ([https://forums.factorio.com/127071 more])&lt;br /&gt;
* Fixed a crash when a tile cannot be placed due to a missing foundation with default not given. ([https://forums.factorio.com/127087 more])&lt;br /&gt;
* Fixed rail signal selection box when selection box is off-center. ([https://forums.factorio.com/119778 more])&lt;br /&gt;
* Fixed that beacon fast-replace would allow modules the beacon did not accept. ([https://forums.factorio.com/125352 more])&lt;br /&gt;
* Fixed that water cane had the wrong icon. ([https://forums.factorio.com/123473 more])&lt;br /&gt;
* Fixed that building vehicles with pre-configured equipment grids did not always work correctly. ([https://forums.factorio.com/123758 more])&lt;br /&gt;
* Fixed another bug related to smart underground belt building.&lt;br /&gt;
* {{SA}} Fixed some recipes would recycle to wrong items when playing with quality only. ([https://forums.factorio.com/127370 more])&lt;br /&gt;
* Fixed parametrisation into requests which would lead into duplicate requests wasn&#039;t handled. ([https://forums.factorio.com/119628 more])&lt;br /&gt;
* Fixed that personal lasers would be offset incorrectly while having a tesla gun equipped. ([https://forums.factorio.com/122006 more])&lt;br /&gt;
* Fixed a crash related to modded enemy behavior. ([https://forums.factorio.com/127314 more])&lt;br /&gt;
* Fixed ghosts of non-blueprintable entities being ghost-buildable in normal mode (e.g. in remote view). ([https://forums.factorio.com/127375 more])&lt;br /&gt;
* Fixed missing blueprint parametrisation number context for ticks waiting in station schedule condition. ([https://forums.factorio.com/119806 more])&lt;br /&gt;
* Fixed GPU-accelerated compressed mipmaps on Apple Silicon Macs. ([https://forums.factorio.com/127316 more])&lt;br /&gt;
* Fixed that the infinity cargo wagon showed in Factoriopedia. ([https://forums.factorio.com/127394 more])&lt;br /&gt;
* Fixed a graphics artifact when drawing ghost rocket silos. ([https://forums.factorio.com/126888 more])&lt;br /&gt;
* Fixed nauvis_uranium_processing menu simulation not loading properly in the demo. ([https://forums.factorio.com/124048 more])&lt;br /&gt;
* Fixed that some frozen rocket silos could get stuck. ([https://forums.factorio.com/126779 more])&lt;br /&gt;
* Fixed a crash when upgrading underground belts manually through remote view. ([https://forums.factorio.com/127385 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added ElectricPolePrototype::rewire_neighbours_when_destroying.&lt;br /&gt;
* Moved the agricultural tower growth area radius to the prototype as growth_area_radius. ([https://forums.factorio.com/127340 more])&lt;br /&gt;
== 2.0.39 ==&lt;br /&gt;
Date: 05.03.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added extra info about the evaluation order and dependencies into the blueprint parametrisation UI.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed not being able to interact with GUI elements behind transparent parts of other windows. ([https://forums.factorio.com/119608 more])&lt;br /&gt;
* Fixed display panels not drawing text correctly at larger GUI scales. ([https://forums.factorio.com/122533 more])&lt;br /&gt;
* Fixed a crash related to placing cargo landing pads on space platforms. ([https://forums.factorio.com/127260 more])&lt;br /&gt;
* Fixed a crash when rendering thrusters without fire plumes defined. ([https://forums.factorio.com/127265 more])&lt;br /&gt;
* Fixed that fast-transfer of ghost modules did not work for out of reach entities. ([https://forums.factorio.com/122150 more])&lt;br /&gt;
* Fixed that trains with the same top in their schedule would not move between stops even if the one it is waiting at is disabled. ([https://forums.factorio.com/118475 more])&lt;br /&gt;
* Fixed decider combinator GUI signals tables getting squashed too much when there are a lot of conditions/outputs. ([https://forums.factorio.com/126808 more])&lt;br /&gt;
* Fixed intro sound not respecting music-muted and master-muted settings. ([https://forums.factorio.com/127154 more])&lt;br /&gt;
* Fixed graphical issue happening when lightning attractor&#039;s collection range boundary was touching larger range attractor&#039;s collection range boundary from the inside. ([https://forums.factorio.com/122739 more])&lt;br /&gt;
* Fixed incorrect lightning protection visualisation when surface lightning search range was larger than attractor&#039;s protection range.&lt;br /&gt;
* Fixed overbuilding ghost with module requests with physical entity of different quality would not retain the module requests. ([https://forums.factorio.com/125374 more])&lt;br /&gt;
* Fixed normal building underground belts and pipes in remote view would deconstruct rocks, trees and cliffs. ([https://forums.factorio.com/123925 more])&lt;br /&gt;
* Fixed normal building underground belts and pipes in remote view would have missing tiles autofilled. ([https://forums.factorio.com/123817 more])&lt;br /&gt;
* Fixed crash in latency when upgrading ghost of elevated rails to different quality (https://forums.factorio.com/120345, https://forums.factorio.com/124222)&lt;br /&gt;
* Fixed crash when car would collide with 0 health entity in latency ([https://forums.factorio.com/126295 more])&lt;br /&gt;
== 2.0.38 ==&lt;br /&gt;
Date: 04.03.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Space platform &amp;quot;request missing materials for construction&amp;quot; will no longer request items for entity ghosts which can&#039;t yet be built. ([https://forums.factorio.com/122185 more])This should help to prevent over filling of hubs while larger platforms are being built.&lt;br /&gt;
* Increased minimum sprite atlas size to 4096 even when sprite resolution is set to medium. ([https://forums.factorio.com/127086 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a lua doc error with LuaSchedule::add_wait_condition(). ([https://forums.factorio.com/127153 more])&lt;br /&gt;
* Fixed a crash when changing the station in some wait conditions. ([https://forums.factorio.com/127123 more])&lt;br /&gt;
* Fixed that the mining dril status would be incorrect when out of resources and pointing at an entity to be deconstructed. ([https://forums.factorio.com/125167 more])&lt;br /&gt;
* Fixed that inserters would not show target full for space platform hubs. ([https://forums.factorio.com/121920 more])&lt;br /&gt;
* Fixed a crash when opening the changelog while trying to connect to a multiplayer game. ([https://forums.factorio.com/118795 more])&lt;br /&gt;
* Fixed that LuaSchedule::add_record() did not support rail_direction. ([https://forums.factorio.com/127171 more])&lt;br /&gt;
* Fixed that vehicle weapon tooltips did not show bonuses. ([https://forums.factorio.com/122386 more])&lt;br /&gt;
* Fixed achievement steamrolled can be earned while driving remotely. ([https://forums.factorio.com/120247 more])&lt;br /&gt;
* Fixed lab was not creating trash inventory of proper size when LabPrototype::trash_inventory_size was given. ([https://forums.factorio.com/127218 more])&lt;br /&gt;
* Fixed that the side menu buttons did not update when a player would change forces. ([https://forums.factorio.com/122088 more])&lt;br /&gt;
* Fixed that the filter selection GUI would get closed when a ghost buffer chest was built. ([https://forums.factorio.com/122514 more])&lt;br /&gt;
* Improved issue with fast moving bots sometime appearing on screen instead of flying in from off screen. ([https://forums.factorio.com/124268 more])&lt;br /&gt;
* Fixed issue which sometimes resulted in incorrect lightning protection visualisation for marginal setups ([https://forums.factorio.com/126780 more])&lt;br /&gt;
* Fixed cutting tiles marked for deconstruction could produce superfluous deconstructible tile proxies ([https://forums.factorio.com/124155 more])&lt;br /&gt;
* Fixed Steam achievements synchronisation issues. ([https://forums.factorio.com/118242 more])&lt;br /&gt;
* Fixed that having a camera widget on screen would cause issues with the rail plan finder. ([https://forums.factorio.com/122679 more])&lt;br /&gt;
* Fixed that resources with no minable products would not show a name when hovering in the map view.&lt;br /&gt;
* Fixed some almost transparent pixels in the car and production group icons. ([https://forums.factorio.com/127227 more])&lt;br /&gt;
* Fixed that researching a technology would cause the input fields in constant combinators and requester chests to lose focus. ([https://forums.factorio.com/123241 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added the &amp;quot;infinity-cargo-wagon&amp;quot; entity type.&lt;br /&gt;
* Added the &amp;quot;proxy-container&amp;quot; entity type.&lt;br /&gt;
* Added SpiderVehicleGraphicsSet::default_color.&lt;br /&gt;
* Unified entity_renderer_search_box_limits to 6 from all sides due to reduced update rate optimization of robots.&lt;br /&gt;
* Reduced light_renderer_search_distance_limit to 20 to compensate for entity_renderer_search_box_limits change.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSchedule::get_records(), set_records(), clear_records(), get_interrupts(), set_interrupts(), clear_interrupts().&lt;br /&gt;
* Changed LuaSchedule::add_record() to purely add without any extra behavior.&lt;br /&gt;
* Changed LuaSchedule::add_record() to accept index saying where the record is added.&lt;br /&gt;
* Added LuaProxyContainerControlBehavior.&lt;br /&gt;
* Added defines.inventory.proxy_main.&lt;br /&gt;
* Added LuaEntity::proxy_target_entity and proxy_target_inventory.&lt;br /&gt;
* Added LuaEntity::get_cargo_bays().&lt;br /&gt;
* Added LuaPlayer::add_pin().&lt;br /&gt;
* Added LuaPrototypeBase::factoriopedia_description read.&lt;br /&gt;
* Added factoriopedia_alternative reads to all LuaPrototypes that support it.&lt;br /&gt;
== 2.0.37 ==&lt;br /&gt;
Date: 26.02.2025&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that inserters could get stuck when interacting with trains if the train arrived at a station without physically moving. ([https://forums.factorio.com/127134 more])&lt;br /&gt;
* Fixed that LuaSchedule::add_wait_condition, remove_wait_condition, and change_wait_condition expected a table of arguments instead of direct arguments.&lt;br /&gt;
== 2.0.36 ==&lt;br /&gt;
Date: 26.02.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added an option to mute sound categories in sound settings. ([https://forums.factorio.com/126735 more])&lt;br /&gt;
* Added an option to control the volume of Programmable speaker sounds via circuit network. ([https://forums.factorio.com/112852 more])&lt;br /&gt;
* Added an option to stop playing sounds of Programmable speaker when input signal changes instead of waiting for the sounds to finish playing. ([https://forums.factorio.com/112852 more])&lt;br /&gt;
* Added an option for Programmable speaker to use Cyclic sounds. ([https://forums.factorio.com/112852 more])&lt;br /&gt;
* Decider combinator output constant can be changed.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added missing open/close GUI sounds and fixed incorrect open/close GUI sounds for various entities. ([https://forums.factorio.com/126967 more])&lt;br /&gt;
* Changed the &amp;quot;Train stop names&amp;quot; checkbox in the blueprint ui to be always on by default.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Updated space platform related icon like the hub, starter pack, icon for the surface and the tech icon.&lt;br /&gt;
* Used the new virtual signal icon for research also for the research icon in the production graphs.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved belt reader performance.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that a small empty UI box was visible on the main menu. ([https://forums.factorio.com/126989 more])&lt;br /&gt;
* Fixed a crash when generating a variable track would encounter a filesystem error.&lt;br /&gt;
* Fixed sound accents could play when they shouldn&#039;t on switching between machine GUIs. ([https://forums.factorio.com/122518 more])&lt;br /&gt;
* Fixed a crash when changing some modded assembling machine recipes. ([https://forums.factorio.com/126995 more])&lt;br /&gt;
* Fixed a failing SegmentedUnit-related consistency check when loading some saves. ([https://forums.factorio.com/126642 more])&lt;br /&gt;
* Fixed that the building preview and actual build position could differ at some resolutions and zooms. ([https://forums.factorio.com/118896 more])&lt;br /&gt;
* Fixed a crash when trying to drop items onto game&#039;s title bar.&lt;br /&gt;
* Fixed LuaWireConnector was returning wrong values of the electric network index. ([https://forums.factorio.com/127085 more])&lt;br /&gt;
* Fixed that clicking on a station in train GUI created unexpected browse history entries. ([https://forums.factorio.com/119527 more])&lt;br /&gt;
* Fixed that traversing train GUI browse history entries didn&#039;t preserve centered locomotive.&lt;br /&gt;
* Fixed that going back in history to remote driving didn&#039;t change player surface. ([https://forums.factorio.com/118006 more])&lt;br /&gt;
* Fixed LuaSurface::calculate_tile_properties() not ignoring unknown variables. ([https://forums.factorio.com/126849 more])&lt;br /&gt;
* Restored signal-ghost virtual signal. ([https://forums.factorio.com/126713 more])&lt;br /&gt;
* Fixed decider combinator gui could show old input or output signals when fps &amp;lt; ups and last signals change happened at skipped frame.&lt;br /&gt;
* Fixed construction robots storing incorrect items in a filtered storage chest if their upgrade job was cancelled. ([https://forums.factorio.com/125750 more])&lt;br /&gt;
* Fixed that changing the volume of a Programmable speaker wouldn&#039;t update the volume of a playing sound with Surface playback mode.&lt;br /&gt;
* Fixed that changing playback mode of a Programmable speaker wouldn&#039;t affect currently playing sounds.&lt;br /&gt;
* Fixed that trivial smokes for player effect could cause new chunks to be generated when looking at the map. ([https://forums.factorio.com/127011 more])&lt;br /&gt;
* Fixed missing walking sounds for rails. ([https://forums.factorio.com/127117 more])&lt;br /&gt;
* Fixed that undo removal of tile ghosts did not set the last user. ([https://forums.factorio.com/127084 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added optional ProgrammableSpeakerNote::cyclic_sound. ([https://forums.factorio.com/112852 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added optional &#039;stop_playing_sounds&#039; parameter to LuaEntity::play_note().&lt;br /&gt;
* Added LuaSchedule.&lt;br /&gt;
* Added LuaSpacePlatform::get_schedule().&lt;br /&gt;
* Added LuaTrain::get_schedule().&lt;br /&gt;
== 2.0.35 ==&lt;br /&gt;
Date: 20.02.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* GUIs can now also be navigated with D-pad in controller input method.&lt;br /&gt;
* Added drag-to-reorder to pins.&lt;br /&gt;
* Added drag-to-reorder turret priorities.&lt;br /&gt;
* Added drag-to-reorder to infinity chest filters.&lt;br /&gt;
* Added drag-to-reorder to editor infinity filters.&lt;br /&gt;
* Added drag-to-reorder to deconstruction planner filters.&lt;br /&gt;
* Added drag-to-reorder to upgrade planner filters.&lt;br /&gt;
* Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.&lt;br /&gt;
* Added drag-to-reorder to inserter, loader, and asteroid collector filters.&lt;br /&gt;
* Furnaces can be connected to circuit network.&lt;br /&gt;
* Added fluid temperatures to Factoriopedia ingredients and products where relevant. ([https://forums.factorio.com/119927 more])&lt;br /&gt;
* Make drop item hotkey work the same way in GUI as it does in the game world.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Adjusted how walking and driving sounds attenuate with zoom level.&lt;br /&gt;
* Added missing walking sounds and fixed incorrect walking sounds for various decoratives.&lt;br /&gt;
* Linked fluidbox connections will no longer show a fluid icon.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that reading localised strings through some methods did not work correctly. ([https://forums.factorio.com/126626 more])&lt;br /&gt;
* Fixed that unpowered inserters could pick up fish. ([https://forums.factorio.com/126522 more])&lt;br /&gt;
* Fixed that spoiled items in modded rocket silos couldn&#039;t be removed by inserters. ([https://forums.factorio.com/126403 more])&lt;br /&gt;
* Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. ([https://forums.factorio.com/124333 more])&lt;br /&gt;
* Fixed that deleting a surface with off-chunk segmented units could cause consistency checks to fail. ([https://forums.factorio.com/126642 more])&lt;br /&gt;
* Fixed a desync when deleting chart tags pinned by other players. ([https://forums.factorio.com/126681 more])&lt;br /&gt;
* Fixed consistency issues in deconstruction planner UI when toggling &amp;quot;Trees/rocks only&amp;quot; checkbox and tile mode dropdown.&lt;br /&gt;
* Fixed space platforms not updating last activity time when advancing schedule to the same planet. ([https://forums.factorio.com/126640 more])&lt;br /&gt;
* Fixed missing frames in fusion generator animation. ([https://forums.factorio.com/126526 more])&lt;br /&gt;
* Fixed a consistency issue when a mod adds fluid to a frozen fluid box. ([https://forums.factorio.com/126685 more])&lt;br /&gt;
* Fixed that LuaFluidBox functions would not work correctly with a frozen fluid box.&lt;br /&gt;
* Fixed that frozen fluid boxes would not show the fluid they contained.&lt;br /&gt;
* Fixed schedule GUI not updating temporary station status when interrupt triggers from a temporary station which is last in schedule. ([https://forums.factorio.com/120355 more])&lt;br /&gt;
* Fixed furnaces could report as being able to craft certain recipes when they had not enough item ingredient slots. ([https://forums.factorio.com/116147 more])&lt;br /&gt;
* Fixed assemblers could report as being able to craft certain recipes with custom fluidbox indexes when assembler had not enough fluidboxes.&lt;br /&gt;
* Fixed furnaces were able to craft recipes with more item products than size of furnace&#039;s products inventory.&lt;br /&gt;
* Added more detailed healing values for entities healing &amp;lt; 10/s. ([https://forums.factorio.com/125223 more])&lt;br /&gt;
* Fixed a crash when migrating assembler with control behavior into different entity type.&lt;br /&gt;
* Fixed that crafting machines with high speeds would not scale input fluid amounts. ([https://forums.factorio.com/126722 more])&lt;br /&gt;
* Fixed a crash in latency when character with exoskeletons moves onto ungenerated chunks.&lt;br /&gt;
* Fixed that items spoiling in cargo pods would not run spoil triggers. ([https://forums.factorio.com/126796 more])&lt;br /&gt;
* Fixed that entities upgraded on platforms would not fire the on_space_platform_built_entity event. ([https://forums.factorio.com/126800 more])&lt;br /&gt;
* Fixed that equipment in map editor armor did not work. ([https://forums.factorio.com/126814 more])&lt;br /&gt;
* Fixed consistency issue related to setting signals with with quality only. ([https://forums.factorio.com/126855 more])&lt;br /&gt;
* Fixed a consistency issue when underground belts with items are cloned. ([https://forums.factorio.com/126843 more])&lt;br /&gt;
* Fixed a consistency issue when robots deconstruct heat pipes keeping roboports from freezing. ([https://forums.factorio.com/122880 more])&lt;br /&gt;
* Fixed a crash when flipping an entity with linked fluidbox connections. ([https://forums.factorio.com/121887 more])&lt;br /&gt;
* Fixed a scaling performance issue related to blueprints with asteroid collector and thruster count on space platforms. ([https://forums.factorio.com/126903 more])&lt;br /&gt;
* Fixed that LuaRecord::contents did not accurately reflect the positions of the children.&lt;br /&gt;
* Fixed that canceling mod updates would not re-enable the &amp;quot;Update selected&amp;quot; button. ([https://forums.factorio.com/126192 more])&lt;br /&gt;
* Fixed a crash when placing ghost rail signal on top of existing rail signals that is marked to be upgraded. ([https://forums.factorio.com/126921 more])&lt;br /&gt;
* Fixed that copy-settings undo/redo action descriptions would use the wrong surface. ([https://forums.factorio.com/126957 more])&lt;br /&gt;
* Fixed that the map editor tile paint bucket tool did not highlight tiles correctly. ([https://forums.factorio.com/126959 more])&lt;br /&gt;
* Fixed that platform inactivity was not updated when sending cargo to planets. ([https://forums.factorio.com/126891 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added FurnacePrototype::circuit_connector, circuit_connector_flipped, circuit_wire_max_distance, default_recipe_finished_signal, default_working_signal.&lt;br /&gt;
* Added AssemblingMachinePrototype::circuit_connector_flipped.&lt;br /&gt;
* Added AssemblingMachinePrototype::max_item_product_count.&lt;br /&gt;
* Added LoaderPrototype::adjustable_belt_stack_size.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaFurnaceControlBehavior.&lt;br /&gt;
* Added LuaTransportLine::force_insert_at.&lt;br /&gt;
* Added LuaEntity::loader_belt_stack_size_override read/write.&lt;br /&gt;
* Added LuaEntityPrototype::loader_max_belt_stack_size read.&lt;br /&gt;
* Added LuaEntityPrototype::loader_adjustable_belt_stack_size read.&lt;br /&gt;
* Added on_cargo_pod_finished_descending and on_cargo_pod_delivered_cargo events.&lt;br /&gt;
* Added LuaRecord::contents_size read.&lt;br /&gt;
* Added CustomInputEvent::cursor_direction.&lt;br /&gt;
* Added on_singleplayer_init and on_multiplayer_init.&lt;br /&gt;
* Added defines.inventory.assembling_machine_trash and defines.inventory.furnace_trash.&lt;br /&gt;
== 2.0.34 ==&lt;br /&gt;
Date: 06.02.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.&lt;br /&gt;
* Added an ability to pin the selected resource patch directly from map view.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Oil Refinery now collides with ice platform ([https://forums.factorio.com/124163 more])&lt;br /&gt;
* water-mud and water-shallow are now landfillable in vanilla (already landfillable in space age) ([https://forums.factorio.com/123169 more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added speed values to the description of demolishers. ([https://forums.factorio.com/119588 more])&lt;br /&gt;
* Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Cargo pod performance when launching from platforms to planets is roughly 687 times faster. ([https://forums.factorio.com/126455 more])&lt;br /&gt;
* Cargo pod performance when landing in cargo bays attached to landing pads is roughly 187 times faster.&lt;br /&gt;
* Improved cargo pod and rocket silo rocket performance when waiting in rocket silos by 100%.&lt;br /&gt;
* Improved inserter performance when removing items from space platform hubs.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed wrong behaviour in smart belt building over an obstacle with belts soon after the obstacle.&lt;br /&gt;
* Fixed smart belt building over an obstacle when there is perpendicular underground belt in the way.&lt;br /&gt;
* Fixed a crash when wrapping a rich text image in color tags and pressing backspace. ([https://forums.factorio.com/120837 more])&lt;br /&gt;
* Fixed that changing the force of a segment did not in fact change the force of the entire segmented unit. ([https://forums.factorio.com/126385 more])&lt;br /&gt;
* Fixed demolisher simulation in Factoriopedia.&lt;br /&gt;
* Fixed that roboport read-requests could output signals when they weren&#039;t actually being requested. ([https://forums.factorio.com/118396 more])&lt;br /&gt;
* Fixed missing link between vehicles and guns in Factoriopedia. ([https://forums.factorio.com/120410 more])&lt;br /&gt;
* Fixed that async saving would freeze the game. ([https://forums.factorio.com/126407 more])&lt;br /&gt;
* Fixed a crash when changing GUI scale with the production statistics open. ([https://forums.factorio.com/126341 more])&lt;br /&gt;
* Fixed textboxes not clearing mouse drag selection when something is typed. ([https://forums.factorio.com/126355 more])&lt;br /&gt;
* Fixed that issuing valid navigation commands to UnitGroups would sometimes fail or succeed immediately. ([https://forums.factorio.com/118082 more])&lt;br /&gt;
* Fixed that attack area commands issued to UnitGroups were not finding valid targets in the attack area. ([https://forums.factorio.com/118082 more])&lt;br /&gt;
* Fixed that super-forced building over belts ignored planned upgrade when adding underground belts. ([https://forums.factorio.com/119986 more])&lt;br /&gt;
* Fixed modifier icon in technology icons would cause the technology icons to draw smaller and off center. ([https://forums.factorio.com/126414 more])&lt;br /&gt;
* Fixed stack inserter not dropping held item that does not match filters when filters were enabled. ([https://forums.factorio.com/126468 more])&lt;br /&gt;
* Fixed yellow tinted rectangles around rail tracks and other sprites on Mac. ([https://forums.factorio.com/116387 more])&lt;br /&gt;
* Fixed Galaxy Of Fame upload timeout errors for bigger saves&lt;br /&gt;
* Fixed a crash with a working sound containing an empty main sound. ([https://forums.factorio.com/126563 more])&lt;br /&gt;
* Fixed the research completed sound being played multiple times when multiple researches finish on the same tick. ([https://forums.factorio.com/124424 more])&lt;br /&gt;
* Fixed &amp;quot;Send to orbit automatically&amp;quot; tooltip being incorrect when playing Space Age with mods. ([https://forums.factorio.com/126570 more])&lt;br /&gt;
* Fixed a space platform destination inconsistency when pasting space platform hub settings. ([https://forums.factorio.com/125892 more])&lt;br /&gt;
* Fixed Schedule interrupts not reading any-signal signal counts sent to train correctly. ([https://forums.factorio.com/126480 more])&lt;br /&gt;
* Fixed car orientation being lost when exporting and reimporting blueprint string. ([https://forums.factorio.com/125221 more])&lt;br /&gt;
* Fixed being able to remotely drive enemy vehicles ([https://forums.factorio.com/122610 more])&lt;br /&gt;
* Fixed unrotatable furnaces being rotated when overbuilt with a blueprint ([https://forums.factorio.com/126373 more])&lt;br /&gt;
* Fixed including any filter into deconstruction planner would make it ignore vehicle ghosts ([https://forums.factorio.com/119793 more])&lt;br /&gt;
* Fixed removing tile ghost would sometimes not remove supported entity ghost in the margins ([https://forums.factorio.com/126504 more])&lt;br /&gt;
* Fixed that deconstructing cargo bays connected to cargo landing pads could delete items. ([https://forums.factorio.com/126593 more])&lt;br /&gt;
* Fixed a desync when upgrading underground belts in some cases.&lt;br /&gt;
* Fixed a roboport network becoming overfilled with robots when a stationing robot went to a roboport which was being refilled by inserters and the network was full.&lt;br /&gt;
* Fixed that a robot didn&#039;t resume bobbing after unsuccessful stationing attempt.&lt;br /&gt;
* Fixed space platform&#039;s asteroid nav mesh could use wrong max tether value when after mods were changed. ([https://forums.factorio.com/126590 more])&lt;br /&gt;
* Fixed a consistency crash related to super force building and underground belts. ([https://forums.factorio.com/126394 more])&lt;br /&gt;
* Fixed that tile prototype&#039;s placeable_by.count was ignored when building manually ([https://forums.factorio.com/123322 more])&lt;br /&gt;
* Modified Railgun Turret projectile spawning location such that it would no longer unexpectedly destroy nearby friendly entities ([https://forums.factorio.com/121660 more])&lt;br /&gt;
* Fixed that character light rendering would be wrong when paused while in remote view. ([https://forums.factorio.com/126542 more])&lt;br /&gt;
* Fixed issue which allowed player to get tile ghost over tile of same type (leading to stuck robots) ([https://forums.factorio.com/122905 more])&lt;br /&gt;
* Fixed entities with protected_from_tile_building = false would block tile ghost revival (https://forums.factorio.com/125189 and https://forums.factorio.com/126504)&lt;br /&gt;
* Fixed overbuilding of storage chests with blueprint of different quality storage chest with filter set would result in unneeded deconstruction ([https://forums.factorio.com/124388 more])&lt;br /&gt;
* Fixed that space connections on the starmap would not use the shortest route if the route passed above the star. ([https://forums.factorio.com/123035 more])&lt;br /&gt;
* Fixed autofilled tile ghosts not raising on_built_entity triggers ([https://forums.factorio.com/126116 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaRecord::preview_icons read/write.&lt;br /&gt;
* Added record to on_player_setup_blueprint and on_player_deconstructed_area. ([https://forums.factorio.com/88100 more])&lt;br /&gt;
* Added LuaEntity::create_cargo_pod().&lt;br /&gt;
* Added LuaEntity::cargo_hatches read.&lt;br /&gt;
* Added LuaEntity::cargo_pod_state read.&lt;br /&gt;
* Added LuaEntity::cargo_pod_destination read/write.&lt;br /&gt;
* Added LuaCargoHatch.&lt;br /&gt;
* Added Luaentity::attached_cargo_pod read.&lt;br /&gt;
* Added LuaEntity::rocket read.&lt;br /&gt;
* Added LuaSpacePlatform::can_leave_current_location().&lt;br /&gt;
* Added LuaSpacePlatform::distance read/write.&lt;br /&gt;
* Added LuaSpacePlatform::space_connection read/write.&lt;br /&gt;
* Changed LuaSpacePlatform::space_location to read/write.&lt;br /&gt;
== 2.0.33 ==&lt;br /&gt;
Date: 28.01.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Show a warning in the blueprint library if it&#039;s using a lot of RAM.&lt;br /&gt;
* Show a warning in blueprint and blueprint book tooltips if they are using a lot of RAM.&lt;br /&gt;
* Added fluid contents to the pumpjack tooltip. ([https://forums.factorio.com/117211 more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added hatch count info to platform hub, landing pad and rocket silo.&lt;br /&gt;
* Reduced how much you can zoom out in god controller.&lt;br /&gt;
* Multiplayer selection rectangles will only show the player name if the player&#039;s character is not visible on-screen.&lt;br /&gt;
* Moved biter egg handling to be required by promethium science pack instead of quantum processors because that&#039;s when they are really needed.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Fixed reflections on water being broken. ([https://forums.factorio.com/124269 more])&lt;br /&gt;
* Baked in shadows of decaying enemies to have them draw better when on transport belts, and also to save on VRAM. ([https://forums.factorio.com/116164 more])&lt;br /&gt;
* Tweaked some colours of recipes in biochambers so they&#039;re a bit easier to tell apart.&lt;br /&gt;
* Added destroyed graphics for crushers, and improved their graphics a little bit.&lt;br /&gt;
* Added destroyed graphics for space platform thrusters.&lt;br /&gt;
* Improved icons of cargo pod.&lt;br /&gt;
* Added icon for the technology effect of elevated rails.&lt;br /&gt;
* Removed unused spritesheets from the game data folder.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Demolishers are now no longer simulated when they are irrelevant to gameplay, and off-screen demolishers are now only partially simulated. ([https://forums.factorio.com/120275 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that modded rocket silo ingredients that could spoil would not be inserted into the rocket silo crafting inventory. ([https://forums.factorio.com/123081 more])&lt;br /&gt;
* Fixed that some startup errors would cause the mod list to be set to &amp;quot;enable all&amp;quot;. ([https://forums.factorio.com/126164 more])&lt;br /&gt;
* Fixed that a demolisher dying to a nuclear reactor meltdown didn&#039;t count as a player kill for statistics or achievements. ([https://forums.factorio.com/124442 more])&lt;br /&gt;
* Fixed scaled rich text was not rendered properly. ([https://forums.factorio.com/126092 more])&lt;br /&gt;
* Removed duplicated frame in the fusion generator animation. ([https://forums.factorio.com/123796 more])&lt;br /&gt;
* Fixed that the rail planner did not work on the edges of larger screens. ([https://forums.factorio.com/126120 more])&lt;br /&gt;
* Fixed that LuaPlayer::set_controller would erroneously toggle double-remote view, causing corrupted remote driving states. ([https://forums.factorio.com/121791 more])&lt;br /&gt;
* Fixed &amp;quot;Any planet import zero&amp;quot; wait condition not ignoring requests with zero amount. ([https://forums.factorio.com/119181 more])&lt;br /&gt;
* Fixed request satisfied item selection list showing all qualities. ([https://forums.factorio.com/125577 more])&lt;br /&gt;
* Fixed large amounts of unfulfilled requests blocking delivery of available items. ([https://forums.factorio.com/124909 more])&lt;br /&gt;
* Fixed that turbo splitters used slightly less energy than other splitters to not freeze. ([https://forums.factorio.com/126163 more])&lt;br /&gt;
* Fixed rocket silo tooltip was not aggregating similar items from rocket inventory. ([https://forums.factorio.com/123590 more])&lt;br /&gt;
* Fixed that you couldn&#039;t re-select the same item when opening the remote view ghost picker. ([https://forums.factorio.com/125403 more])&lt;br /&gt;
* Fixed that calling LuaGuiElement::remove_tab would not remove the tab content in some cases. ([https://forums.factorio.com/115901 more])&lt;br /&gt;
* Fixed that LuaGuiElement::selected_tab_index would not update when a tab was removed. ([https://forums.factorio.com/115901 more])&lt;br /&gt;
* Fixed that hovering asteroids in a space route in Factoriopedia with a controller didn&#039;t highlight the relevant line in the graph.&lt;br /&gt;
* Fixed lamps with &#039;always_on&#039; set in the prototype would still show the checkbox in the lamp GUI. ([https://forums.factorio.com/126104 more])&lt;br /&gt;
* Fixed train stop GUI recentering when trains count goes to 0. ([https://forums.factorio.com/125861 more])&lt;br /&gt;
* Fixed surface list not updating platform position icons when passing a space location without stopping. ([https://forums.factorio.com/123977 more])&lt;br /&gt;
* Fixed assembling machine recipe tooltip not showing ingredients with quality. ([https://forums.factorio.com/125089 more])&lt;br /&gt;
* Fixed edit pin GUI clipping out of the screen at large GUI scales. ([https://forums.factorio.com/118040 more])&lt;br /&gt;
* Fixed mod info panes retaining scroll distance between selection. ([https://forums.factorio.com/108172 more])&lt;br /&gt;
* Fixed map generator GUI scrollpane clipping the resource richness sliders. ([https://forums.factorio.com/116539 more])&lt;br /&gt;
* Fixed spidertron preview zooming in and out in the spidertron UI while walking. ([https://forums.factorio.com/125602 more])&lt;br /&gt;
* Fixed that the cheat mode crafting GUI didn&#039;t show quality options at all times. ([https://forums.factorio.com/126049 more])&lt;br /&gt;
* Fixed that CLI arguments would not be preserved when restarting due to a mod load error. ([https://forums.factorio.com/109458 more])&lt;br /&gt;
* Fixed tight spot script crashing when in remote controller. ([https://forums.factorio.com/126242 more])&lt;br /&gt;
* Fixed LuaSimulation API crashing the game when used incorrectly. ([https://forums.factorio.com/125402 more])&lt;br /&gt;
* Fixed that space locations marked as hidden were visible in space platform schedule and platform creation GUI. ([https://forums.factorio.com/125418 more])&lt;br /&gt;
* Fixed that the game would close if a filename-related error was raised in the save game dialog with async saving enabled. ([https://forums.factorio.com/114794 more])&lt;br /&gt;
* Fixed that quitting from the server console while an async save was running would deadlock the server. ([https://forums.factorio.com/102240 more])&lt;br /&gt;
* Fixed that clicking &amp;quot;yes&amp;quot; in the crash dialog would not correctly terminate the Factorio process on Linux. ([https://forums.factorio.com/117480 more])&lt;br /&gt;
* Fixed that roboports marked for deconstruction still wanted to fulfill robot requests. ([https://forums.factorio.com/121024 more])&lt;br /&gt;
* Fixed that attacking biter bases directly or with artillery could award the &amp;quot;It stinks and they don&#039;t like it&amp;quot; achievement. ([https://forums.factorio.com/121625 more])&lt;br /&gt;
* Fixed that attacking pentapod bases directly or with artillery could award the &amp;quot;It stinks and they do like it&amp;quot; achievement. ([https://forums.factorio.com/121625 more])&lt;br /&gt;
* Fixed spitters could get stuck attacking trees and rocks blocking their path without dealing any damage to them. ([https://forums.factorio.com/126283 more])&lt;br /&gt;
* Fixed that module replacement logic on space platforms didn&#039;t keep the old module if the new module wasn&#039;t available. ([https://forums.factorio.com/124042 more])&lt;br /&gt;
* Fixed an issue with asteroid collectors reading content when qualities have level changed. ([https://forums.factorio.com/126282 more])&lt;br /&gt;
* Fixed that rocket turrets and railgun turrets had the wrong fast-replace groups. ([https://forums.factorio.com/125205 more])&lt;br /&gt;
* Fixed that players in cargo pods would activate gates. ([https://forums.factorio.com/126329 more])&lt;br /&gt;
* Fixed util.combine_icons calculated scale from icon_size incorrectly. ([https://forums.factorio.com/119797 more])&lt;br /&gt;
* Fixed that flying text was shown on all surfaces in some cases. ([https://forums.factorio.com/118096 more])&lt;br /&gt;
* Fixed &#039;speed&#039; parameter of LuaPlayer::create_local_flying_text() not behaving as documented. ([https://forums.factorio.com/118866 more])&lt;br /&gt;
* Fixed quality of held tile item not being visible when showing placement preview. ([https://forums.factorio.com/121665 more])&lt;br /&gt;
* Fixed that technology GUI allowed opening console in multiplayer. ([https://forums.factorio.com/119709 more])&lt;br /&gt;
* Removed several unused sprites. ([https://forums.factorio.com/123454 more])&lt;br /&gt;
* Fixed that prototype defined lamp colors didn&#039;t work. ([https://forums.factorio.com/124548 more])&lt;br /&gt;
* Fixed that hidden surface properties would still show in tooltips. ([https://forums.factorio.com/117432 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Renamed WorkingSound::max_sounds_per_type to WorkingSound::max_sounds_per_prototype. The limit is now applied per prototype.&lt;br /&gt;
* Removed WorkingSound::apparent_volume.&lt;br /&gt;
* Removed WorkingSound::audible_distance_modifier, MainSound::audible_distance_modifier and SoundAccent::audible_distance_modifier. Sound::audible_distance_modifier is used instead.&lt;br /&gt;
* Removed PlaySoundTriggerEffectItem::volume_modifier and PlaySoundTriggerEffectItem::audible_distance_modifier.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntityPrototype::get_pumping_speed. LuaEntityPrototype::pumping_speed is deprecated and should not be used.&lt;br /&gt;
* Added optional &#039;surface&#039; parameter to LuaPlayer::create_local_flying_text().&lt;br /&gt;
== 2.0.32 ==&lt;br /&gt;
Date: 20.01.2025&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved performance when removing roboports in large active networks by 60%. ([https://forums.factorio.com/126004 more])&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. ([https://forums.factorio.com/125097 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed rocket silo GUI not fitting on small screens. ([https://forums.factorio.com/119785 more])&lt;br /&gt;
* Fixed a crash when writing LuaItem::entity_filters. ([https://forums.factorio.com/126017 more])&lt;br /&gt;
* Fixed that blueprint preview rendering did not work correctly. ([https://forums.factorio.com/103953 more])&lt;br /&gt;
* Fixed a crash with positional GuiEffect sounds with aggregation when dedicated UI sound resources were exhausted. ([https://forums.factorio.com/126057 more])&lt;br /&gt;
* Fixed upgraded blueprint entities would have their flip reverted ([https://forums.factorio.com/124584 more])&lt;br /&gt;
* Fixed worm shooting at fast moving target sometimes created multiple acid puddles with single spit and even outside of its range. ([https://forums.factorio.com/77071 more])&lt;br /&gt;
* Fixed that labs could try to research trigger based technologies. ([https://forums.factorio.com/120370 more])&lt;br /&gt;
* Fixed LuaEntity::get_logistic_sections was not always working with entity ghosts. ([https://forums.factorio.com/126097 more])&lt;br /&gt;
* Fixed selector combinator was using wrong open and close sounds. ([https://forums.factorio.com/123464 more])&lt;br /&gt;
* Fixed remote item requests leaving a visual deconstruction/ghost mark when inserters interacted with the slot. ([https://forums.factorio.com/121577 more])&lt;br /&gt;
* Fixed issue related to rendering items on belts when a belt was also rendered through a camera widget. ([https://forums.factorio.com/124058 more])&lt;br /&gt;
* Fixed that assembler input slots could exceed stack limits. ([https://forums.factorio.com/116644 more])&lt;br /&gt;
* Fixed a crash in assembling machine GUI when the output was full and a recipe containing a research progress product was being crafted. ([https://forums.factorio.com/126094 more])&lt;br /&gt;
* Fixed shooting actions missing vibrations when playing with a controller.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added connection_category to LuaFluidboxPrototype::pipe_connections.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added FluidStream::target_initial_position_only. It&#039;s used by worm acid spit.&lt;br /&gt;
== 2.0.31 ==&lt;br /&gt;
Date: 16.01.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode. ([https://forums.factorio.com/125581 more])&lt;br /&gt;
* Adding more effect info to yumako, mash, jellynut, jelly, bioflux and slowdown capsule tooltips.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed mouse cursor showing up when exiting Steam Big Picture in controller input method. ([https://forums.factorio.com/115242 more])&lt;br /&gt;
* Fixed belts under elevated rails were not being removed when building a pair of undergrounds. ([https://forums.factorio.com/125789 more])&lt;br /&gt;
* Fixed that inserters could grab items from belts that crafting machines no longer wanted. ([https://forums.factorio.com/125825 more])&lt;br /&gt;
* Fixed taking screenshot could crash in some cases. ([https://forums.factorio.com/125845 more])&lt;br /&gt;
* Fixed that select list background drawing was incorrect for the first row. ([https://forums.factorio.com/125864 more])&lt;br /&gt;
* Fixed that inventory rendering did not work correctly if part of it was off the left or right side of the screen. ([https://forums.factorio.com/125902 more])&lt;br /&gt;
* Fixed that reset technology effects would clear in-progress research triggers. ([https://forums.factorio.com/125790 more])&lt;br /&gt;
* Fixed that writing &amp;quot;nil&amp;quot; to storage_filter did not work correctly. ([https://forums.factorio.com/125856 more])&lt;br /&gt;
* Fixed that UI sounds would not play when dedicated UI sound resources were exhausted. ([https://forums.factorio.com/125831 more])&lt;br /&gt;
* Fixed display panel text and player names were not covered by onboard rocket/cargo pod flight cutscene. ([https://forums.factorio.com/120496 more])&lt;br /&gt;
* Fixed that upgrading pairs of underground belts could transform one end of the belt. ([https://forums.factorio.com/125896 more])&lt;br /&gt;
* Fixed visualisation of asteroid collector range sometimes being drawn wrong. ([https://forums.factorio.com/122048 more])&lt;br /&gt;
* Fixed upgrading a blueprint could fail to upgrade preview icons if the upgrade only changed quality. ([https://forums.factorio.com/125484 more])&lt;br /&gt;
* Fixed clicking space connections in factoriopedia would not update selected items. ([https://forums.factorio.com/125394 more])&lt;br /&gt;
* Fixed that on_equipment_removed did not fire for robots removing equipment. ([https://forums.factorio.com/125919 more])&lt;br /&gt;
* Fixed that some hidden items would show in Factoriopedia. ([https://forums.factorio.com/124957 more])&lt;br /&gt;
* Fixed that Sound::audible_distance_modifier and SoundPrototype::audible_distance_modifier would be effectively applied twice.&lt;br /&gt;
* Fixed pentapod eggs default import surface. ([https://forums.factorio.com/125355 more])&lt;br /&gt;
* Fixed that loading old save files created from a freeplay custom scenario would not load because of outdated scripts. ([https://forums.factorio.com/119410 more])&lt;br /&gt;
* Fixed trunk of a specific tree flickered when moving while zoomed out. ([https://forums.factorio.com/125036 more])&lt;br /&gt;
* Fixed &amp;quot;Open character logistics/info/crafting&amp;quot; hotkeys sometimes not closing the character gui. ([https://forums.factorio.com/118493 more])&lt;br /&gt;
* Fixed a desync related to cliffs and deleting multiple chunks in the same tick. ([https://forums.factorio.com/125941 more])&lt;br /&gt;
* Don&#039;t auto-focus blueprint parameter fields when using a controller. ([https://forums.factorio.com/123006 more])&lt;br /&gt;
* Fixed a crash when interacting with GUIs while auto-save runs. ([https://forums.factorio.com/125930 more])&lt;br /&gt;
* Fixed that the steam &#039;low steam remote storage&#039; warning would show even if all steam remote storage options were disabled. ([https://forums.factorio.com/125958 more])&lt;br /&gt;
* Fixed that player.render_mode didn&#039;t report chart_zoomed_in for the remote controller. ([https://forums.factorio.com/125942 more])&lt;br /&gt;
* Fixed crash when clicking a shortcut rich text link in controller input method.&lt;br /&gt;
* Fixed BP of storage chest with filters would be incorectly overbuilt over non-storage logistic chests ([https://forums.factorio.com/124387 more])&lt;br /&gt;
* Fixed quality icon being shown twice in in-world icons for blacklist quality filter (without entity)&lt;br /&gt;
* Fixed a crash when building entities with linked pipe connections in multiplayer latency. ([https://forums.factorio.com/123266 more])&lt;br /&gt;
* Fixed that manually launching items to space platforms would wrongly say some combination of items wouldn&#039;t fit. ([https://forums.factorio.com/125713 more])&lt;br /&gt;
* Fixed that map rendering would wrongly show your player as on the map when paused. ([https://forums.factorio.com/124338 more])&lt;br /&gt;
* Fixed that going back in browse history didn&#039;t return to player location if the character was in space platform hub.&lt;br /&gt;
* Fixed an audible click at certain zoom levels when playing positional sounds with custom zoom attenuation and aggregation.&lt;br /&gt;
* Fixed offshore pump underwater patch was not rendered under water.&lt;br /&gt;
* Fixed issue where plants were not being destroyed when (super)force building entities that autofill tiles that collide with them ([https://forums.factorio.com/122632 more])&lt;br /&gt;
* Fixed loading of scenarios when entities were configured with difficulty settings. ([https://forums.factorio.com/125927 more])&lt;br /&gt;
* Fixed biters and pentapods getting frozen mid-attack. ([https://forums.factorio.com/118055 more])&lt;br /&gt;
* Fixed infinity container parametrization could set empty filters causing crash on saving.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* ItemPrototype::spoil_result and spoil_to_trigger_result can now be used at the same time.&lt;br /&gt;
== 2.0.30 ==&lt;br /&gt;
Date: 10.01.2025&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed map generated lightning attractors to always produce full-health items when mined. ([https://forums.factorio.com/125629 more])&lt;br /&gt;
* Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. (https://mods.factorio.com/mod/better-scrap-stacking) ([https://forums.factorio.com/125706 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that item request proxies would show bad &amp;quot;missing materials for construction&amp;quot; counts. ([https://forums.factorio.com/124613 more])&lt;br /&gt;
* Fixed a crash when creating a ghost assembling machine with a pre-set recipe through script. ([https://forums.factorio.com/125634 more])&lt;br /&gt;
* Fixed a multiplayer latency related crash when deleting surfaces. ([https://forums.factorio.com/125574 more])&lt;br /&gt;
* Fixed crash due to division by zero when line_length of sheet definition of SpriteVariations was 0. ([https://forums.factorio.com/125493 more])&lt;br /&gt;
* Fixed quality filter comparators did not dim at night. ([https://forums.factorio.com/125109 more])&lt;br /&gt;
* Fixed ammo turrets with target leading would undershoot ammo with range modifier. ([https://forums.factorio.com/124963 more])&lt;br /&gt;
* Fixed opening a train stop on another surface from a tag would show the wrong trains. ([https://forums.factorio.com/125253 more])&lt;br /&gt;
* Fixed only pings from last message in a given tick were being recognized. ([https://forums.factorio.com/125672 more])&lt;br /&gt;
* Fixed circuit condition signal selection title was &amp;quot;Set the filter&amp;quot; instead of &amp;quot;Select a signal&amp;quot;. ([https://forums.factorio.com/124589 more])&lt;br /&gt;
* Fixed asteroid collector could fail to grab some chunks if there were no other chunks nearby. ([https://forums.factorio.com/124971 more])&lt;br /&gt;
* Fixed a crash when interacting with ghost assembling machines after migrating recipes. ([https://forums.factorio.com/125669 more])&lt;br /&gt;
* Fixed crash when using the same sprite as both decal and decorative. ([https://forums.factorio.com/125106 more])&lt;br /&gt;
* Fixed that cycling quality did not work while the mouse was over scrollable widgets. ([https://forums.factorio.com/125424 more])&lt;br /&gt;
* Fixed that logistic groups could get broken when mining and un-doing ghost logistic containers. ([https://forums.factorio.com/124026 more])&lt;br /&gt;
* Fixed long custom ending text would not fit in the victory screen. ([https://forums.factorio.com/123818 more])&lt;br /&gt;
* Fixed that hidden surfaces would show in the evolution command. ([https://forums.factorio.com/124561 more])&lt;br /&gt;
* Fixed a crash when hovering some widgets at very small resolutions. ([https://forums.factorio.com/125734 more])&lt;br /&gt;
* Fixed that orbital request weight tooltips wouldn&#039;t show any decimal values. ([https://forums.factorio.com/119405 more])&lt;br /&gt;
* Fixed a crash when quitting abnormally in multiplayer while the menu was visible. ([https://forums.factorio.com/124954 more])&lt;br /&gt;
* Fixed that labs would consume power for one tick when not working. ([https://forums.factorio.com/125737 more])&lt;br /&gt;
* Fixed that the mods GUI did not fit on small screens such as the Steam Deck. ([https://forums.factorio.com/118372 more])&lt;br /&gt;
* Fixed crash when frame count of animation layer definition using stripes didn&#039;t match frame count of previous layer. ([https://forums.factorio.com/125728 more])&lt;br /&gt;
* Fixed hovering cursor over undo button could change rail planner start location. ([https://forums.factorio.com/125739 more])&lt;br /&gt;
* Fixed missing Ў character in the game font. ([https://forums.factorio.com/119359 more])&lt;br /&gt;
* Fixed yet another issue with flow statistics. ([https://forums.factorio.com/125742 more])&lt;br /&gt;
* Fixed script rendering objects targeting an entity didn&#039;t draw at render position of the entity. ([https://forums.factorio.com/125393 more])&lt;br /&gt;
* Fixed issue of incorrect undo of deconstruction of multiple tile ghost with common dependent entity ghost ([https://forums.factorio.com/123389 more])&lt;br /&gt;
* Fixed macOS Game Mode not activating for the non-Steam version of the game.&lt;br /&gt;
* Fixed that items would end up in crafing machine trash slots when it wasn&#039;t desired. ([https://forums.factorio.com/125212 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::inserter_spoil_priority read/write.&lt;br /&gt;
== 2.0.29 ==&lt;br /&gt;
Date: 06.01.2025&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added smart pipette for items on the ground.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Improved graphics of Recyclers.&lt;br /&gt;
* Added corpse graphics for Asteroid Collectors.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when mods define heat pipes with heating_radius of 0.&lt;br /&gt;
* Fixed that deleting a surface with global electric network would leak an electric network. ([https://forums.factorio.com/124953 more])&lt;br /&gt;
* Fixed blueprint could be configured with invalid set of grid size and absolute grid position. ([https://forums.factorio.com/124937 more])&lt;br /&gt;
* Fixed that the space map would not show when unlocking space-locations. ([https://forums.factorio.com/124314 more])&lt;br /&gt;
* Fixed map artifacts on space platforms when removing in-progress builds. ([https://forums.factorio.com/118405 more])&lt;br /&gt;
* Fixed that frozen radars still worked. ([https://forums.factorio.com/125006 more])&lt;br /&gt;
* Fixed that instant blueprint over-building would not auto fulfill item requests. ([https://forums.factorio.com/124805 more])&lt;br /&gt;
* Fixed that marking a space platform to be deleted while a starter pack is on the way would break the platform state. ([https://forums.factorio.com/124249 more])&lt;br /&gt;
* Fixed statistics would not include values from a newest sample that is still being created. ([https://forums.factorio.com/125025 more])&lt;br /&gt;
* Fixed an issue with memory management in some cases when rotating entities. ([https://forums.factorio.com/125108 more])&lt;br /&gt;
* Fixed a crash related to modded triggers on spider legs. ([https://forums.factorio.com/125102 more])&lt;br /&gt;
* Fixed that hidden mining drills would still show in &amp;quot;mined by&amp;quot; in resource tooltips. ([https://forums.factorio.com/125126 more])&lt;br /&gt;
* Fixed that the artillery wagon auto-targeting checkbox was not shown when the artillery had an equipment grid. ([https://forums.factorio.com/121511 more])&lt;br /&gt;
* Fixed LuaTransportLine::get_line_item_position would return incorrect positions. ([https://forums.factorio.com/125232 more])&lt;br /&gt;
* Fixed that writing to LuaPlayer::opened did not update the GUI in multiplayer. ([https://forums.factorio.com/121678 more])&lt;br /&gt;
* Fixed pumps were setting filter when given negative fluid signals. ([https://forums.factorio.com/124825 more])&lt;br /&gt;
* Fixed a crash related to merging forces and gui. ([https://forums.factorio.com/125317 more])&lt;br /&gt;
* Fixed trains could switch to manual when due to interrupts the schedule became empty. ([https://forums.factorio.com/119054 more])&lt;br /&gt;
* Fixed math expressions were not accepting numbers with positive exponent and + sign. ([https://forums.factorio.com/125225 more])&lt;br /&gt;
* Fixed a desync related to worker robots charging when force has worker robot battery bonus set.&lt;br /&gt;
* Fixed a crash when installing mods with almost-cyclic dependencies. ([https://forums.factorio.com/125281 more])&lt;br /&gt;
* Fixed that changing surface::localised_name did not update the surfaces list in remote view. ([https://forums.factorio.com/121352 more])&lt;br /&gt;
* Fixed that quality could add a supply area to an electric pole without one. ([https://forums.factorio.com/124841 more])&lt;br /&gt;
* Fixed that the LAN games browser would not show anything if the public-games filter was set to only show favorites. ([https://forums.factorio.com/124594 more])&lt;br /&gt;
* Fixed a crash related to cargo pods when loading older save files. ([https://forums.factorio.com/124932 more])&lt;br /&gt;
* Fixed bad rendering logic for space platform trash slots. ([https://forums.factorio.com/124916 more])&lt;br /&gt;
* Fixed that flying robots did not render quality indicators correctly. ([https://forums.factorio.com/122584 more])&lt;br /&gt;
* Fixed arithmetic combinator gui not refreshing circuit network selection when combinator parameters are changed externally. ([https://forums.factorio.com/124115 more])&lt;br /&gt;
* Fixed solar panels bonus description didn&#039;t display correctly. ([https://forums.factorio.com/123191 more])&lt;br /&gt;
* Fixed copy source was cleared when source entity was built from ghost or destroyed leaving ghost. ([https://forums.factorio.com/124328 more])&lt;br /&gt;
* Fixed that tesla turret chain bolts could damage protected biter spawners. ([https://forums.factorio.com/121679 more])&lt;br /&gt;
* Fixed that some actions would still be processed while the game was paused. ([https://forums.factorio.com/123309 more])&lt;br /&gt;
* Fixed a latency armor related crash. ([https://forums.factorio.com/125422 more])&lt;br /&gt;
* Fixed that some remote view GUI elements did not align correctly. ([https://forums.factorio.com/118564 more])&lt;br /&gt;
* Fixed that Factoriopedia would claim some recipes as exclusive to a given planet/location when they weren&#039;t. ([https://forums.factorio.com/125424 more])&lt;br /&gt;
* Fixed that the blueprint GUI didn&#039;t render vehicles correctly. ([https://forums.factorio.com/125454 more])&lt;br /&gt;
* Fixed that you could launch yourself to a platform in flight. ([https://forums.factorio.com/124935 more])&lt;br /&gt;
* Fixed that changing loader direction through script could cause transport lines to become inconsistent. ([https://forums.factorio.com/125377 more])&lt;br /&gt;
* Fixed that plants would show the wrong expected amount in deconstruction planner totals. ([https://forums.factorio.com/125509 more])&lt;br /&gt;
* Fixed that map pipeline rendering would show other forces pipes. ([https://forums.factorio.com/124720 more])&lt;br /&gt;
* Fixed that pipette over tiles would always override other actions bound to the same hotkey. ([https://forums.factorio.com/124692 more])&lt;br /&gt;
* Fixed that vehicles would get stuck as &#039;reserved by remote driver&#039; if they died while being remote driven. ([https://forums.factorio.com/125429 more])&lt;br /&gt;
* Fixed inserters would keep using filters after migration when new prototypes disallowed usage of filters. ([https://forums.factorio.com/125591 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaRecord::get_active_index.&lt;br /&gt;
* Added LuaEntityPrototype::science_pack_drain_rate_percent read.&lt;br /&gt;
* Added LuaEntityPrototype::get_fluid_usage_per_tick. LuaEntityPrototype::fluid_usage_per_tick is deprecated and should not be used.&lt;br /&gt;
* Added LuaEntityPrototype::get_max_power_output. LuaEntityPrototype::max_power_output is deprecated and should not be used.&lt;br /&gt;
* LuaEntity::combinator_description supports ghosts of combinators.&lt;br /&gt;
* Added LuaDefines::car_trash read. ([https://forums.factorio.com/124950 more])&lt;br /&gt;
* Added asteroid collector support to LuaEntity::get_filter, set_filter, and filter_slot_count.&lt;br /&gt;
* Added LuaPlayer::clear_recipe_notification().&lt;br /&gt;
* Changed LuaEntity::get_passenger() to give the character in cargo pods. ([https://forums.factorio.com/121766 more])&lt;br /&gt;
* Added LuaControl::hub read.&lt;br /&gt;
* Changed LuaEntity::cargo_pod read into LuaControl::cargo_pod read and made it work for players in cargo pods.&lt;br /&gt;
* Changed LuaEntity::get_logistic_point() and LuaEntity::get_logistic_sections() to work with ghosts.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added CargoWagonPrototype::quality_affects_inventory_size.&lt;br /&gt;
* Added FluidWagonPrototype::quality_affects_capacity.&lt;br /&gt;
== 2.0.28 ==&lt;br /&gt;
Date: 20.12.2024&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved GUI performance when logistics status diode is part of the structure. ([https://forums.factorio.com/124660 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when units spawned by an enemy spawner are destroyed by script during created effect.&lt;br /&gt;
== 2.0.27 ==&lt;br /&gt;
Date: 18.12.2024&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Wrigglers will no longer proactively attack pollen emitters. However, they will still respond to artillery.&lt;br /&gt;
* Attack groups containing stompers or strafers will now contain fewer units.&lt;br /&gt;
* Large egg rafts will try to have at least one stomper or strafer spawned at a time.&lt;br /&gt;
* Small egg rafts no longer absorb pollution because they will never produce stompers or strafers.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Aquilo icebergs have longer shadows to integrate with the world better.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the asteroid collectors circuit condition referred to inserters. ([https://forums.factorio.com/118721 more])&lt;br /&gt;
* Fixed that hidden planets still showed in the map preview GUI. ([https://forums.factorio.com/124471 more])&lt;br /&gt;
* Fixed a crash when loading new modded tips and tricks with a &amp;quot;dependencies met&amp;quot; trigger but no dependencies.&lt;br /&gt;
* Fixed a crash when interacting with modded equipment ghosts. ([https://forums.factorio.com/123973 more])&lt;br /&gt;
* Fixed that a robot wouldn&#039;t play a tile mined_sound when deconstructing it.&lt;br /&gt;
* Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. ([https://forums.factorio.com/124188 more])&lt;br /&gt;
* Fixed a consistency issue related to loading script rendered animations when animation is no longer available. ([https://forums.factorio.com/124044 more])&lt;br /&gt;
* Fixed a desync related to asteroid collectors and distant chunks optimization when asteroid collector is destroyed. ([https://forums.factorio.com/124608 more])&lt;br /&gt;
* Fixed a crash when opening an audio stream encounters a filesystem error. ([https://forums.factorio.com/124578 more])&lt;br /&gt;
* Fixed a performance issue when exiting the game while large modded entities exist. ([https://forums.factorio.com/121313 more])&lt;br /&gt;
* Fixed that the personal logistics area would render incorrectly when the game was paused. ([https://forums.factorio.com/123438 more])&lt;br /&gt;
* Fixed that quality science packs would show &amp;quot;100%&amp;quot; remaining. ([https://forums.factorio.com/123076 more])&lt;br /&gt;
* Fixed that the open-factoriopedia hotkey did not work in some cases. ([https://forums.factorio.com/121411 more])&lt;br /&gt;
* Fixed that fog of war was not rendered while dead. ([https://forums.factorio.com/124251 more])&lt;br /&gt;
* Fixed that opening the technology GUI while dragging the map would continue to drag the map. ([https://forums.factorio.com/117950 more])&lt;br /&gt;
* Fixed a crash when deleting a space platform which had cargo bays built in a specific order. ([https://forums.factorio.com/124433 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* TipsAndTricksItem requires at least one dependency if it has a `dependencies-met` trigger.&lt;br /&gt;
* Added UnitAISettings::size_in_group and UnitAISettings::join_attacks.&lt;br /&gt;
* Added LuaAISettings::size_in_group and LuaAISettings::join_attacks.&lt;br /&gt;
* Added EnemySpawnerPrototype::max_count_of_owned_defensive_units and EnemySpawnerPrototype::max_defensive_friends_around_to_spawn.&lt;br /&gt;
* Added LuaEntityPrototype::max_count_of_owned_defensive_units and LuaEntityPrototype::max_defensive_friends_around_to_spawn.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSurface::ignore_surface_conditions.&lt;br /&gt;
== 2.0.26 ==&lt;br /&gt;
Date: 16.12.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Re-added the sandbox scenario questionnaire.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Space age mods no longer count as &amp;quot;has mods&amp;quot; in the server browser. ([https://forums.factorio.com/117812 more])&lt;br /&gt;
* Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. ([https://forums.factorio.com/124377 more])&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. ([https://forums.factorio.com/118736 more])&lt;br /&gt;
* Improved asteroid update performance by up to 20%.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash at startup when mods would define fluid with no fuel value as a fluid energy source fuel. ([https://forums.factorio.com/124177 more])&lt;br /&gt;
* Fixed that LuaPlayer::opened did not work with equipment grids. ([https://forums.factorio.com/123922 more])&lt;br /&gt;
* {{SA}} Fixed some asteroid graphic variations were defined twice. ([https://forums.factorio.com/123453 more])&lt;br /&gt;
* Fixed that it was possible to click the update selected mods button while update data was being fetched. ([https://forums.factorio.com/124094 more])&lt;br /&gt;
* Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. ([https://forums.factorio.com/123992 more])&lt;br /&gt;
* Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. ([https://forums.factorio.com/123380 more])&lt;br /&gt;
* {{SA}} Fixed fulgorite pieces icon had empty mipmaps. ([https://forums.factorio.com/121347 more])&lt;br /&gt;
* Fixed that rocket silos would not launch quickly when there were platform requests that couldn&#039;t be satisfied. ([https://forums.factorio.com/122321 more])&lt;br /&gt;
* Fixed a crash when building terrain in remote view. ([https://forums.factorio.com/124420 more])&lt;br /&gt;
* Fixed that layered quality icons did not work correctly in recipe overlays. ([https://forums.factorio.com/122184 more])&lt;br /&gt;
* Fixed that &amp;quot;hidden in factoriopedia&amp;quot; technologies still showed in Factoriopedia. ([https://forums.factorio.com/123695 more])&lt;br /&gt;
* Fixed a crash when mods set ItemRequestProxy::active to false. ([https://forums.factorio.com/124022 more])&lt;br /&gt;
* Fixed incorrect space platform bounds and weight when space platform foundations were covered by other tiles.&lt;br /&gt;
* Fixed a crash when mining closed power switch. ([https://forums.factorio.com/124455 more])&lt;br /&gt;
* Fixed a performance issue when rendering radar minimap visualization. ([https://forums.factorio.com/124400 more])&lt;br /&gt;
* Fixed a crash when clicking give-item technology modifiers in the technology GUI. ([https://forums.factorio.com/124525 more])&lt;br /&gt;
* Fixed a crash when a recipe has a research-progress result. ([https://forums.factorio.com/124509 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated.&lt;br /&gt;
* Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read.&lt;br /&gt;
* Added LuaEntity::is_freezable read and frozen read.&lt;br /&gt;
== 2.0.25 ==&lt;br /&gt;
Date: 12.12.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.&lt;br /&gt;
* Dragging and dropping text into the game window on X11 will import the text as a blueprint string.&lt;br /&gt;
* Factoriopedia now shows recycling recipes for each item.&lt;br /&gt;
* Cargo pod scheduling reworked to send larger and more spaced out deliveries. This should improve the frequency of trickling space science and material drops.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.&lt;br /&gt;
* Reverted fix for god controller being able to zoom out to map view. ([https://forums.factorio.com/123675 more])&lt;br /&gt;
* Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Asteroid collector tentacles have less colourful rainbow effect on them.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Fixed that victory condition didn&#039;t trigger when the platform was paused or didn&#039;t stop at solar system edge. ([https://forums.factorio.com/122446 more])&lt;br /&gt;
* Fixed a crash when copying logistic filters into blueprints. ([https://forums.factorio.com/123606 more])&lt;br /&gt;
* Fixed that Factoriopedia would close if a GUI behind it was changed. ([https://forums.factorio.com/117404 more])&lt;br /&gt;
* Fixed a crash when fast-replacing the platform hub. ([https://forums.factorio.com/123802 more])&lt;br /&gt;
* Fixed that the mod manager would not account for mods hidden by search when browsing dependencies. ([https://forums.factorio.com/119498 more])&lt;br /&gt;
* Fixed a crash on Mac when driving a car in multiplayer when the player has no character. ([https://forums.factorio.com/123682 more])&lt;br /&gt;
* Fixed a crash when drawing EntityButtons with entities with inverted selection boxes. ([https://forums.factorio.com/121455 more])&lt;br /&gt;
* Fixed that pumps would run endlessly if the input fluid was incompatible. ([https://forums.factorio.com/120461 more])&lt;br /&gt;
* Fixed station list could be sometimes sorted incorrectly. ([https://forums.factorio.com/123125 more])&lt;br /&gt;
* Fixed trashing logic would not run after cancelling deconstruction of entity. ([https://forums.factorio.com/123596 more])&lt;br /&gt;
* Fixed reverting technologies with recipe unlocks would lock recipe that is still unlocked by other technology. ([https://forums.factorio.com/122723 more])&lt;br /&gt;
* Fixed railgun turret would not draw out of power when ammo was inserted. ([https://forums.factorio.com/122329 more])&lt;br /&gt;
* Fixed that logistic network content tooltips didn&#039;t show nice numbers. ([https://forums.factorio.com/123982 more])&lt;br /&gt;
* Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output. ([https://forums.factorio.com/122190 more])&lt;br /&gt;
* Fixed consistency issue when power switch was destroyed leaving a ghost. ([https://forums.factorio.com/122282 more])&lt;br /&gt;
* Fixed inserters could in some cases interact with elevated cargo wagons. ([https://forums.factorio.com/123544 more])&lt;br /&gt;
* Fixed mods could specify an assembling machine with fixed quality without specifying fixed recipe. ([https://forums.factorio.com/123072 more])&lt;br /&gt;
* Fixed research was not correctly counted in total item production statistics. ([https://forums.factorio.com/121799 more])&lt;br /&gt;
* Fixed rocket silo control behavior would not update outputs when connecting wire. ([https://forums.factorio.com/122053 more])&lt;br /&gt;
* Fixed that fast-replacing crafting machines would not preserve the mirrored orientation of the original machine. ([https://forums.factorio.com/122481 more])&lt;br /&gt;
* Fixed that burner inserters would load too much fuel when fed by inserters. ([https://forums.factorio.com/123927 more])&lt;br /&gt;
* Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting. ([https://forums.factorio.com/122753 more])&lt;br /&gt;
* Fixed that clicking the sort buttons in the save-map GUI would reset the save name field. ([https://forums.factorio.com/123926 more])&lt;br /&gt;
* Fixed demolisher in vulcanus crossing menu simulations would sometimes render health bar. ([https://forums.factorio.com/121990 more])&lt;br /&gt;
* Fixed a crash when opening the console while a platform tooltip was shown. ([https://forums.factorio.com/124061 more])&lt;br /&gt;
* Fixed that the cursor theme was not being respected when running on GNOME Wayland. ([https://forums.factorio.com/113202 more])&lt;br /&gt;
* Fixed loader was able to insert items into asteroid collector. ([https://forums.factorio.com/124025 more])&lt;br /&gt;
* Fixed flamethrower turret sound still playing after being deactivated or destroyed with its ghost created. ([https://forums.factorio.com/124142 more])&lt;br /&gt;
* Fixed cars and tanks would keep their speed through a ghost when dying. ([https://forums.factorio.com/124122 more])&lt;br /&gt;
* Fixed fluid parameters were not showing when selecting fluids for wait condition. ([https://forums.factorio.com/123748 more])&lt;br /&gt;
* Fixed gleba tree sprites still had blue line at their upper edge under some conditions. ([https://forums.factorio.com/119943 more])&lt;br /&gt;
* Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed. ([https://forums.factorio.com/123751 more])&lt;br /&gt;
* Fixed cargo pods with passenger would select landing spots using incorrect bounding box. ([https://forums.factorio.com/123754 more])&lt;br /&gt;
* Fixed blueprint parametrization would allow selecting hidden recipe that can be crafted. ([https://forums.factorio.com/123759 more])&lt;br /&gt;
* Fixed that writing invalid font names to custom GUI elements would crash the game to desktop. ([https://forums.factorio.com/124162 more])&lt;br /&gt;
* Fixed cryogenic science pack recipe was incorrectly considering entire fluoroketone input as a catalyst. ([https://forums.factorio.com/123797 more])&lt;br /&gt;
* Fixed fish breeding recipe was applying productivity to catalyst. ([https://forums.factorio.com/123819 more])&lt;br /&gt;
* Fixed a crash when trying to set infinity chest filter with non zero count but empty name. ([https://forums.factorio.com/123824 more])&lt;br /&gt;
* Fixed a crash when super force building blueprint with belts and external wires in latency. ([https://forums.factorio.com/122211 more])&lt;br /&gt;
* Fixed &#039;import from&#039; option changing when setting requested item quality on platforms. ([https://forums.factorio.com/120354 more])&lt;br /&gt;
* Fixed that assemblers without fluid boxes were incorrectly considered rotatable. ([https://forums.factorio.com/123966 more])&lt;br /&gt;
* Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory. ([https://forums.factorio.com/124016 more])&lt;br /&gt;
* Fixed that some damage tooltips were incorrect. ([https://forums.factorio.com/124208 more])&lt;br /&gt;
* Fixed that any tag being changed would refresh any active tag-edit GUI. ([https://forums.factorio.com/124220 more])&lt;br /&gt;
* Fixed many smaller GUIs still not supporting non-English search ([https://forums.factorio.com/123923 more])&lt;br /&gt;
* Fixed a desync related to cargo landing pads trash inventory when playing without Space Age.&lt;br /&gt;
* Fixed a crash when mods use fixed recipes with surface conditions in machines that don&#039;t have surface conditions. ([https://forums.factorio.com/124224 more])&lt;br /&gt;
* Fixed copying display panel would copy icon and text regardless of control behavior being active. ([https://forums.factorio.com/123007 more])&lt;br /&gt;
* Fixed nuclear reactor was heating tiles farther than it would heat entities. ([https://forums.factorio.com/122005 more])&lt;br /&gt;
* Fixed asteroid background rendering black lines when graphics driver forces anisotropic filtering. ([https://forums.factorio.com/116707 more])&lt;br /&gt;
* Fixed that &amp;quot;auto requests for space platforms&amp;quot; was not preserved in blueprint strings. ([https://forums.factorio.com/124121 more])&lt;br /&gt;
* Fixed that changing &amp;quot;send to orbit automatically&amp;quot; on rocket silos did not work when in ghost form. ([https://forums.factorio.com/123700 more])&lt;br /&gt;
* Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample. ([https://forums.factorio.com/120351 more])&lt;br /&gt;
* Fixed that importing save files in the map editor would crash the game. ([https://forums.factorio.com/123402 more])&lt;br /&gt;
* Fixed current research tooltip would show incorrect progress values. ([https://forums.factorio.com/124133 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* UTF-8 encoding is now checked for all mod text files to ensure proper rendering. Mods with ANSI encoded text files will not load anymore. (Prompted by https://forums.factorio.com/120452)&lt;br /&gt;
* Added InserterPrototype::starting_distance.&lt;br /&gt;
* Added minimum collision box restriction to cargo bays, cargo landing pads and space platform hubs. ([https://forums.factorio.com/124079 more])&lt;br /&gt;
* Burner inserter initial energy amount was changed to be defined on the burner energy source prototype.&lt;br /&gt;
* Changed UseEntityInEnergyProductionAchievementPrototype::consumed_condition into ItemIDFilter.&lt;br /&gt;
* ItemProductPrototype and FluidProductPrototype ignored_by_productivity defaults to value of ignored_by_stats.&lt;br /&gt;
* Added heating_radius to ReactorPrototype and HeatPipePrototype.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaBurnerPrototype::initial_fuel and initial_fuel_percent read.&lt;br /&gt;
* Added LuaSpacePlatform::last_visited_space_location read.&lt;br /&gt;
* Added LuaSpacePlatform::paused read/write.&lt;br /&gt;
== 2.0.24 ==&lt;br /&gt;
Date: 05.12.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Added &amp;quot;Nauvis Bus&amp;quot; and &amp;quot;Nauvis Power Up&amp;quot; menu simulations.&lt;br /&gt;
* {{SA}} Added camera views to Space platform tooltips.&lt;br /&gt;
* Added radar minimap visualization for roboports and cargo landing pads. ([https://forums.factorio.com/117994 more])&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Changed the Space crafting category icon to look like a cargo pod instead of rocket silo.&lt;br /&gt;
* Changed the Rocket part icon to look more like a part of the rocket.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Land mines on space platforms now damage the space platform tiles in a radius.&lt;br /&gt;
* {{SA}} Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. ([https://forums.factorio.com/122574 more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Tweaked how entities are selected in remote view when using a gamepad. The entity directly under the crosshair is much more likely to be selected.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a desync related to building rails with rail planner in latency. ([https://forums.factorio.com/123181 more])&lt;br /&gt;
* Fixed a crash when opening a planet with empty cliff generation settings in Factoriopedia. ([https://forums.factorio.com/121735 more])&lt;br /&gt;
* Fixed a crash when the last roboport is disconnected while searching in Logistic networks GUI. ([https://forums.factorio.com/121692 more])&lt;br /&gt;
* Fixed that items could be inserted into rocket inventory while the silo was in &amp;quot;automatic requests&amp;quot; mode. (https://forums.factorio.com/118442, https://forums.factorio.com/123172)&lt;br /&gt;
* Fixed that downgrading an entity ghost didn&#039;t remove invalid item insertion requests. ([https://forums.factorio.com/118959 more])&lt;br /&gt;
* Fixed that robots could enter roboports marked for deconstruction. ([https://forums.factorio.com/120107 more])&lt;br /&gt;
* Fixed pipes and pipe shadow graphics on flipped biochamber. ([https://forums.factorio.com/117390 more])&lt;br /&gt;
* Fixed recycler showing greater than 300% productivity in the tooltip. ([https://forums.factorio.com/122619 more])&lt;br /&gt;
* Fixed crash when rendering thruster with ThrusterPrototype::plumes set to nil. ([https://forums.factorio.com/123284 more])&lt;br /&gt;
* Fixed that higher quality pumpjacks would produce less oil. ([https://forums.factorio.com/123234 more])&lt;br /&gt;
* Fixed that ghost building electric poles did not always space them correctly. ([https://forums.factorio.com/122831 more])&lt;br /&gt;
* Fixed rocket turrets not shooting spawners with capture robots. ([https://forums.factorio.com/122257 more])&lt;br /&gt;
* Fixed a crash when demolishers are killed as a direct result of attacking something. ([https://forums.factorio.com/123308 more])&lt;br /&gt;
* Fixed a crash when a robot tried to move in the same tick as it was deactivated by script. ([https://forums.factorio.com/121718 more])&lt;br /&gt;
* Fixed a crash when reordering time-based wait conditions in multiplayer. ([https://forums.factorio.com/119933 more])&lt;br /&gt;
* Fixed that a thruster deactivated by script still rendered the exhaust flames. ([https://forums.factorio.com/121817 more])&lt;br /&gt;
* Fixed that reading collision mask from LuaEntityPrototype could give incorrect collision mask when there were no layers. ([https://forums.factorio.com/123332 more])&lt;br /&gt;
* Fixed that players with open blueprint creation GUI were unable to open menu when the game was paused. ([https://forums.factorio.com/120701 more])&lt;br /&gt;
* Fixed parametrization of selector combinator would propose variables not relevant due to current mode. ([https://forums.factorio.com/123321 more])&lt;br /&gt;
* Fixed parametrization was not covering inserter, assembler and reactor signals. ([https://forums.factorio.com/123416 more])&lt;br /&gt;
* Fixed some recipes would give items of wrong quality when changing quality effect. ([https://forums.factorio.com/122685 more])&lt;br /&gt;
* Fixed a dying turret could be disabled by control behavior causing it not able to finish dead animation. ([https://forums.factorio.com/123501 more])&lt;br /&gt;
* Fixed a rare crash in CargoPod code when loading a Space Age save file with Space Age disabled. ([https://forums.factorio.com/122504 more])&lt;br /&gt;
* Fixed that LuaSurface::force_generate_chunk_requests() would not force all chunks correctly if generate_with_lab_tiles was true. ([https://forums.factorio.com/123535 more])&lt;br /&gt;
* Fixed a desync when changing force friends/ceasefire. ([https://forums.factorio.com/121499 more])&lt;br /&gt;
* Fixed that railguns could get stuck switching targets and not fire. ([https://forums.factorio.com/123146 more])&lt;br /&gt;
* Fixed trying to parametrize inserter stack size would clamp them to max stack size of neutral force. ([https://forums.factorio.com/121360 more])&lt;br /&gt;
* Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots. ([https://forums.factorio.com/123638 more])&lt;br /&gt;
* Fixed production-entity-list showing values for space age when only quality mod was enabled. ([https://forums.factorio.com/122566 more])&lt;br /&gt;
* Fixed a crash when mods cancel deconstruction of a rolling stock while it&#039;s being marked for deconstruction. ([https://forums.factorio.com/123296 more])&lt;br /&gt;
* Fixed that stack inserters could deadlock in some cases. ([https://forums.factorio.com/118138 more])&lt;br /&gt;
* Fixed that disabling Space Age mod removed Space Age achievements when playing a non-modded game. ([https://forums.factorio.com/116020 more])&lt;br /&gt;
* Fixed shortcut bar GUI clipping off screen in remote view. ([https://forums.factorio.com/123143 more])&lt;br /&gt;
* Fixed that Gleba generated cliffs when they were disabled. ([https://forums.factorio.com/120536 more])&lt;br /&gt;
* Fixed rapidly changing platform schedule would make it impossible to view that platform. ([https://forums.factorio.com/120886 more])&lt;br /&gt;
* Fixed Space platform tooltip flickering for 1 tick when another platform schedule/location changes. ([https://forums.factorio.com/122021 more])&lt;br /&gt;
* Fixed Space platform position indicator not updating in some cases. ([https://forums.factorio.com/120447 more])&lt;br /&gt;
* Fixed long logistic group name pushing delete button out of view. ([https://forums.factorio.com/121857 more])&lt;br /&gt;
* Fixed rocket silo in &amp;quot;automatic requests&amp;quot; mode not trashing spoiled items. ([https://forums.factorio.com/123629 more])&lt;br /&gt;
* Fixed assemblers with parameter recipe would not flip correctly. ([https://forums.factorio.com/122112 more])&lt;br /&gt;
* Fixed building rails in some cases could attempt to build them in wrong order causing a build attempt to be performed before a required support was built. ([https://forums.factorio.com/121758 more])&lt;br /&gt;
* Fixed bonus from research of character health is now showing in factoriopedia. ([https://forums.factorio.com/121607 more])&lt;br /&gt;
* Fixed that the pump would lose its filter when fast-replaced. ([https://forums.factorio.com/119256 more])&lt;br /&gt;
* Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations. ([https://forums.factorio.com/122338 more])&lt;br /&gt;
* Fixed pipette of hazard concrete tiles would not set correct build direction. ([https://forums.factorio.com/123406 more])&lt;br /&gt;
* Fixed control settings menu sometimes growing in size when interacting with it. ([https://forums.factorio.com/123442 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added support for Opus audio codec.&lt;br /&gt;
* Added FluidBox::mirrored_pipe_picture and mirrored_pipe_picture_frozen.&lt;br /&gt;
* Added CharacterArmorAnimation::mining_with_tool_particles_animation_positions.&lt;br /&gt;
* Underground fluid box connections with incompatible underground_collision_mask are allowed to connect as long as tiles between do not collide with any of them.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaCustomEventPrototype::event_id read.&lt;br /&gt;
* Added LuaCustomInputPrototype::event_id read.&lt;br /&gt;
* Added LuaBootstrap::get_event_id.&lt;br /&gt;
* Unified parsing of event types into LuaEventType. Made it possible to specify custom events and custom inputs by providing prototype instance.&lt;br /&gt;
* Custom events and custom inputs defined by prototypes are given constants inside of defines.events.&lt;br /&gt;
== 2.0.23 ==&lt;br /&gt;
Date: 28.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them. ([https://forums.factorio.com/122383 more])&lt;br /&gt;
* Added back a simple version of the Sandbox scenario. Improved the behavior of god controller.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved asteroid chunk creation and movement performance.&lt;br /&gt;
* Improved chart overlay performance in several cases.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that clicking the &amp;quot;delete blueprint book&amp;quot; button in the same tick auto-save started as a multiplayer host would crash the game. ([https://forums.factorio.com/121552 more])&lt;br /&gt;
* Fixed that the display panel would lose its settings when fast-replaced. ([https://forums.factorio.com/120967 more])&lt;br /&gt;
* Fixed that the bonus GUI did not show recyclers benefiting from belt stack size research. ([https://forums.factorio.com/123002 more])&lt;br /&gt;
* Fixed that space platforms could get stuck waiting for rockets which became frozen. ([https://forums.factorio.com/122562 more])&lt;br /&gt;
* Fixed spidertron inventory sort interfering with item pickup requests. ([https://forums.factorio.com/120760 more])&lt;br /&gt;
* Fixed problems with incorrect setting of allowTipActivationFlag. ([https://forums.factorio.com/122826 more])&lt;br /&gt;
* Fixed robots attempting to enter a roboport which had all slots reserved for robots of a different type. ([https://forums.factorio.com/122854 more])&lt;br /&gt;
* Fixed trains and logistics map views would not preserve their settings. ([https://forums.factorio.com/118972 more])&lt;br /&gt;
* Fixed the tips and tricks window on small screens.&lt;br /&gt;
* Fixed on screen keyboard appearing when some tips and tricks were shown. ([https://forums.factorio.com/122243 more])&lt;br /&gt;
* Fixed renaming all trains stops wouldn&#039;t rename the stops in wait conditions or interrupts. ([https://forums.factorio.com/123084 more])&lt;br /&gt;
* Fixed that slow-moving asteroid chunks didn&#039;t collide with space platform tiles. ([https://forums.factorio.com/117668 more])&lt;br /&gt;
* Fixed a crash when the game tried to unlock Steam achievements in minimal mode.&lt;br /&gt;
* Fixed a crash when trying to open tips and tricks from chat. ([https://forums.factorio.com/122965 more])&lt;br /&gt;
* Fixed that cancelling entity upgrade didn&#039;t remove invalid requests. ([https://forums.factorio.com/121242 more])&lt;br /&gt;
* Fixed choppy fog animation in saves with 300+ hours of play time. ([https://forums.factorio.com/122825 more])&lt;br /&gt;
* Fixed a consistency issue when script inserts items at the back of a stopped transport belt. ([https://forums.factorio.com/123110 more])&lt;br /&gt;
* Fixed requested robots failing to cross a gap in the network. ([https://forums.factorio.com/119354 more])&lt;br /&gt;
* Fixed that space platform included thrusters marked for deconstruction in &amp;quot;can produce enough thrust&amp;quot; calculation. ([https://forums.factorio.com/123102 more])&lt;br /&gt;
* Fixed death messages for players with no username. ([https://forums.factorio.com/123164 more])&lt;br /&gt;
* Fixed stack inserters would not drop held items if they became incompatible due to filter change.&lt;br /&gt;
* Fixed Quick Panel Panels tab missing next/previous page labels. ([https://forums.factorio.com/118379 more])&lt;br /&gt;
* Fixed a crash when opening assembling machines with a fixed recipe in latency. ([https://forums.factorio.com/123098 more])&lt;br /&gt;
* {{SA}} Fixed that some recipes could not be crafted by god controller. ([https://forums.factorio.com/119972 more])&lt;br /&gt;
== 2.0.22 ==&lt;br /&gt;
Date: 26.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Assemblers circuit allows to choose if items in crafting should be included by read contents.&lt;br /&gt;
* Asteroid collector circuit allow to choose if items held by hands should be included by read contents.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Jelly is no longer mined from Slipstack trees so it is less confusing where to get jelly from.&lt;br /&gt;
* Nightvision is less orange.&lt;br /&gt;
* Moved the &amp;quot;Any quality&amp;quot; option into the comparison dropdown.&lt;br /&gt;
* Disabled spoiling for items created in an infinity chest until the first time they are removed from said chest.&lt;br /&gt;
* Removed &amp;quot;Select previous technology&amp;quot; control which didn&#039;t work (replaced with the generic back/forward navigation in 2.0). ([https://forums.factorio.com/117255 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that undo tooltips could show the wrong surface. ([https://forums.factorio.com/122364 more])&lt;br /&gt;
* Fixed quality selector not appearing in infinity chest GUI if qualities are not yet unlocked. ([https://forums.factorio.com/122379 more])&lt;br /&gt;
* Fixed quality selectors in unfocused windows reacting to quality cycling. Fixes quality cycling while selecting upgrade planner entity modules.&lt;br /&gt;
* Fixed selector combinator using the old quality dropdown UI.&lt;br /&gt;
* Fixed a desync when holding blueprints with spidertrons. ([https://forums.factorio.com/121954 more])&lt;br /&gt;
* Fixed &amp;quot;option&amp;quot; key name on macOS. ([https://forums.factorio.com/109696 more])&lt;br /&gt;
* Fixed modifier key order on macOS.&lt;br /&gt;
* Fixed that reaching inventory transfer limit didn&#039;t cancel additional item requests. ([https://forums.factorio.com/121746 more])&lt;br /&gt;
* Fixed performance issue when long transport line sequence is remerging while having active belt reader. ([https://forums.factorio.com/122454 more])&lt;br /&gt;
* Fixed &amp;quot;So Long and Thanks for all the Fish&amp;quot; achievement not triggering with Space Age enabled ([https://forums.factorio.com/121106 more])&lt;br /&gt;
* Fixed robots cancelling module upgrade requests if they didn&#039;t have enough storage for the old modules. ([https://forums.factorio.com/122101 more])&lt;br /&gt;
* Fixed that upgrading a rocket silo destroyed the second rocket if it was prepared. ([https://forums.factorio.com/122416 more])&lt;br /&gt;
* Fixed drawing of quality conditions in entity/blueprint preview in GUI. ([https://forums.factorio.com/117030 more])&lt;br /&gt;
* Fixed screenshot command crash when passing zoom of 0. ([https://forums.factorio.com/122591 more])&lt;br /&gt;
* Fixed it was not possible to copy settings between artillery wagons. ([https://forums.factorio.com/122595 more])&lt;br /&gt;
* Fixed another script issue in orbital logistics tips. ([https://forums.factorio.com/122042 more])&lt;br /&gt;
* Fixed that undoing a module upgrade didn&#039;t update the GUI. ([https://forums.factorio.com/119343 more])&lt;br /&gt;
* Fixed missing technology dependencies in quality technologies when playing base+quality. ([https://forums.factorio.com/122588 more])&lt;br /&gt;
* Fixed stack inserter would start dropping partial held stack when waking up by control behavior. ([https://forums.factorio.com/122439 more])&lt;br /&gt;
* Fixed an issue with obtaining achievements after loading a save file in some cases. ([https://forums.factorio.com/121934 more])&lt;br /&gt;
* Fixed construction robots not delivering items to an entity marked for upgrade. ([https://forums.factorio.com/121181 more])&lt;br /&gt;
* Fixed rocket silos requesting more items than their inventory size. ([https://forums.factorio.com/120671 more])&lt;br /&gt;
* Fixed flamethrower sound still playing after a tank is deactivated or destroyed with its ghost created. ([https://forums.factorio.com/122330 more])&lt;br /&gt;
* Fixed a crash when interacting with ghost tanks in some scenarios. ([https://forums.factorio.com/122613 more])&lt;br /&gt;
* Fixed persistent working sounds remaining silent after fading out on pause. ([https://forums.factorio.com/122809 more])&lt;br /&gt;
* Fixed that you could exit the rocket while landing on space platforms. ([https://forums.factorio.com/117064 more])&lt;br /&gt;
* Fixed a crash when your inventory was full and robots were trying to store items in your inventory. ([https://forums.factorio.com/118550 more])&lt;br /&gt;
* Fixed that infinite item resources would not produce if the yield went below 100%. ([https://forums.factorio.com/118214 more])&lt;br /&gt;
* Fixed that the automated insertion limit tooltip for artillery turrets was incorrect. ([https://forums.factorio.com/122895 more])&lt;br /&gt;
* Fixed cargo pod didn&#039;t have transparent background when landing on Fulgora. ([https://forums.factorio.com/121059 more])&lt;br /&gt;
* Fixed some light sprites rendered incorrectly when Occlude light sprites option was disabled. ([https://forums.factorio.com/122625 more])&lt;br /&gt;
* Fixed surface list being too tall when loading into a game in remote view. ([https://forums.factorio.com/122743 more])&lt;br /&gt;
* Fixed generic interrupt logic not replacing station names in wait conditions. ([https://forums.factorio.com/122519 more])&lt;br /&gt;
* Fixed that modded custom cameras would always show fog of war. ([https://forums.factorio.com/122994 more])&lt;br /&gt;
* Fixed a crash when pinning resource patch results that had been fully mined. ([https://forums.factorio.com/122985 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Corpses used by entities with health automatically use the collision box of the parent entity. ([https://forums.factorio.com/118718 more])&lt;br /&gt;
* Added LuaEntityPrototype::auto_setup_collision_box which defaults to true.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntityPrototype::auto_setup_collision_box read.&lt;br /&gt;
* Events::on_cargo_pod_finished_ascending Lua event added.&lt;br /&gt;
* &#039;rocket-launched&#039; achievement condition now triggered by cargo pod ascending instead of rocket.&lt;br /&gt;
* removed property &#039;player_index&#039; from Events::on_rocket_launched data.&lt;br /&gt;
* Changed LuaLogisticPoint::targeted_items_deliver and targeted_items_pickup to include quality.&lt;br /&gt;
* Changed all instances of get_item_count to support quality.&lt;br /&gt;
* Changed LuaPlayer::get_quick_bar_slot to include quality.&lt;br /&gt;
* Changed LuaEquipmentGrid::get_contents() to include quality.&lt;br /&gt;
* Changed LuaEquipmentGrid::count() to support quality.&lt;br /&gt;
* Changed LuaEntity::storage_filter read to include quality.&lt;br /&gt;
* Added quality to selected_prototype during custom input events.&lt;br /&gt;
* Added GameViewSettings::show_surface_list property to control its vibility in the Remote View.&lt;br /&gt;
== 2.0.21 ==&lt;br /&gt;
Date: 21.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added drag-to-reorder to the research queue.&lt;br /&gt;
* Added &amp;quot;Occlude light sprites&amp;quot; graphics option to allow disabling 2.0 light rendering to improve performance. As a side effect, it disables also lava glow. ([https://forums.factorio.com/119530 more])&lt;br /&gt;
* {{SA}} Added &amp;quot;Additional terrain effects&amp;quot; graphics option to disable puddles and global terrain tint as alternative to increase performance on Gleba to disabling fog, clouds and animated water.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Replaced the &amp;quot;move forward&amp;quot; and &amp;quot;move backward&amp;quot; buttons on technologies in the research queue with a draggable handle.&lt;br /&gt;
* Allowed to set blueprint parameter to be ingredient of other parameter even when it doesn&#039;t exist in an assembling machine. ([https://forums.factorio.com/117979 more])&lt;br /&gt;
* Added a hidden sound setting to base the music selection on the character&#039;s physical location. ([https://forums.factorio.com/119140 more])&lt;br /&gt;
* Agriculutral Tower now respects allied ghosts blocking planting spots. ([https://forums.factorio.com/120729 more])&lt;br /&gt;
* volcanic-cracks-hot no longer coverable by foundation. ([https://forums.factorio.com/120745 more])&lt;br /&gt;
* Added consistency check for overlapping blueprint tiles not being both (non)-foundations. Any inconsistent tiles will be removed on load (analogous already happens when importing blueprint via string or setting blueprint tiles via lua).&lt;br /&gt;
* The slider and input field for the minimum payload in orbital logistic requests now enforce a minimum of 1 instead of 0. ([https://forums.factorio.com/120811 more])&lt;br /&gt;
* Added a delay before music switches when switching surfaces. ([https://forums.factorio.com/119871 more])&lt;br /&gt;
* Added hidden sound setting for controlling music transition stage durations.&lt;br /&gt;
* Improved performance of superforced blueprint preview that is autofilling-in tiles.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed double parameter selection in signal selection list.&lt;br /&gt;
* Fixed additional invalid state of collector navmesh. ([https://forums.factorio.com/119125 more])&lt;br /&gt;
* Fixed &amp;quot;Make it better&amp;quot; achievement not obtained when dropping modules in. ([https://forums.factorio.com/116552 more])&lt;br /&gt;
* Fixed dragging sliders with gamepad in free cursor mode.&lt;br /&gt;
* Fixed a sound instance leak related to sound priority. ([https://forums.factorio.com/120086 more])&lt;br /&gt;
* Fixed that selection tool highlighting would show incorrectly in chart view for 1 frame. ([https://forums.factorio.com/121970 more])&lt;br /&gt;
* Fixed a crash when destroying segmented units during the chunk generated event. ([https://forums.factorio.com/121998 more])&lt;br /&gt;
* Improved logic for choosing which schedule to keep if trains get connected ([https://forums.factorio.com/117696 more])&lt;br /&gt;
* Fixed a crash after deconstructing cargo bays with editor. ([https://forums.factorio.com/121978 more])&lt;br /&gt;
* Fixed tutorial missions 4 and 5 missing access to radars and repair packs. ([https://forums.factorio.com/117420 more])&lt;br /&gt;
* Fixed spidertrons shooting extra capture robot during tick of projectile creation. ([https://forums.factorio.com/119590 more])&lt;br /&gt;
* Fixed condition highlights in decider combinator GUI not always updating if a condition used the &amp;quot;Each&amp;quot; special signal.&lt;br /&gt;
* Fixed that energy sources would not update their buffer sizes when the prototype value would change. ([https://forums.factorio.com/117669 more])&lt;br /&gt;
* Fixed that asteroids would calculate damage to entities with resistances incorrectly. ([https://forums.factorio.com/118788 more])&lt;br /&gt;
* Fixed use of slow GPU timer query operation on macOS.&lt;br /&gt;
* Fixed that opening ghost power poles would leave the GUI in a broken state. ([https://forums.factorio.com/117823 more])&lt;br /&gt;
* Toggle menu (escape) leaves remote driving. ([https://forums.factorio.com/118188 more])&lt;br /&gt;
* Fixed that equipment ghost tooltips did not show quality. ([https://forums.factorio.com/122139 more])&lt;br /&gt;
* Fixed incorrect consistency check when trash not requested is used inside of a blueprint and mods are involved. ([https://forums.factorio.com/120411 more])&lt;br /&gt;
* Fixed that portable solar panels and power armor tooltips did not report the correct amount of power generation for the current surface. ([https://forums.factorio.com/118177 more])&lt;br /&gt;
* Fixed that changing Vulcanus map gen settings using the editor prevented ashlands trees from spawning. ([https://forums.factorio.com/121800 more])&lt;br /&gt;
* Fixed that paste-settings could happen when not desired in some situations. ([https://forums.factorio.com/121989 more])&lt;br /&gt;
* Fixed that mobile logistic networks could generate useless alerts in some situations. ([https://forums.factorio.com/122158 more])&lt;br /&gt;
* Fixed robots repeatedly failing to cross Aquilo lake due to high energy usage and being stuck in a loop. ([https://forums.factorio.com/118933 more])&lt;br /&gt;
* Fixed robots looking for a place to charge always picking roboports closer to their target which resulted in overcrowding. ([https://forums.factorio.com/117641 more])&lt;br /&gt;
* Fixed a crash when attempting (and failing) to connect trains parked at specific positions. ([https://forums.factorio.com/117173 more])&lt;br /&gt;
* Fixed a crash when removing a station from a train schedule while another train in the same group used the final stop as waypoint. ([https://forums.factorio.com/117297 more])&lt;br /&gt;
* Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. ([https://forums.factorio.com/122065 more])&lt;br /&gt;
* Fixed Space age map generation not respecting custom starting locations (apart from Nauvis). ([https://forums.factorio.com/121469 more])&lt;br /&gt;
* Fixed technology slot showing research progress for finished trigger technologies. ([https://forums.factorio.com/119386 more])&lt;br /&gt;
* Fixed that reloading specific technologies would leave the dead technology trigger pointer in the trigger processor. ([https://forums.factorio.com/viewtopic.php?f=7&amp;amp;t=121043 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added distance_from_nearest_point_x and distance_from_nearest_point_y noise expressions.&lt;br /&gt;
* Moved SpiderVehiclePrototype::chunk_exploration_radius to VehiclePrototype.&lt;br /&gt;
* Removed limit of 64 unique PipeConnectionDefinitions&#039;s connection categories.&lt;br /&gt;
* Removed music_transition_* utility constants.&lt;br /&gt;
* Changed CraftItemTechnologyTrigger::item into ItemIDFilter. Removed item_quality.&lt;br /&gt;
* Changed ProduceAchievementPrototype::item_product into ItemIDFilter. Removed quality.&lt;br /&gt;
* Changed ProducePerHourAchievementPrototype::item_product into ItemIDFilter.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added optional build_check_type to LuaControl::teleport. ([https://forums.factorio.com/122001 more])&lt;br /&gt;
* Added LuaEntityPrototype::heating_energy read. ([https://forums.factorio.com/121781 more])&lt;br /&gt;
* Added LuaForce::circuit_network_enabled, cliff_deconstruction_enabled, mining_with_fluid, rail_support_on_deep_oil_ocean, rail_planner_allow_elevated_rails, vehicle_logistics read. ([https://forums.factorio.com/120676 more])&lt;br /&gt;
== 2.0.20 ==&lt;br /&gt;
Date: 18.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added gamepad stick sensitivity setting for map movement.&lt;br /&gt;
* Selecting a spidertron remote selection in the quickbar which is for a different planet than the current one will center on the planet.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that selecting a quality comparison option when &amp;quot;any&amp;quot; quality was set did not work. ([https://forums.factorio.com/121590 more])&lt;br /&gt;
* Fixed it was possible to set inconsistent signals on a control behavior by using parametrized blueprint with a shared parameter. ([https://forums.factorio.com/120441 more])&lt;br /&gt;
* Fixed a crash when rotating entity that is destroyed inside of event handler.&lt;br /&gt;
* Fixed blueprint description label not showing in list view. ([https://forums.factorio.com/118739 more])&lt;br /&gt;
* Fixed fulgoran attractor marking for deconstruction. ([https://forums.factorio.com/121690 more])&lt;br /&gt;
* Fixed beacons deactivated by script loaded from a 1.1.x save file were not migrated properly. ([https://forums.factorio.com/121248 more])&lt;br /&gt;
* Fixed a crash when using modded equipment without items to build it in ghost form. ([https://forums.factorio.com/121785 more])&lt;br /&gt;
* Fixed inserter would not keep stack size signal through a blueprint string. ([https://forums.factorio.com/118961 more])&lt;br /&gt;
* Fixed that you could pick up items off the ground while flying in a rocket. ([https://forums.factorio.com/121778 more])&lt;br /&gt;
* Fixed inserter would not reevaluate enable condition when it was changed by blueprint parameters. ([https://forums.factorio.com/121332 more])&lt;br /&gt;
* Fixed orbital logistics tips&amp;amp;tricks script crash due to space platform hub gui having different layout. ([https://forums.factorio.com/121331 more])&lt;br /&gt;
* Fixed that recipe fuel tooltips did not respect the show-all-unlocked-items interface setting. ([https://forums.factorio.com/121873 more])&lt;br /&gt;
* Fixed asteroid collector set filters from circuit network would set wrong filters for one tick after items were removed and read content is active. ([https://forums.factorio.com/120435 more])&lt;br /&gt;
* Fixed a crash when lua orders entity deconstruction specifying undo item but not specifying a player. ([https://forums.factorio.com/121728 more])&lt;br /&gt;
* Fixed that two damaged construction robots trying to repair each other could get stuck in an infinite loop of trying to hug each other and overshooting. ([https://forums.factorio.com/117763 more])&lt;br /&gt;
* Fixed a crash when running under the Steam Runtime Environment on Linux in certain situations. ([https://forums.factorio.com/120128 more])&lt;br /&gt;
* Fixed quality increase of self-recycling recipes being reported incorrectly in production statistics. ([https://forums.factorio.com/120132 more])&lt;br /&gt;
* Improved super force building logic of belt related blueprints over existing belts. ([https://forums.factorio.com/118166 more])&lt;br /&gt;
== 2.0.19 ==&lt;br /&gt;
Date: 15.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added debug option &#039;always-show-lightning-protection&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Changed captive biter spawner to inherit quality from the wild spawner instead of the capture robot. ([https://forums.factorio.com/121358 more])&lt;br /&gt;
* Spidertron selections saved into the quickbar will be darkened with a planet icon in the top when the selection leads to a different planet than the current one.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed mining fulgoran lightning rods would not show yield. ([https://forums.factorio.com/118205 more])&lt;br /&gt;
* Fixed blueprint external wires were not added when pasting blueprint over existing entities. ([https://forums.factorio.com/119281 more])&lt;br /&gt;
* Electric weapons damage infinite tiers start more expensive to naturally progress from the non-infinite tiers correctly. ([https://forums.factorio.com/120427 more])&lt;br /&gt;
* Fixed wrong locomotive could turn lights on when train has locomotives both ways and goes back. ([https://forums.factorio.com/119397 more])&lt;br /&gt;
* Fixed a crash when trying to cycle qualities in 2.0 base game. ([https://forums.factorio.com/121486 more])&lt;br /&gt;
* Fixed foundry was not able to reach declared speed of crafting holmium plates due to input fluid shortage. ([https://forums.factorio.com/120867 more])&lt;br /&gt;
* Fixed buildings constructed on space platform by space platform were not tracked by build statistics, research triggers nor achievements.&lt;br /&gt;
* Fixed pasting blueprint with constant combinator over constant combinator could create unnecesary copy settings undo actions. ([https://forums.factorio.com/118426 more])&lt;br /&gt;
* Fixed upgrading storage chests would not preserve storage filter. ([https://forums.factorio.com/121521 more])&lt;br /&gt;
* Fixed a crash when generating multiplayer maps while background simulations were enabled. ([https://forums.factorio.com/121315 more])&lt;br /&gt;
* Fixed selection tools and some spawnable items did not work correctly when chosen via remote ghost cursor gui. ([https://forums.factorio.com/116689 more])&lt;br /&gt;
* Fixed a crash when an item request proxy wanted to dispatch robots to insert items into invalid slots. ([https://forums.factorio.com/121575 more])&lt;br /&gt;
* Fixed tip of the rocket poking through air objects. ([https://forums.factorio.com/119441 more])&lt;br /&gt;
* Fixed rail planner in ghost mode would ignore existing ghost ramps and ghost supports proposing new supports that were not needed. ([https://forums.factorio.com/120490 more])&lt;br /&gt;
== 2.0.18 ==&lt;br /&gt;
Date: 14.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Allowed negative multiplier of logistic (and constant combinator) groups. ([https://forums.factorio.com/118684 more])&lt;br /&gt;
* Updated shortcut icons and increased their size to 56px.&lt;br /&gt;
* {{SA}} Container sizes increase with quality.&lt;br /&gt;
* Reviving container ghosts no longer puts colliding items on the ground into the resulting container.&lt;br /&gt;
* Loading game for hosting now automatically offers the dialog whether the mods should be synced before continuing (as with normal game load).&lt;br /&gt;
* {{SA}} Bulk inserter doesn&#039;t default upgrade to Stack inserter as they are not functionally interchangeable. ([https://forums.factorio.com/121011 more])&lt;br /&gt;
* {{SA}} Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick.&lt;br /&gt;
* {{SA}} Default quality cycling shortcut simplified to alt+scroll.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed confusing blueprint parameter context tooltip for filter of storage chest. ([https://forums.factorio.com/119013 more])&lt;br /&gt;
* Fixed music not switching correctly when restarting level. ([https://forums.factorio.com/121012 more])&lt;br /&gt;
* Fixed that the production GUIs showed the graphs in &#039;All&#039; when opened with saved precision. ([https://forums.factorio.com/121152 more])&lt;br /&gt;
* Fixed that the &amp;quot;load save after sync&amp;quot; checkbox did not work in the sync mods with save GUI. ([https://forums.factorio.com/121091 more])&lt;br /&gt;
* Fixed removing heatpipes from a blueprint could leave them visually connected to their neighbours. ([https://forums.factorio.com/118750 more])&lt;br /&gt;
* Fixed &#039;Dropping to planet&#039; button being too wide and pushing the &#039;Cancel&#039; button off the screen. ([https://forums.factorio.com/121132 more])&lt;br /&gt;
* Fixed &#039;Always show&#039; label not being accurate to the behavior of only showing in &amp;quot;Alt-mode&amp;quot;. ([https://forums.factorio.com/116256 more])&lt;br /&gt;
* Fixed &#039;Parameterised build&#039; GUI clipping off screen when too long. ([https://forums.factorio.com/120712 more])&lt;br /&gt;
* Fixed robots failing to upgrade a container if it was the only source of the requested item. ([https://forums.factorio.com/118973 more])&lt;br /&gt;
* Fixed that reusing the same sprite for multiple effects crashed instead of showing the error message and an option to disable problematic mods. ([https://forums.factorio.com/118973 more])&lt;br /&gt;
* Fixed &#039;Galaxy of Fame&#039; upload GUI clipping off screen on smaller resolutions. ([https://forums.factorio.com/118826 more])&lt;br /&gt;
* Fixed vertical alignment of Current Research icon. ([https://forums.factorio.com/117091 more])&lt;br /&gt;
* Fixed asteroid spawning being significantly reduced when a platform moved with paused thrust. ([https://forums.factorio.com/121123 more])&lt;br /&gt;
* Fixed that fluids could get erased during migrations. ([https://forums.factorio.com/119600 more])&lt;br /&gt;
* Fixed a crash when removing a roboport while robots in that network are deactivated by script. ([https://forums.factorio.com/119993 more])&lt;br /&gt;
* Fixed that choose-elem-button wouldn&#039;t show the select list GUI if clicked with an item that didn&#039;t pass the filters. ([https://forums.factorio.com/118537 more])&lt;br /&gt;
* Fixed that syncing mod while trying to host game didn&#039;t allow to continue the process after reloading the game. ([https://forums.factorio.com/119876 more])&lt;br /&gt;
* Fixed chunks not being covered by fog of war when remote-viewing an unvisited surface. ([https://forums.factorio.com/121029 more])&lt;br /&gt;
* Fixed all/any/individual request satisfied wait conditions ignoring maximum count of space platform requests. ([https://forums.factorio.com/119265 more])&lt;br /&gt;
* Fixed offshorepump tooltip flickering too much when pumping at full capacity. ([https://forums.factorio.com/120177 more])&lt;br /&gt;
* Disabled &amp;quot;Drive Remotely&amp;quot; button on driveable vehicles ghosts&#039; GUIs. ([https://forums.factorio.com/120400 more])&lt;br /&gt;
* Fixed Cargo Landing Pad and Space Platform Hub GUI being clipped off screen on smaller resolutions. ([https://forums.factorio.com/120670 more])&lt;br /&gt;
* Fixed platform deletion and undelete platform buttons being clipped off the surface list. ([https://forums.factorio.com/120443 more])&lt;br /&gt;
* Fixed that tanks didn&#039;t preserve all of their settings when mined and rebuilt. ([https://forums.factorio.com/121148 more])&lt;br /&gt;
* Fixed that rebuilt tanks didn&#039;t have their inventory size bonus from equipment. ([https://forums.factorio.com/121219 more])&lt;br /&gt;
* Fixed script error in PvP when setting starting item count to 0. ([https://forums.factorio.com/117571 more])&lt;br /&gt;
* Fixed spectator players of dead teams showing on the map in PvP. ([https://forums.factorio.com/114477 more])&lt;br /&gt;
* Fixed that inserters could get stuck with specific combinations of spoilage and disabled by control behavior. ([https://forums.factorio.com/121167 more])&lt;br /&gt;
* Fixed that some pop-up GUIs would get closed when robots built the entity while the ghost GUI was open. ([https://forums.factorio.com/118545 more])&lt;br /&gt;
* Fixed that robots performing module upgrades left some modules on ground when upgrading mixed modules to one type. ([https://forums.factorio.com/119524 more])&lt;br /&gt;
* Fixed that space platforms could unload cargo while waiting for departure. ([https://forums.factorio.com/120856 more])&lt;br /&gt;
* Fixed clouds and smoke were moving in exactly opposite direction. ([https://forums.factorio.com/118576 more])&lt;br /&gt;
* Fixed that spidertrons would severely confuse demolishers. Demolishers will now retaliate against spidertrons. ([https://forums.factorio.com/120027 more])&lt;br /&gt;
* Fixed the confirmation button behaving inconsistently in the remote view ghost picker menu. ([https://forums.factorio.com/121287 more])&lt;br /&gt;
* Fixed Agricultural tower sometimes showing wrong status if its growing plants were destroyed externally.&lt;br /&gt;
* Fixed a crash when exporting a blueprint with asteroid collectors which had gaps in the filters list. ([https://forums.factorio.com/121377 more])&lt;br /&gt;
* Fixed Being able to super-force entity through technology gui. ([https://forums.factorio.com/120305 more])&lt;br /&gt;
* Fixed spoilage was not considered as more spoiled than any spoilable items. ([https://forums.factorio.com/121406 more])&lt;br /&gt;
* Fixed that highlighted robots in the logistic networks chart view didn&#039;t smoothly follow robots. ([https://forums.factorio.com/117328 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Changed base/space-age tile collision mask definitions so that they don&#039;t share references to the same tables.&lt;br /&gt;
* Added ItemPrototype::spoil_level.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Fixed/reworked how setting tiles behaves vis-à-vis (double)hidden tiles (concerns LuaSurface::set_tiles, editor and placing of non-mineable tiles in-game) ([https://forums.factorio.com/118527 more])&lt;br /&gt;
* Added LuaEquipment::inventory_bonus read.&lt;br /&gt;
* Added LuaEquipmentGrid::inventory_bonus and LuaEquipmentGrid::movement_bonus read.&lt;br /&gt;
* Added LuaEquipmentPrototype::get_inventory_bonus().&lt;br /&gt;
* Fixed that LuaEntity::get_priority_target() would give invalid results for empty filters.&lt;br /&gt;
* Extended LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority to also work with lane splitters.&lt;br /&gt;
== 2.0.17 ==&lt;br /&gt;
Date: 12.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Gleba evolution is smoother and more gradual.&lt;br /&gt;
* {{SA}} Small stomper pentapod moves more slowly (also decreases stomp DPS).&lt;br /&gt;
* {{SA}} Stomper pentapod vision range is reduced from 40 to 30.&lt;br /&gt;
* {{SA}} Medium and big wriggler pentapod health is increased.&lt;br /&gt;
* {{SA}} Streamlined quality selector to use separate buttons for each quality instead of a drop-down.&lt;br /&gt;
* {{SA}} Changed crafting machines to reset quality of the in-progress result when module effects change. ([https://forums.factorio.com/120270 more])&lt;br /&gt;
* Added inserter stack size override to be parametrised by blueprint. ([https://forums.factorio.com/118635 more])&lt;br /&gt;
* Added Vulcanus 8 music track.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the game would get into an invalid state if the backers.json file was manually edited in some ways. ([https://forums.factorio.com/120176 more])&lt;br /&gt;
* Fixed a crash with lightning when setting time to damage to 0 through mods. ([https://forums.factorio.com/120474 more])&lt;br /&gt;
* Fixed fast replacing a radar could cause radar network to break.&lt;br /&gt;
* Fixed that blueprint export/import to string did not work correctly for turret priorities with gaps. ([https://forums.factorio.com/120162 more])&lt;br /&gt;
* Fixed that some asteroids could appear stationary if their velocity was lower than minimum position increment. ([https://forums.factorio.com/120297 more])&lt;br /&gt;
* Fixed space platform autosaves being overwritten mid-journey when the platform changed its state. ([https://forums.factorio.com/119650 more])&lt;br /&gt;
* Fixed market offer not working with nothing modifier. ([https://forums.factorio.com/120744 more])&lt;br /&gt;
* Fixed rocket silo would start closing doors when next rocket was finished while lights blinking animation was already started. ([https://forums.factorio.com/120748 more])&lt;br /&gt;
* Fixed LuaTechnologyPrototype::essential returning incorrect value. ([https://forums.factorio.com/120640 more])&lt;br /&gt;
* Fixed that strafer pentapods couldn&#039;t attack a retreating target it was behind even when faster than the target. Attack range is increased but strafe distance is unchanged.&lt;br /&gt;
* Fixed more issues with blueprint reassigning changing the position of the entities or snapping values of the blueprint. ([https://forums.factorio.com/117957 more])&lt;br /&gt;
* Fixed wrap-around of asteroid rotation animation was not seamless. ([https://forums.factorio.com/117915 more])&lt;br /&gt;
* Fixed that Galaxy of Fame upload didn&#039;t clean its files. ([https://forums.factorio.com/118090 more])&lt;br /&gt;
* Fixed more crashes related to using formatting strings with floating-point numbers on Intel Macs running Sonoma.&lt;br /&gt;
* Fixed cancelling deconstruction via deconstruction player was not showing counts for canceled deconstructions. ([https://forums.factorio.com/119294 more])&lt;br /&gt;
* Fixed that galaxy of fame upload din&#039;t clean its files. ([https://forums.factorio.com/118090 more])&lt;br /&gt;
* Fixed that setting negative value in constant combinator create 2 entries for the number in the blueprint parametrisation, one with underflown value.&lt;br /&gt;
* Fixed that it wasn&#039;t possible to input negative numbers in blueprint parametrisation. ([https://forums.factorio.com/117989 more])&lt;br /&gt;
* Fixed offshore pump would present itself as water well pump even when it was not pumping water. ([https://forums.factorio.com/120877 more])&lt;br /&gt;
* Fixed crash when trying to search invalid UTF-8 string ([https://forums.factorio.com/120452 more])&lt;br /&gt;
* Fixed that hidden space locations would will show in descriptions. ([https://forums.factorio.com/120541 more])&lt;br /&gt;
* Fixed that fast-transferring modules would put them into the rocket silo rocket inventory. ([https://forums.factorio.com/117666 more])&lt;br /&gt;
* Fixed that switching surfaces while a platform hub GUI was open would leave the GUI open in some cases where it wasn&#039;t supposed to. ([https://forums.factorio.com/119720 more])&lt;br /&gt;
* Fixed that you could remove your armor and spill items through the quickbar. ([https://forums.factorio.com/120586 more])&lt;br /&gt;
* Fixed that modded attack_reaction could crash the game. ([https://forums.factorio.com/120687 more])&lt;br /&gt;
* Fixed a crash when using surface.clear() on vulcanus. ([https://forums.factorio.com/121058 more])&lt;br /&gt;
* Fixed that orbital request select window wasn&#039;t showing proper import from after chaning the group unless the whole window was closed and opened again. ([https://forums.factorio.com/118392 more])&lt;br /&gt;
* Fixed double set of parameters in factoriopedia. ([https://forums.factorio.com/118152 more])&lt;br /&gt;
* Fixed stack inserter would not wait for more items if spoil priority was set. ([https://forums.factorio.com/120980 more])&lt;br /&gt;
* Fixed loaders would freeze or unfreeze partially. ([https://forums.factorio.com/119228 more])&lt;br /&gt;
* Fixed arithmetic combinator gui would allow changing not relevant checkboxes in some cases. ([https://forums.factorio.com/121041 more])&lt;br /&gt;
* Fixed surface editor would not set surface properties when creating surfaces planet-alike. ([https://forums.factorio.com/120874 more])&lt;br /&gt;
* Fixed rail planner would remain active when changing surfaces. ([https://forums.factorio.com/121026 more])&lt;br /&gt;
* Fixed a crash when reviving power switch with multiple ghost copper cables connected to the same side. ([https://forums.factorio.com/121056 more])&lt;br /&gt;
* Fixed space platform hub gui would reset position when changing auto requests checkbox. ([https://forums.factorio.com/120512 more])&lt;br /&gt;
* Fixed that assembler with set recipe enabled would not keep direction if current recipe did not require direction. ([https://forums.factorio.com/120686 more])&lt;br /&gt;
* Fixed robot repair job assignmend ignoring repair packs stored in roboports when finding the closest source. ([https://forums.factorio.com/117937 more])&lt;br /&gt;
* Allowed increasing of request count by blueprint parameters to push the max request count. ([https://forums.factorio.com/118536 more])&lt;br /&gt;
* Fixed that corpses would block tiles from being deconstructed. ([https://forums.factorio.com/119202 more])&lt;br /&gt;
* Fixed that restarting to reload mods on macOS would leave behind unresponsive zombie windows. ([https://forums.factorio.com/117058 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Input loader supports filters.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaControl::set_driving() ([https://forums.factorio.com/121014 more])&lt;br /&gt;
== 2.0.16 ==&lt;br /&gt;
Date: 08.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Search is now case and accent insensitive for all official languages.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Changed tree seed default import location to Nauvis. ([https://forums.factorio.com/119272 more])&lt;br /&gt;
* Fluid mixing will prefer the fluid with more volume and discard the other.&lt;br /&gt;
* Updated SDL to version 2.30.9.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a freeze when setting logistic/construction robots to active=false through script. ([https://forums.factorio.com/119911 more])&lt;br /&gt;
* Fixed that LuaEntity::vehicle did not work correctly for characters controlled by a player. ([https://forums.factorio.com/119848 more])&lt;br /&gt;
* Fixed rendering of glowing items on belts would not be batched properly. ([https://forums.factorio.com/118863 more])&lt;br /&gt;
* Fixed a crash when reading LuaEntity::robot_order_queue. ([https://forums.factorio.com/119764 more])&lt;br /&gt;
* Fixed that the permissions GUI could not be opened in multiplayer as not-the-host. ([https://forums.factorio.com/119979 more])&lt;br /&gt;
* Fixed some decorative entities like craters or chimneys not having a tall enough drawing box. ([https://forums.factorio.com/116746 more])&lt;br /&gt;
* Fixed that factoriopedia_description would not be used if the prototype didn&#039;t also have a regular description. ([https://forums.factorio.com/119631 more])&lt;br /&gt;
* Fixed a crash when space platforms are destroyed while specific entity GUIs are open. ([https://forums.factorio.com/119136 more])&lt;br /&gt;
* Fixed undoing a copy-settings could void assembler contents. ([https://forums.factorio.com/119554 more])&lt;br /&gt;
* Fixed tips not appearing in tutorials. ([https://forums.factorio.com/117463 more])&lt;br /&gt;
* Fixed wrong times symbol in a logistic request tooltip. ([https://forums.factorio.com/120014 more])&lt;br /&gt;
* Fixed that using pipette on GUI items did not consistently copy the quality. ([https://forums.factorio.com/119201 more])&lt;br /&gt;
* Fixed that using pipette on tile items in GUI always selected normal quality. ([https://forums.factorio.com/116952 more])&lt;br /&gt;
* Fixed that using pipette on entity items in GUI could select the wrong item if multiple items can build the same entity.&lt;br /&gt;
* Fixed visualisation issue around cursor attractor range enveloping an existing attractor ([https://forums.factorio.com/119514 more])&lt;br /&gt;
* Fixed tile replacement logic ignoring tile ghosts covered by tile ghosts&lt;br /&gt;
* Fixed stations getting skipped when using the &#039;Destination full&#039; condition for interrupts. ([https://forums.factorio.com/115988 more])&lt;br /&gt;
* Fixed UI jank that widgets would snap to be centered on the cursor when dragged.&lt;br /&gt;
* Fixed selections using deconstruction planners etc. not getting cancelled when leaving remote view. ([https://forums.factorio.com/117145 more])&lt;br /&gt;
* Fixed that changing viewed surface would not abort wire drag. ([https://forums.factorio.com/119456 more])&lt;br /&gt;
* Fixed non-chart sprites sometimes being drawn into chart. ([https://forums.factorio.com/118486 more])&lt;br /&gt;
* Fixed upgrading cargo bays with incoming pods would leave them permanently reserved. ([https://forums.factorio.com/119912 more])&lt;br /&gt;
* Fixed a crash when changing tiles causes entities to die. ([https://forums.factorio.com/120091 more])&lt;br /&gt;
* Fixed that a music track could play on a wrong surface. ([https://forums.factorio.com/119409 more])&lt;br /&gt;
* Fixed bloom lightmap for fog was being rendered also when fog effect was not used.&lt;br /&gt;
* Fixed super force overbuilding entity with settings sometimes behaving incorrectly if overbuilt entity was marked for upgrade.&lt;br /&gt;
* Fixed fluid overextent warning would sometimes show on entities that would not help overcome the overextent. ([https://forums.factorio.com/119791 more])&lt;br /&gt;
* Fixed cars not having lightning endangerement alerts despite being vulnerable to lightnings ([https://forums.factorio.com/119473 more])&lt;br /&gt;
* Fixed a performance issue in the manage-mods GUI. ([https://forums.factorio.com/120032 more])&lt;br /&gt;
* Fixed a memory corruption issue when changing a character&#039;s force from one that did not have logistics to one that did. ([https://forums.factorio.com/120101 more])&lt;br /&gt;
* Fixed the Trash unrequested checkbox in the character logistic GUI expanding the GUI size. ([https://forums.factorio.com/118606 more])&lt;br /&gt;
* Fixed that LuaEntity::mirroring write did not work for ghosts. ([https://forums.factorio.com/117633 more])&lt;br /&gt;
* Fixed sounds of items inserted by robots being too loud. ([https://forums.factorio.com/117780 more])&lt;br /&gt;
* Fixed the Trash unrequested checkbox showing in chests which have no trash slots. ([https://forums.factorio.com/116985 more])&lt;br /&gt;
* Fixed a crash when switching audio devices when there were none initially.&lt;br /&gt;
* Fixed pin text rich text icon quality punching through GUIs. ([https://forums.factorio.com/117647 more])&lt;br /&gt;
* Fixed that LuaSurface::find_tiles_filtered() did not work with rotated bounding boxes. ([https://forums.factorio.com/111178 more])&lt;br /&gt;
* Fixed interrupt GUI targets list being squashed too much with lots of interrupt conditions. ([https://forums.factorio.com/119550 more])&lt;br /&gt;
* Fixed that heating towers couldn&#039;t consume items fast enough if the fuel value was low. ([https://forums.factorio.com/120114 more])&lt;br /&gt;
* Fixed a consistency issue when deconstructing the last roboport in a logistic network. ([https://forums.factorio.com/119973 more])&lt;br /&gt;
* Fixed fog was clipping through agricultural tower. ([https://forums.factorio.com/116678 more])&lt;br /&gt;
* Fixed that killed and rebuilt power switches would get stuck in the inoperable state. ([https://forums.factorio.com/119732 more])&lt;br /&gt;
* Fixed a performance issue with large inventory GUIs. ([https://forums.factorio.com/120212 more])&lt;br /&gt;
* Fixed that infinity chests didn&#039;t show hidden items. ([https://forums.factorio.com/118813 more])&lt;br /&gt;
* Fixed that programmable speaker alert text wasn&#039;t included in the blueprint parametrisation logic. ([https://forums.factorio.com/118080 more])&lt;br /&gt;
* Fixed that science pack descriptions in Factoriopedia didn&#039;t make any sense. ([https://forums.factorio.com/116958 more])&lt;br /&gt;
* Fixed muzzle flash of artillery wagon was offset when the wagon was on elevated rails. ([https://forums.factorio.com/118761 more])&lt;br /&gt;
* Fixed artillery wagon gun barrel was rendered under elevated rail fence.&lt;br /&gt;
* Fixed drawing linked fluidbox connections when they should be hidden.&lt;br /&gt;
* Fixed that manually-built trains were switched to automatic mode when a ghost attached to them was revived. ([https://forums.factorio.com/119836 more])&lt;br /&gt;
* Fixed that blueprints could be grabbed while having a ghost item in the cursor. ([https://forums.factorio.com/118524 more])&lt;br /&gt;
* Fixed an assembling machine could be set a fluid-only recipe with quality when set by circuit network. ([https://forums.factorio.com/120108 more])&lt;br /&gt;
* Fixed maximum request limit (autotrash threshold) not accepting math expressions. ([https://forums.factorio.com/117887 more])&lt;br /&gt;
* Fixed equipment requests not being cleared when the grid didn&#039;t have enough space. ([https://forums.factorio.com/117509 more])&lt;br /&gt;
* Fixed that asteroid collector control behavior &amp;quot;set filter&amp;quot; would affect status light while wire was disconnected. ([https://forums.factorio.com/118456 more])&lt;br /&gt;
* Fixed turbo splitter was missing description. ([https://forums.factorio.com/120236 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added hide_clouds and hide_fog parameters to LuaGameScript::take_screenshot. ([https://forums.factorio.com/120199 more])&lt;br /&gt;
* Added LuaEntity::get_logistic_sections(). Added LuaLogisticSections.&lt;br /&gt;
== 2.0.15 ==&lt;br /&gt;
Date: 05.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Cars and tanks will auto-refuel. ([https://forums.factorio.com/118247 more])&lt;br /&gt;
* Relation between offshore pump and fluid tiles added to Factoriopedia.&lt;br /&gt;
* Statistic GUI precision is preserved across instances.&lt;br /&gt;
* {{SA}} Space platforms can be built with quality starter packs. ([https://forums.factorio.com/118376 more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Increased spidertron walking sound volume.&lt;br /&gt;
* Using the &amp;quot;craft all&amp;quot; hotkey on free recipes queues 1 stack of the results. ([https://forums.factorio.com/118319 more])&lt;br /&gt;
* Changed the simulated mouse cursor appearance to match the system default on macOS.&lt;br /&gt;
* {{SA}} Added pollution value to heating tower.&lt;br /&gt;
* {{SA}} Show recycler output arrow in &amp;quot;Alt-mode&amp;quot;. ([https://forums.factorio.com/119176 more])&lt;br /&gt;
* Display panels set to &amp;quot;Show in chart&amp;quot; with no icon now hide the default icon until hovered. ([https://forums.factorio.com/116844 more])&lt;br /&gt;
* Removed support for 8 bit audio depth.&lt;br /&gt;
* Added tooltip to &amp;quot;Spoiled priority&amp;quot; inserter setting to clarify behavior and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed IME Pad input not working on screens with visible simulations. ([https://forums.factorio.com/116118 more])&lt;br /&gt;
* Fixed that the browse-games GUI header labels were not clickable. ([https://forums.factorio.com/117697 more])&lt;br /&gt;
* Fixed that kills with chained effects did not count towards statistics or achievements. ([https://forums.factorio.com/118420 more])&lt;br /&gt;
* Extended the mute-programmable-speaker command to apply to sounds with both global and surface playback modes. ([https://forums.factorio.com/118386 more])&lt;br /&gt;
* Fixed a crash when a player got desynced from a multiplayer game while the Technology GUI was open.&lt;br /&gt;
* Fixed a crash when rendering display panel text after loading a save file. ([https://forums.factorio.com/119071 more])&lt;br /&gt;
* Fixed a crash when clicking on an orbital request slot with an invalid ghost item in cursor. ([https://forums.factorio.com/118847 more])&lt;br /&gt;
* Fixed a crash when rendering certain blueprints with pipe-to-grounds which visually connected to neighbours outside of the blueprint. ([https://forums.factorio.com/116456 more])&lt;br /&gt;
* Fixed cargo pod with satellite not despawning after launching to orbit. ([https://forums.factorio.com/118913 more])&lt;br /&gt;
* Fixed a crash when teleporting a crafting machine ghost with fluid connections. ([https://forums.factorio.com/118607 more])&lt;br /&gt;
* Fixed that space platforms would try to build/upgrade/deconstruct/repair other forces entities. ([https://forums.factorio.com/119089 more])&lt;br /&gt;
* Fixed that the production GUI title wouldn&#039;t update when viewing different planets. ([https://forums.factorio.com/119174 more])&lt;br /&gt;
* Fixed that starting territories on Vulcanus could be merged into one more frequently than expected. ([https://forums.factorio.com/117525 more])&lt;br /&gt;
* Fixed that platform requests satisfied wait conditions could be stuck when the platform had unfulfilled ghost item requests. ([https://forums.factorio.com/119179 more])&lt;br /&gt;
* Fixed that space platforms didn&#039;t fulfill remote item delivery requests if the target slot was already occupied with the same item. ([https://forums.factorio.com/119179 more])&lt;br /&gt;
* Fixed that negative movement speed stickers could cause player movement to get stuck in a near infinite loop. ([https://forums.factorio.com/118071 more])&lt;br /&gt;
* Fixed a crash when drawing spidertrons on the map if selected_minimap_representation wasn&#039;t defined. ([https://forums.factorio.com/117889 more])&lt;br /&gt;
* Fixed shattered planet achievements being incorrectly awarded when traveling backwards in a paused platform. ([https://forums.factorio.com/119178 more])&lt;br /&gt;
* Fixed that remote view while in the map editor did not ignore fog of war. ([https://forums.factorio.com/119152 more])&lt;br /&gt;
* Fixed a crash when using LuaEquipmentGrid::take_all() when the grid contained ghosts. ([https://forums.factorio.com/118730 more])&lt;br /&gt;
* Fixed that belt immunity equipment didn&#039;t use less power at higher qualities like it said it did. ([https://forums.factorio.com/118722 more])&lt;br /&gt;
* Fixed that several specific-item producing entities could not be specifically filtered in the deconstruction planner. (https://forums.factorio.com/118089, https://forums.factorio.com/118297, https://forums.factorio.com/116477)&lt;br /&gt;
* Fixed LuaEntity::max_health was returning incorrect values for entities with health affected by evolution factor. ([https://forums.factorio.com/118626 more])&lt;br /&gt;
* Fixed fast replacing loaders would not preserve filter mode. ([https://forums.factorio.com/119559 more])&lt;br /&gt;
* Fixed that heating towers and nuclear reactors were fast-replaceable with each other. ([https://forums.factorio.com/118560 more])&lt;br /&gt;
* Fixed rail curves making a blueprint&#039;s default snapping grid unnecessarily large. ([https://forums.factorio.com/116603 more])&lt;br /&gt;
* Removed long delay at start when no audio devices are found. ([https://forums.factorio.com/117795 more])&lt;br /&gt;
* Fixed that result_is_always_fresh was ignored for hand crafting. ([https://forums.factorio.com/119705 more])&lt;br /&gt;
* Maybe fixed crashes related to using formatting strings with floating-point numbers on Intel Macs running Sonoma.&lt;br /&gt;
* Fixed that removing cargo bays while the inventory limit was in place did not work correctly. ([https://forums.factorio.com/118132 more])&lt;br /&gt;
* Fixed that inserters could get stuck loading cargo wagons in some cases. ([https://forums.factorio.com/119636 more])&lt;br /&gt;
* Fixed spoiled items in filtered slots of inventory would not get ejected to unfiltered slots when sorting inventory. ([https://forums.factorio.com/119743 more])&lt;br /&gt;
* Fixed a crash when removing equipment that was in equipment ghosts. ([https://forums.factorio.com/119207 more])&lt;br /&gt;
* Fixed a crash when migrating a fluid box from one that joins with a fluid segment to one that does not.&lt;br /&gt;
* Fixed endlessly pending asteroid collector calculation when navigation was not changed ([https://forums.factorio.com/119125 more])&lt;br /&gt;
* Fixed modded spider vehicles being selectable with Spidertron Remote when selectable_in_game property was false.&lt;br /&gt;
* Fixed copying settings from inserter to assembler could raise error sound even when circuit conditions were changed. ([https://forums.factorio.com/118520 more])&lt;br /&gt;
* Fixed that some color signals were not given lamp color. ([https://forums.factorio.com/118710 more])&lt;br /&gt;
* Fixed that recipe parameter would not allow productivity effect. ([https://forums.factorio.com/118790 more])&lt;br /&gt;
* Fixed that new filters set by LuaLogisticSection::filters would not propagate to other sections under the same group. ([https://forums.factorio.com/118427 more])&lt;br /&gt;
* Fixed that sync-mods-with-save did not show load-save as an option. ([https://forums.factorio.com/119038 more])&lt;br /&gt;
* Fixed captive biter spawner was able to connect to logistic network. ([https://forums.factorio.com/119492 more])&lt;br /&gt;
* Fixed that clearing assembler recipe would not clear invalid item requests. ([https://forums.factorio.com/119347 more])&lt;br /&gt;
* Fixed a crash when trying to drag temporary schedule record for a constantly retriggering interrupt. ([https://forums.factorio.com/119233 more])&lt;br /&gt;
* Fixed asteroid collector description not listing minimum energy consumption. ([https://forums.factorio.com/118962 more])&lt;br /&gt;
* Fixed recycling time of recipes with default crafting time was twice as long. ([https://forums.factorio.com/118900 more])&lt;br /&gt;
* Fixed space platforms and cargo landing pads losing items when merging forces. ([https://forums.factorio.com/117877 more])&lt;br /&gt;
* Fixed that item pickup requests weren&#039;t invalidated after making an automatic trash request. ([https://forums.factorio.com/118276 more])&lt;br /&gt;
* Fixed environmental sounds needlessly reloading when entering/leaving remote view. ([https://forums.factorio.com/117910 more])&lt;br /&gt;
* Fixed rough ice thawing to volcanic tiles. ([https://forums.factorio.com/119177 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Changed territory noise expressions coordinate system from chunk-based to tile-based.&lt;br /&gt;
* Added option to surface.pollute() for recording the pollution change in statistics.&lt;br /&gt;
* Fixed on_entity_damaged.source not behaving according to the 2.0 specification.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added connection_type and linked_connection_id to LuaFluidboxPrototype::pipe_connections.&lt;br /&gt;
== 2.0.14 ==&lt;br /&gt;
Date: 01.11.2024&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Changed self-recycling recipe statistics to be ignored in production graph.&lt;br /&gt;
* Changed sprites with scale between 0.5 and 1 (exclusive) to apply downscaling to low resolution (affects base game biter sprites).&lt;br /&gt;
* Changed cargo landing pad mining time to 1.&lt;br /&gt;
* Moved the mods GUI search to be with the content it is searching.&lt;br /&gt;
* Added linear interpolation method (used by default now) for audio resampling when playback speed is changed. ([https://forums.factorio.com/116936 more])&lt;br /&gt;
* Added an option to disable animated ghosts to aid performance on integrated GPUs. ([https://forums.factorio.com/116304 more])&lt;br /&gt;
* {{SA}} Added a confirmation box when deleting space platforms.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that having multiple key bindings could cause some keys to get stuck. ([https://forums.factorio.com/118498 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to parametrised item filter to any quality. ([https://forums.factorio.com/118272 more])&lt;br /&gt;
* Fixed a crash when killing segmented units attached to a segmented controller. ([https://forums.factorio.com/118639 more])&lt;br /&gt;
* Fixed that tank logistic trash slots did not work correctly when using roboports in the tank. ([https://forums.factorio.com/118235 more])&lt;br /&gt;
* Fixed that shortcuts marked as not toggleable still allowed being toggled. ([https://forums.factorio.com/115015 more])&lt;br /&gt;
* Fixed that lua shortcuts ignored unavailable_until_unlocked. ([https://forums.factorio.com/117464 more])&lt;br /&gt;
* Fixed that teleporting certain entities would delete their fluid contents. ([https://forums.factorio.com/117719 more])&lt;br /&gt;
* Fixed that the reactor GUI temperature would flicker when the temperature was &amp;lt; 100 degrees. ([https://forums.factorio.com/118121 more])&lt;br /&gt;
* Fixed that some errors related to prototypes would report coming from the wrong prototype. ([https://forums.factorio.com/118703 more])&lt;br /&gt;
* Fixed that copying spider vehicle settings between spiders of different quality did not work correctly. ([https://forums.factorio.com/118711 more])&lt;br /&gt;
* Fixed that pumps would pull fluid from internal machine buffers instead of the connected fluid segment. ([https://forums.factorio.com/118688 more])&lt;br /&gt;
* Fixed that mods were able to create item stacks without quality which crashed the game. ([https://forums.factorio.com/118677 more])&lt;br /&gt;
* Fixed rocket silo requesting more items even if another rocket wasn&#039;t ready yet. ([https://forums.factorio.com/118163 more])&lt;br /&gt;
* Fixed incorrect lightning protection visualisation in some cases where shorter range attractor is close to longer ranged one ([https://forums.factorio.com/117751 more])&lt;br /&gt;
* Fixed vehicle sounds not playing in some menu simulations. ([https://forums.factorio.com/117674 more])&lt;br /&gt;
* Fixed a crash when reading repair state of a character not assigned to a player. ([https://forums.factorio.com/118767 more])&lt;br /&gt;
* Fixed asteroid collector navigation not generating in time when a straight platform edge is aligned with chunk border, which caused a crash. ([https://forums.factorio.com/118050 more])&lt;br /&gt;
* Fixed consistency issue when removing a turret that was connected to logistic network. ([https://forums.factorio.com/117498 more])&lt;br /&gt;
* Fixed a crash when prototype data changes and roboports are requesting specific robots. ([https://forums.factorio.com/117618 more])&lt;br /&gt;
* Fixed combinators could get stuck after cancelling deconstruction order. ([https://forums.factorio.com/118748 more])&lt;br /&gt;
* Fixed a crash when fast-replacing not-a-heat-interface entity with a heat interface. ([https://forums.factorio.com/118778 more])&lt;br /&gt;
* Fixed a crash when trying to recycle blueprint books with contents. ([https://forums.factorio.com/118825 more])&lt;br /&gt;
* Fixed being able to enter a frozen rocket.&lt;br /&gt;
* Fixed flames not updating on a frozen or deconstructed rocket silo.&lt;br /&gt;
* Fixed a crash when viewing players in the players GUI when they disconnect from the server.&lt;br /&gt;
* Fixed a crash when copy-pasting settings from an assembling machine to a logistic chest that did not support requests. ([https://forums.factorio.com/118716 more])&lt;br /&gt;
* Fixed that the space map GUI would not show until you had visited at least 1 other planet. ([https://forums.factorio.com/118865 more])&lt;br /&gt;
* Fixed loader energy source buffer size computation. ([https://forums.factorio.com/118529 more])&lt;br /&gt;
* Fixed that tesla turret and tesla gun chain lightning sometimes arced to friendly entities. ([https://forums.factorio.com/118726 more])&lt;br /&gt;
* Fixed that character_mining_speed_modifier was not handled in latency state.&lt;br /&gt;
* Fixed factoriopedia for space connections would highlight wrong graph series when hovering over slots of spawned asteroids. ([https://forums.factorio.com/118057 more])&lt;br /&gt;
* Fixed pinning other players did not work correctly. ([https://forums.factorio.com/118939 more])&lt;br /&gt;
* Fixed demolishers getting disturbed by vehicles and other non-building entities. ([https://forums.factorio.com/117092 more])&lt;br /&gt;
* Fixed &amp;quot;Get off my lawn&amp;quot; achievement not being awarded when building close to a demolisher. ([https://forums.factorio.com/118420 more])&lt;br /&gt;
* Fixed a crash when copy-pasting from cars with equipment grids to ghost-cars without equipment grids. ([https://forums.factorio.com/118480 more])&lt;br /&gt;
* Fixed a crash when showing logistic request tooltip immediately after joining a multiplayer game. ([https://forums.factorio.com/116939 more])&lt;br /&gt;
* Reverted a fix for train interrupts not being checked when passing a station without conditions ([https://forums.factorio.com/117530 more])because it crashed the game. ([https://forums.factorio.com/118822 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Combined four ghost tint definitions in UtilityConstants into UtilityConstants::ghost_shader_tint and added UtilityConstants::ghost_shaderless_tint.&lt;br /&gt;
* Added LoaderPrototype::per_lane_filters.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::loader_filter_mode (read/write).&lt;br /&gt;
== 2.0.13 ==&lt;br /&gt;
Date: 30.10.2024&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Offshore pump speed increases with quality.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Curved rails cost 3 rail items to build.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Remote View sometimes flickering to the wrong surface when using Next Surface/Previous Surface hotkeys.&lt;br /&gt;
* Fixed that the Surface List would react to the Home and End keys after it was clicked ([https://forums.factorio.com/116927 more])&lt;br /&gt;
* Improved diagonal character movement which should help slip between things easier. ([https://forums.factorio.com/117748 more])&lt;br /&gt;
* Fixed a crash when upgrading the inner entity of a ghost while the GUI was open. ([https://forums.factorio.com/118164 more])&lt;br /&gt;
* Fixed that joining LAN games without a username set would allow any characters for the username. ([https://forums.factorio.com/107985 more])&lt;br /&gt;
* Fixed that request from buffer chests was not preserved when changing the force of an entity. ([https://forums.factorio.com/114099 more])&lt;br /&gt;
* Fixed that flamethrower turret could be manually built to mix fluids. ([https://forums.factorio.com/118045 more])&lt;br /&gt;
* Fixed that half diagonal rails would cost only 1 rail item. ([https://forums.factorio.com/117484 more])&lt;br /&gt;
* Fixed pipe sound starting and stopping too abruptly. ([https://forums.factorio.com/118028 more])&lt;br /&gt;
* Fixed turret behaviour when it has more than 4 directions and the collision box is not affected by rotation.&lt;br /&gt;
* Fixed a crash when switching preferred audio output device while a variable music track is being generated. ([https://forums.factorio.com/118250 more])&lt;br /&gt;
* Fixed an issue with platform construction requests when copying settings onto the hub. ([https://forums.factorio.com/117600 more])&lt;br /&gt;
* Fixed a crash when saving related to construction robots and their work targets moving. ([https://forums.factorio.com/118226 more])&lt;br /&gt;
* Fixed that Continue host option didn&#039;t offer mod sync to the save to be hosted. ([https://forums.factorio.com/107900 more])&lt;br /&gt;
* Fixed Space platform requests would always be checked in the same order, leading to some requests being ignored. ([https://forums.factorio.com/117146 more])&lt;br /&gt;
* Fixed base game space science getting throughput limited due to limited hatches. ([https://forums.factorio.com/118064 more])&lt;br /&gt;
* Fixed defines.space_platform_state was missing value for paused. ([https://forums.factorio.com/118336 more])&lt;br /&gt;
* Fixed solar panel output multiplier flickering in tooltip. ([https://forums.factorio.com/117972 more])&lt;br /&gt;
* Fixed that deconstruction of a chest with full trash slots didn&#039;t dispatch enough robots. ([https://forums.factorio.com/117455 more])&lt;br /&gt;
* Fixed a crash caused by a player sending a space platform which was waiting for departure (not enough thrust) to a location which wasn&#039;t unlocked yet. ([https://forums.factorio.com/118254 more])&lt;br /&gt;
* Fixed that train interrupts were not checked when passing station without conditions. ([https://forums.factorio.com/117530 more])&lt;br /&gt;
* Fixed that the browse-games GUI &#039;dedicated server&#039; and &#039;favorite&#039; settings would get confused with each other. ([https://forums.factorio.com/118358 more])&lt;br /&gt;
* Fixed that capture-spawner research trigger reported incorrect type. ([https://forums.factorio.com/118279 more])&lt;br /&gt;
* Fixed production and electricity statistics would use wrong locale for ranges exceeding 99 hours. ([https://forums.factorio.com/117170 more])&lt;br /&gt;
* Fixed that exoskeleton legs would incorrectly consume more energy at higher qualities. ([https://forums.factorio.com/118370 more])&lt;br /&gt;
* Fixed that logistic filter upper count wasn&#039;t considered by the blueprint parametrisation. ([https://forums.factorio.com/117422 more])&lt;br /&gt;
* Fixed technology trigger info showing outside the tooltip. ([https://forums.factorio.com/116004 more])&lt;br /&gt;
* Fixed that Lua require didn&#039;t accept symbolic links. ([https://forums.factorio.com/117061 more])&lt;br /&gt;
* Fixed that migrating logistic cell charger count would corrupt loading. ([https://forums.factorio.com/117868 more])&lt;br /&gt;
* Fixed that cars/tanks would not preserve their settings correctly in blueprint strings. ([https://forums.factorio.com/118293 more])&lt;br /&gt;
* Fixed that fluids would be duplicated when fast-replacing machines. ([https://forums.factorio.com/118323 more])&lt;br /&gt;
* Fixed that the window could get stuck in an infinite loop of toggling fullscreen when changing displays on Linux. ([https://forums.factorio.com/116349 more])&lt;br /&gt;
* Fixed that the &amp;quot;make it better&amp;quot; achievement only worked with quality level 1 modules. ([https://forums.factorio.com/117497 more])&lt;br /&gt;
* Fixed asteroid collectors sometimes not generating navmesh properly around chunk borders and related instabilities. (https://forums.factorio.com/117737, https://forums.factorio.com/117276)&lt;br /&gt;
* Fixed that opened console was rendered into the galaxy of fame output. ([https://forums.factorio.com/117619 more])&lt;br /&gt;
* Fixed that the focus search hotkey would not work in choose elem button GUIs if a mod GUI was marked as opened. ([https://forums.factorio.com/118073 more])&lt;br /&gt;
* Fixed that Intel Macs running macOS Big Sur or later logged the wrong version number.&lt;br /&gt;
* Fixed issue where entities at position where entities at the point where lightning attractor collection ranges touch were incorrectly considered endangered by lightning ([https://forums.factorio.com/118102 more])&lt;br /&gt;
* Fixed blue line at the edge of some sprites by clearing sprite atlas background to clear color. ([https://forums.factorio.com/117261 more])&lt;br /&gt;
* Fixed some cases of upgradeable overbuilds not upgrading ([https://forums.factorio.com/117644 more])&lt;br /&gt;
* Fixed that using Nauvis map gen settings for other planets made them generate only grass. ([https://forums.factorio.com/118374 more])&lt;br /&gt;
* Fixed that the select-recipe GUI did not work correctly if you re-bound the crafting hotkeys. ([https://forums.factorio.com/118383 more])&lt;br /&gt;
* Fixed a crash when editing a pin while the entity was referencing was removed. ([https://forums.factorio.com/118406 more])&lt;br /&gt;
* Fixed selector combinator could sometimes fail to select correct signal. (https://forums.factorio.com/118412, https://forums.factorio.com/116548)&lt;br /&gt;
* Fixed that some technology triggers required crafting specific quality items. ([https://forums.factorio.com/117848 more])&lt;br /&gt;
* Fixed constant combinator activity lamp not updating state in certain cases. ([https://forums.factorio.com/117929 more])&lt;br /&gt;
* Fixed that custom sprite button&#039;s caption would be drawn under the sprite. ([https://forums.factorio.com/118327 more])&lt;br /&gt;
* Possibly fixed a crash on Intel Macs related to printing floats with 0 precision. ([https://forums.factorio.com/116239 more])&lt;br /&gt;
* Fixed layered icons in rich text were not scaled and rotated properly. ([https://forums.factorio.com/116031 more])&lt;br /&gt;
* Fixed that moisture and terrain type weren&#039;t migrated properly for 1.1 saves resulting in hard chunk edges.&lt;br /&gt;
* Fixed occasional crash occurring when super force deconstructing with filtered tiles only planner includes double tile ghosts and an entity ghost on one tile ([https://forums.factorio.com/118041 more])&lt;br /&gt;
* Fixed a crash when a space platform hub with &#039;Any request zero&#039; wait condition was destroyed. ([https://forums.factorio.com/118505 more])&lt;br /&gt;
* Fixed that custom gui elem_tooltip did not work for some new types. ([https://forums.factorio.com/118581 more])&lt;br /&gt;
* Fixed big electric poles were not colliding with asteroid collectors. ([https://forums.factorio.com/118506 more])&lt;br /&gt;
* Fixed that LuaGameScript::show_message_dialog() could use the wrong player and freeze the game. ([https://forums.factorio.com/115881 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaSpacePlatform::name write.&lt;br /&gt;
* Added player_won to the on_pre_scenario_finished event.&lt;br /&gt;
* LuaControl uses physical controller for item manipulations (LuaControl::insert, has_items_inside, get_item_count, remove_item, clear_items_inside)&lt;br /&gt;
* Added LuaPlayer::physical_controller_type read.&lt;br /&gt;
* Added LuaQualityPrototype::color read.&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
* Fulgora lightning sound remixed lower with volume variations.&lt;br /&gt;
* Fixed some explosions that were using the wrong size of explosion sound.&lt;br /&gt;
* Numerous sound mixes including new plant mining sounds mixed lower.&lt;br /&gt;
* Various menu simulation mixes improved.&lt;br /&gt;
== 2.0.12 ==&lt;br /&gt;
Date: 28.10.2024&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed rocket silos requesting more items than necessary. ([https://forums.factorio.com/116949 more])&lt;br /&gt;
* Fixed a crash when reading owner_location on simple item stacks. ([https://forums.factorio.com/117357 more])&lt;br /&gt;
* Fixed mini-tutorial scripts crashing or not granting items if player switched to remote view.&lt;br /&gt;
* Fixed that LuaControl::opened write did not work for several GUI types. ([https://forums.factorio.com/117362 more])&lt;br /&gt;
* Fixed that elevated rail entities would still work without owning space-age. ([https://forums.factorio.com/117225 more])&lt;br /&gt;
* Fixed that the admin &amp;quot;other player&amp;quot; GUI would open the other player&#039;s remote controller invenory instead of physical inventory. ([https://forums.factorio.com/117410 more])&lt;br /&gt;
* Fixed a crash related to quickbar interaction with any-quality spawnable items. ([https://forums.factorio.com/117206 more])&lt;br /&gt;
* Fixed a crash when building (faulty) blueprint with two hazard concrete tiles in one space (https://forums.factorio.com/117108 and https://forums.factorio.com/117071)&lt;br /&gt;
* Fixed game state GUIs being automatically closed when the game was paused. ([https://forums.factorio.com/116851 more])&lt;br /&gt;
* Fixed several possible errors related to smart belt building. (https://forums.factorio.com/116660, https://forums.factorio.com/117119)&lt;br /&gt;
* Fixed that disconnecting and reconnecting while personal robots were working did not preserve their quality. ([https://forums.factorio.com/117448 more])&lt;br /&gt;
* Fixed that cargo pods dropped players to a random location which could make them stuck. (https://forums.factorio.com/117461 and https://forums.factorio.com/117408)&lt;br /&gt;
* Fixed that alert icons were rendered into the galaxy of fame.&lt;br /&gt;
* Fixed a desync related to space platform hubs reading content and repair packs merging due to inventory sorting.&lt;br /&gt;
* Fixed ribbon world preset having too many cliffs on Nauvis. ([https://forums.factorio.com/117544 more])&lt;br /&gt;
* Fixed that blueprint parametrisation value formula evaluation didn&#039;t work for negative numbers. ([https://forums.factorio.com/116342 more])&lt;br /&gt;
* Extended blueprint parametrisation to work on fluid recipe parameters.&lt;br /&gt;
* Fixed lua deconstruct_area crashing when deconstructing a ghost ([https://forums.factorio.com/117154 more])&lt;br /&gt;
* Fixed inserter status showing &amp;quot;Target full&amp;quot; when swinging towards a belt ([https://forums.factorio.com/116626 more])&lt;br /&gt;
* Fixed that drag building context was not carried properly between normal view and remote view. ([https://forums.factorio.com/116818 more])&lt;br /&gt;
* Fixed combat robots bobbing. ([https://forums.factorio.com/117364 more])&lt;br /&gt;
* Fixed a crash when defining a recipe that does not always produce an item. ([https://forums.factorio.com/117476 more])&lt;br /&gt;
* Fixed that filters of a ghost turret could get corrupted in latency when upgrading it with upgrade planner. ([https://forums.factorio.com/117708 more])&lt;br /&gt;
* Fixed that re-bound crafting keys did not work correctly. ([https://forums.factorio.com/117454 more])&lt;br /&gt;
* Fixed that chat icons didn&#039;t include layered icons. ([https://forums.factorio.com/117024 more])&lt;br /&gt;
* Fixed a crash when super-force-building electric poles in latency state. ([https://forums.factorio.com/117620 more])&lt;br /&gt;
* Fixed a debug visualization render crash when the given force no longer exists. ([https://forums.factorio.com/117800 more])&lt;br /&gt;
* Fixed visual noise caused by parameter recipes drawing as not researched. ([https://forums.factorio.com/117688 more])&lt;br /&gt;
* Fixed selector combinator&#039;s constant index was not covered by blueprint parameters. ([https://forums.factorio.com/117869 more])&lt;br /&gt;
* Fixed arithmetic combinator was not showing red and green inputs separately in tooltips. ([https://forums.factorio.com/117819 more])&lt;br /&gt;
* Fixed superforced overbuilding logistic and non-losistic chests did not transfer limits ([https://forums.factorio.com/117353 more])&lt;br /&gt;
* Fixed underground pipe in cursor would sometimes not rotate when rotation key pressed right after placement while playing in latency.&lt;br /&gt;
* Fixed loading save files with some entities on planets with lighting when those entities were removed.&lt;br /&gt;
* Fixed a crash in multiplayer if you were wearing armor and the force you were on was deleted.&lt;br /&gt;
* Fixed some of the quirks of drag building. Whenever there is nothing to build from in the cursor, the drag building logic is interrupted. ([https://forums.factorio.com/100393 more])&lt;br /&gt;
* Fixed that the mine-entity technology trigger did not work if the resource entity produced multiple or variable results. ([https://forums.factorio.com/117500 more])&lt;br /&gt;
* Fixed that asteroid collectors could get stuck if the inventory limiter was used. ([https://forums.factorio.com/117739 more])&lt;br /&gt;
* Fixed a missing value in the prototype explorer. ([https://forums.factorio.com/117805 more])&lt;br /&gt;
* Fixed that smoke-with-trigger could teleport to 0,0 on a map if it was previously following a specific entity. ([https://forums.factorio.com/117807 more])&lt;br /&gt;
* Fixed rail ramp health bar position. ([https://forums.factorio.com/117921 more])&lt;br /&gt;
* Fixed wait condition &amp;quot;station is full&amp;quot; and &amp;quot;station is not full&amp;quot; would report incorrect progress. ([https://forums.factorio.com/117949 more])&lt;br /&gt;
* Fixed crash related to blueprint parametrisation and drag building button being held and moved after the dialog appeared. ([https://forums.factorio.com/117299 more])&lt;br /&gt;
* Fixed lamp would keep using color when circuit wire was disconnected. ([https://forums.factorio.com/117400 more])&lt;br /&gt;
* Fixed copy settings undo could fail to restore control behavior settings if they were originally at default values. ([https://forums.factorio.com/117212 more])&lt;br /&gt;
* Fixed that the map editor couldn&#039;t set filters in some cases. ([https://forums.factorio.com/117801 more])&lt;br /&gt;
* Fixed that LuaRecord methods did not work correctly. ([https://forums.factorio.com/117411 more])&lt;br /&gt;
* Fixed crash when building parameterised blueprint with dependent ingridient used in another machine being a fluid. ([https://forums.factorio.com/117673 more])&lt;br /&gt;
* Fixed missing blueprint parametrisation logic for the loader. ([https://forums.factorio.com/117490 more])&lt;br /&gt;
* Fixed a crash when migrating blueprint library content in a save that had that blueprint GUI open. ([https://forums.factorio.com/115674 more])&lt;br /&gt;
* Fixed that items could be put into ghost inventories. ([https://forums.factorio.com/117988 more])&lt;br /&gt;
* Fixed playing too many sounds at once at the start of certain tips and tricks simulations. ([https://forums.factorio.com/116390 more])&lt;br /&gt;
* Fixed a crash when setting RoboportPrototype::charging_station_count_affected_by_quality to true. ([https://forums.factorio.com/118086 more])&lt;br /&gt;
* Fixed generic interrupt false positives with certain interrupt conditions. ([https://forums.factorio.com/117799 more])&lt;br /&gt;
* Fixed main-menu music mode not working correctly in-game. ([https://forums.factorio.com/117613 more])&lt;br /&gt;
* Fixed a crash when trying to open Technology GUI from Factoriopedia while the game was being saved. ([https://forums.factorio.com/118029 more])&lt;br /&gt;
* Fixed clipping that could occur in some variable music tracks. ([https://forums.factorio.com/117987 more])&lt;br /&gt;
* Fixed that set recipe on assembling machine circuit controls could buffer items indefinitely. ([https://forums.factorio.com/117890 more])&lt;br /&gt;
* Fixed inconsistency in belt power replace through corner when going backwards and forwards. ([https://forums.factorio.com/102843 more])&lt;br /&gt;
* Fixed a train consistency issue when interrupt triggers inside of another interrupt in certain cases. (https://forums.factorio.com/116845, https://forums.factorio.com/117585, https://forums.factorio.com/117717)&lt;br /&gt;
* Fixed space platform losing its paused state when it arrived to a planet drifting backwards. ([https://forums.factorio.com/118123 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added LoaderPrototype::frozen_patch_in and frozen_patch_out.&lt;br /&gt;
== 2.0.11 ==&lt;br /&gt;
Date: 25.10.2024&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Asteroid collector filters can be modified by blueprint parametrisation.&lt;br /&gt;
* Programmable speaker can be modified by blueprint parametrisation.&lt;br /&gt;
* When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start.&lt;br /&gt;
* {{SA}} The &amp;quot;Custom minimum payload&amp;quot; slider for orbital logistics now offers more sensible values.&lt;br /&gt;
* {{SA}} Orbital logistics &amp;quot;Custom minimum payload&amp;quot; is now checked against largest possible payload before setting the filter.&lt;br /&gt;
* {{SA}} Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved performance of technology GUI when viewing only essential technologies. ([https://forums.factorio.com/117044 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed. ([https://forums.factorio.com/116791 more])&lt;br /&gt;
* Fixed that biter base menu simulation had more decoratives over the Wube logo than desired. ([https://forums.factorio.com/116882 more])&lt;br /&gt;
* Tips simulation fixed with minor changes to texts ([https://forums.factorio.com/116394 more] [https://forums.factorio.com/116854 more] [https://forums.factorio.com/116442 more])&lt;br /&gt;
* Fixed that the map editor couldn&#039;t change the spawn point of a force after it was set. ([https://forums.factorio.com/116966 more])&lt;br /&gt;
* Fixed that the game would hang when closing the load game menu if the number of mods in the mods directory was too large on Linux. ([https://forums.factorio.com/116561 more])&lt;br /&gt;
* Fixed incorrect pump speed reporting when pumping into a fluid wagon. ([https://forums.factorio.com/116492 more])&lt;br /&gt;
* Fixed that pumps could not pump into a fluid wagon at full speed. ([https://forums.factorio.com/116492 more])&lt;br /&gt;
* Fixed that inserters could get stuck if the crafting machine they&#039;re interacting with dies and is rebuilt. ([https://forums.factorio.com/116972 more])&lt;br /&gt;
* Fixed a performance issue with ghost building. ([https://forums.factorio.com/117023 more])&lt;br /&gt;
* Fixed achievement nucear-power to require building nuclear reactor. ([https://forums.factorio.com/116730 more])&lt;br /&gt;
* Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers. ([https://forums.factorio.com/117063 more])&lt;br /&gt;
* Fixed that players in remote view were unable to open menu when the game was paused. ([https://forums.factorio.com/116472 more])&lt;br /&gt;
* Fixed turrets sometimes being marked for deconstruction and rebuild if trying to upgrade through overbuilding.&lt;br /&gt;
* Fixed position of car driven by local player would be delayed on minimap in multiplayer.&lt;br /&gt;
* Fixed a crash related to rocket silos when adding and removing mods. ([https://forums.factorio.com/117067 more])&lt;br /&gt;
* Fixed that zooming with buttons(keyboard or controller) would not zoom to pixel-perfect values.&lt;br /&gt;
* Fixed a crash when reading cursor record of a character not assigned to a player. ([https://forums.factorio.com/116926 more])&lt;br /&gt;
* Fixed that building with modded items did not work correctly in all cases. ([https://forums.factorio.com/116862 more])&lt;br /&gt;
* Fixed a crash when merging forces related to chart tags. ([https://forums.factorio.com/116931 more])&lt;br /&gt;
* Fixed that blueprinted containers would loose their settings when overbuilt over container without those settings ([https://forums.factorio.com/116130 more])&lt;br /&gt;
* Fixed a crash when setting roboport requests to a negative value. ([https://forums.factorio.com/116996 more])&lt;br /&gt;
* Fixed RecipePrototype::maximum_productivity was allowed to be negative. ([https://forums.factorio.com/117026 more])&lt;br /&gt;
* Fixed rail description would suggest toggle rail layer binding when elevated-rails mod was disabled. ([https://forums.factorio.com/116885 more])&lt;br /&gt;
* Fixed blueprints being able to produce two overlaying ghosts of tiles with the same placing item (like hazard-concrete-left/right)&lt;br /&gt;
* Fixed technology GUI not updating technology cost label if the technology didn&#039;t have any science packs. ([https://forums.factorio.com/117237 more])&lt;br /&gt;
* Fixed reading LuaTechnologyPrototype::research_trigger could throw an error. ([https://forums.factorio.com/117279 more])&lt;br /&gt;
* Fixed modules technology icon when quality mod is disabled. ([https://forums.factorio.com/117284 more])&lt;br /&gt;
* Fixed MapGeneratorGui would not enable reset to defaults button when changing technology price multiplier. ([https://forums.factorio.com/116864 more])&lt;br /&gt;
* Fixed PVP scenario not having starting area protection enabled when the last player of that force logged out. ([https://forums.factorio.com/117028 more])&lt;br /&gt;
* Fixed use-item-groups had no effects. ([https://forums.factorio.com/117367 more])&lt;br /&gt;
* Fixed a crash when trying to render a surface which doesn&#039;t exist in a simulation. ([https://forums.factorio.com/117359 more])&lt;br /&gt;
* Fixed crashes caused by calling missing library symbols on older macOS versions. ([https://formus.factorio.com/116227 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added AssemblingMachinePrototype::disabled_when_recipe_not_researched.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaEntity::insert_plan and LuaEntity::removal_plan read/write.&lt;br /&gt;
* Added removal_plan parameter to LuaSurface::create_entity for item request proxies.&lt;br /&gt;
== 2.0.10 ==&lt;br /&gt;
Date: 23.10.2024&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Galaxy of fame. Offered when the game is finished. ([https://www.factorio.com/galaxy more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Non-blocking saving setting is no longer synced over the Steam cloud.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added flying text for more cases of unsuccessful resource mining.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that blueprint book tooltips did not look correct when in the quickbar. ([https://forums.factorio.com/116593 more])&lt;br /&gt;
* Fixed that movement speed bonus equipment would show garbage values when low on energy. ([https://forums.factorio.com/116433 more])&lt;br /&gt;
* Fixed that some fluid-only recipes would allow quality modules. ([https://forums.factorio.com/116424 more])&lt;br /&gt;
* Fixed that the &amp;quot;kill with artillery&amp;quot; achievement did not work with artillery wagons. ([https://forums.factorio.com/116517 more])&lt;br /&gt;
* Fixed invalid package name in sprite path definition would result in OS error message dialog instead of loading into minimal mode. ([https://forums.factorio.com/116210 more])&lt;br /&gt;
* Fixed that continue host menu option didn&#039;t respect the port from the config. ([https://forums.factorio.com/111288 more])&lt;br /&gt;
* From now on, we wont save blueprint-storage to a file when it was not used yet. This might help preventing cloud storage file by a file representing empty blueprint storage. ([https://forums.factorio.com/113198 more])&lt;br /&gt;
* Fixed that the blueprint setup GUI would always confirm to discard changes even if nothing changed when the blueprint had a description. ([https://forums.factorio.com/116285 more])&lt;br /&gt;
* Leaked D3D device and swap chain in attempt to avoid AMD driver crash when closing the game. ([https://forums.factorio.com/108367 more])&lt;br /&gt;
* Fixed LogisticContainerControlBehavior exclusive mode could get out of sync from the ContainerControlBehavior it derives from. ([https://forums.factorio.com/116669 more])&lt;br /&gt;
* Fixed that the debug settings GUI could get stuck behind the normal game logic. ([https://forums.factorio.com/116413 more])&lt;br /&gt;
* Fixed that the elem_tooltip type of &amp;quot;signal&amp;quot; did not work correctly. ([https://forums.factorio.com/116650 more])&lt;br /&gt;
* Instead of aborting when SDL_DXGIGetOutputInfo call fails, the game will try to initialize D3D device using adapter 0. ([https://forums.factorio.com/109955 more])&lt;br /&gt;
* Fixed crashes when using LuaEntity fluid methods when the entity&#039;s fluidboxes were not part of a segment. ([https://forums.factorio.com/116093 more])&lt;br /&gt;
* Fixed that LuaEntity::insert_fluid would not work on the output FluidBoxes of a crafting machine.&lt;br /&gt;
* Fixed removal of transport belts under cursor which would be normally fast-replaeable while drag traversing underground gap by belt rebuilding. ([https://forums.factorio.com/113128 more])&lt;br /&gt;
* Fixed arithmetic combinator&#039;s first constant would not be proposed as parameter. ([https://forums.factorio.com/116716 more])&lt;br /&gt;
* Fixed that on_entity_logistic_slot_changed did not fire for constant combinators. ([https://forums.factorio.com/116575 more])&lt;br /&gt;
* Fixed a crash in the space platform hub GUI when the inventory size changes at the same time as the limit is changed. ([https://forums.factorio.com/116597 more])&lt;br /&gt;
* Fixed turbo underground belts simulation in factoriopedia. ([https://forums.factorio.com/116695 more])&lt;br /&gt;
* Fixed a crash when a segmented unit entity causes the entire segmented unit to die. ([https://forums.factorio.com/116551 more])&lt;br /&gt;
* Fixed a crash when a platform was traveling to the shattered planet using a temporary stop which expired. ([https://forums.factorio.com/116763 more])&lt;br /&gt;
* Fixed fluid conditions not showing fluid amounts. ([https://forums.factorio.com/116686 more])&lt;br /&gt;
* Fixed using a custom surface in PvP was preventing Space Age progression. ([https://forums.factorio.com/116513 more])&lt;br /&gt;
* Fixed a crash when switching preferred audio output device while a variable music track is playing. ([https://forums.factorio.com/116785 more])&lt;br /&gt;
* Fixed train stop GUI being too wide at some smaller resolutions. ([https://forums.factorio.com/116621 more])&lt;br /&gt;
* Fixed driven car being drawn on all surfaces in latency. ([https://forums.factorio.com/116587 more])&lt;br /&gt;
* Fixed dying enemy would not randomize direction of its dying animation.&lt;br /&gt;
* Fixed that failed achievement wasn&#039;t gettable again without restarting the game. ([https://forums.factorio.com/116329 more])&lt;br /&gt;
* Fixed a crash when defining planet prototypes that don&#039;t contain any resources. ([https://forums.factorio.com/116849 more])&lt;br /&gt;
* Fixed logistic section active state was not preserved in a blueprint string. ([https://forums.factorio.com/116775 more])&lt;br /&gt;
* Fixed a crash when showing some modded GUI tables. ([https://forums.factorio.com/116735 more])&lt;br /&gt;
* Fixed an issue where entity flagged as not mineable could be marked for deconstruction using undo.&lt;br /&gt;
* Fixed pumpjacks with low yield would show 0 output rate in the tooltip. ([https://forums.factorio.com/116179 more])&lt;br /&gt;
* Fixed Nauvis elevation dropdown missing in map generator GUI, causing incorrect previews from map exchange strings. ([https://forums.factorio.com/116303 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to parametrise virtual signals and space locations contained in text. ([https://forums.factorio.com/116292 more])&lt;br /&gt;
* Fixed brightness and contrast sliders being reset to 0 when setting the text field to a negative value. ([https://forums.factorio.com/116613 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to parametrise entities, virtual signals and space locations contained in text. ([https://forums.factorio.com/116292 more])&lt;br /&gt;
== 2.0.9 ==&lt;br /&gt;
Date: 22.10.2024&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Achievement logistic-network-embargo updated with different condition for base game and space age.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when viewing the production statistics GUI while switching surfaces. ([https://forums.factorio.com/116084 more])&lt;br /&gt;
* Fixed unstable global grid position when re-assigning blueprint. ([https://forums.factorio.com/111005 more])&lt;br /&gt;
* Fixed that individual segmented units parts were in the kill statistics.&lt;br /&gt;
* Fixed a crash when opening the technology GUI focused on disabled technology. ([https://forums.factorio.com/116243 more])&lt;br /&gt;
* Fixed migration of rails in blueprints in 1.1 version of blueprint library. ([https://forums.factorio.com/116106 more])&lt;br /&gt;
* Fixed a crash when trying to use unsupported audio depth. ([https://forums.factorio.com/116218 more])&lt;br /&gt;
* Fixed a crash when loading some blueprint library contents with mods changed. ([https://forums.factorio.com/116014 more])&lt;br /&gt;
* Fixed a crash when clicking &amp;quot;upgrades&amp;quot; in the wave defense scenario. ([https://forums.factorio.com/116320 more])&lt;br /&gt;
* Fixed Spidertrons receiving up to 8 times extra damage from explosives. ([https://forums.factorio.com/116246 more])&lt;br /&gt;
* Fixed that unpowered inserters could grab items.&lt;br /&gt;
* Fixed that some GUIs could be opened behind the technology GUI. ([https://forums.factorio.com/116252 more])&lt;br /&gt;
* Fixed crash in multiplayer when mining modded tree with less stump variants than alive tree variants.&lt;br /&gt;
* Fixed it was not possible to open loader gui for input loader. ([https://forums.factorio.com/116297 more])&lt;br /&gt;
* Fixed crash in mod manager in minimal mode when some text used space-age icon rich text tag.&lt;br /&gt;
* Fixed that changing surfaces with ghost equipment would not correctly request robots to deliver the equipment. ([https://forums.factorio.com/116146 more])&lt;br /&gt;
* Fixed build sound of huge ghost entities not being ghostly enough. ([https://forums.factorio.com/116219 more])&lt;br /&gt;
* Fixed a crash when item entity marked to be deconstructed is cancel deconstructed while being over belt. ([https://forums.factorio.com/116374 more])&lt;br /&gt;
* Fixed that the runtime server config GUI did not fit on some screen sizes. ([https://forums.factorio.com/116398 more])&lt;br /&gt;
* Fixed GUI effects volume set to zero not being applied on start if background simulations were turned off. ([https://forums.factorio.com/116461 more])&lt;br /&gt;
* Fixed a crash when setting cursor_ghost of a character not assigned to a player. ([https://forums.factorio.com/116484 more])&lt;br /&gt;
* Fixed a crash when reading opened GUIs of a character not assigned to a player. ([https://forums.factorio.com/116516 more])&lt;br /&gt;
* Fixed PvP Scenario unlocking all the trigger technologies. ([https://forums.factorio.com/116251 more])&lt;br /&gt;
* Fixed a crash when changing the force of cargo landing pads.&lt;br /&gt;
* Fixed tools items and ammo items could be refilled during cursor split interaction. ([https://forums.factorio.com/116420 more])&lt;br /&gt;
* Fixed that it was not possible to mark legacy rails for deconstruction using deconstruction planner configured for straight-rail. ([https://forums.factorio.com/116386 more])&lt;br /&gt;
* Fixed that the Fulgora starting island could have no breaks in the cliffs. ([https://forums.factorio.com/116574 more])&lt;br /&gt;
* Fixed that deconstruction planner would treat entities with deconstruction alternative as being normal quality.&lt;br /&gt;
* Fixed crash when running out of disk space when saving preview for a save file.&lt;br /&gt;
* Fixed that passive provider and active provider logistic points could have sections added through the Lua API. ([https://forums.factorio.com/116137 more])&lt;br /&gt;
* Fixed that space platform schedule changes didn&#039;t update last user of the space platform hub. ([https://forums.factorio.com/116560 more])&lt;br /&gt;
* Fixed a crash when enabling snap-to-grid when a blueprint had no contents. ([https://forums.factorio.com/116321 more])&lt;br /&gt;
* Fixed that filter inserter was visible in technology icon for fast inserters.&lt;br /&gt;
* Fixed that a buffered rocket would briefly render lights south of the rocket silo. ([https://forums.factorio.com/116132 more])&lt;br /&gt;
* Fixed commas and quality icons not allowed in save file names. ([https://forums.factorio.com/116236 more])&lt;br /&gt;
* Fixed crashes when viewing alerts for entities that then die. ([https://forums.factorio.com/116481 more])&lt;br /&gt;
* Fixed incorrect surface condition of a space platform hub. ([https://forums.factorio.com/116467 more])&lt;br /&gt;
== 2.0.8 ==&lt;br /&gt;
Date: 21.10.2024&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when changing decider combinator conditions or outputs in latency in some cases.&lt;br /&gt;
* Fixed a crash when sending a platform with no thrust to a planet and then removing the stop. ([https://forums.factorio.com/116133 more])&lt;br /&gt;
* Fixed a crash when robots try to station in a full roboport because their stack size changed.&lt;br /&gt;
* Fixed a crash in path finder when migrating 1.0 save files to 2.0.&lt;br /&gt;
* Fixed orbital drop slots not counting towards Item count wait condition.&lt;br /&gt;
* Fixed space platforms not respecting peaceful and no enemy modes.&lt;br /&gt;
* Fixed a crash when downloading multiple mods fails.&lt;br /&gt;
* Fixed a crash when clicking &amp;quot;play&amp;quot; while the map preview was running. ([https://forums.factorio.com/116202 more])&lt;br /&gt;
* Fixed a crash when drawing a spider leg with length 0. ([https://forums.factorio.com/116034 more])&lt;br /&gt;
* Fixed error in loading 1.1 version of blueprint library would prevent starting new map or loading a save. ([https://forums.factorio.com/116217 more])&lt;br /&gt;
* Fixed crashes around the Explore Mods GUI with intermittent network connectivity.&lt;br /&gt;
* Fixed a crash when viewing a single-product recipe with no main product in Factoriopedia.&lt;br /&gt;
* Fixed a crash when pathfinding with a rotated bounding box. ([https://forums.factorio.com/115524 more])&lt;br /&gt;
&lt;br /&gt;
== 2.0.7 ==&lt;br /&gt;
Date: 21.10.2024&lt;br /&gt;
&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Added space platforms, which can request items to be delivered by rockets and used to deliver cargo between planets. ([https://factorio.com/blog/post/fff-381 Friday Facts #381])&lt;br /&gt;
* {{SA}} Added new planet Vulcanus, a volcanic planet with new resources, structures, items, recipes and technologies focussed on metallurgy. ([https://factorio.com/blog/post/fff-386 Friday Facts #386], [https://factorio.com/blog/post/fff-387 Friday Facts #387])&lt;br /&gt;
* {{SA}} Added new planet Gleba, a swampy planet with new resources, structures, items, recipes and technologies focussed on agriculture. ([https://factorio.com/blog/post/fff-413 Friday Facts #413], [https://factorio.com/blog/post/fff-414 Friday Facts #414])&lt;br /&gt;
* {{SA}} Added new planet Fulgora, a stormy desert planet with new resources, structures, items, recipes and technologies focussed on elecromagnetism. ([https://factorio.com/blog/post/fff-398 Friday Facts #398], [https://factorio.com/blog/post/fff-399 Friday Facts #399])&lt;br /&gt;
* {{SA}} Added new planet Aquilo, a freezing planet with new resources, structures, items, recipes and technologies focussed on cryogenics.&lt;br /&gt;
* {{SA}} Introduced quality, which is additional property of item, entities and equipment. ([https://factorio.com/blog/post/fff-375 Friday Facts #375]) Most entities, equipment, modules and ammo have various kind of bonuses with higher quality.&lt;br /&gt;
* {{SA}} Added rail ramps, rail supports and elevated rails to build bridges. ([https://factorio.com/blog/post/fff-378 Friday Facts #378])&lt;br /&gt;
* {{SA}} Added stack inserters (previous stack inserters are called bulk inserters now) which can load transport belts with layered stacks of items. ([https://factorio.com/blog/post/fff-393 Friday Facts #393])&lt;br /&gt;
* New rail shapes, rail curves, 22.5 degree tracks.&lt;br /&gt;
* Added Train interrupts ([https://factorio.com/blog/post/fff-389 Friday Facts #389], [https://factorio.com/blog/post/fff-395 Friday Facts #395]) Trains can have number of interrupts, each interrupt has conditions and set of stops. Whenever is the train leaving a station, the first interrupt with fulfilled condition is activated, which adds its stations as temporary items into the schedule.&lt;br /&gt;
* Added Train groups. ([https://factorio.com/blog/post/fff-389 Friday Facts #389]) Train name is editable and trains with the same name are considered to be in the same group. Editing schedule of a train automatically updates schedules of all the trains in the same group.&lt;br /&gt;
* Added Logistic groups. ([https://factorio.com/blog/post/fff-382 Friday Facts #382]) Logistic group is editable for logistic points (Requester chest, Roboport, Character, Spidertron, etc.). Editing the requests of a logistic point automatically updates requests of all the points in the same group.&lt;br /&gt;
* Added Factoriopedia. ([https://factorio.com/blog/post/fff-397 Friday Facts #397]) It provides detailed information about different kind of objects. Alt clicking any relevant gui element or game entity opens the related page.&lt;br /&gt;
* Forced building will now automatically adds missing landfill or other other tiles based on context.&lt;br /&gt;
* Added super forced building mode. Ctrl + Shift + Build marks for deconstruction player&#039;s colliding entities and replaces ghosts and tiles. ([https://factorio.com/blog/post/fff-383 Friday Facts #383])&lt;br /&gt;
* Added search to the remote view. It allows to do surface wide search for recipe production, resources and train stations and map tags. ([https://factorio.com/blog/post/fff-400 Friday Facts #400])&lt;br /&gt;
* Blueprint parametrisation. Allows to make more generic bluprints, which are configured upon building. ([https://factorio.com/blog/post/fff-392 Friday Facts #392])&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Rail planner is usable in the map (remote view). ([https://factorio.com/blog/post/fff-403 Friday Facts #403])&lt;br /&gt;
* Added smart dragging of underground belts and pipes.&lt;br /&gt;
* Added a toggle to show pipelines on the map.&lt;br /&gt;
* Added the option to pin positions, entities, alerts or search results, and keep track of their location. ([https://factorio.com/blog/post/fff-400 Friday Facts #400])&lt;br /&gt;
* Entity ghosts are now buildable on water if the landfill ghosts are already there.&lt;br /&gt;
* Added a third graph to the electric network overview to track the charges of accumulators over time. ([https://factorio.com/blog/post/fff-408 Friday Facts #408])&lt;br /&gt;
* Added a new alert for construction and logistic robots that can&#039;t find free space in a roboport.&lt;br /&gt;
* Added a new alert for trains failing to pathfind to their target. ([https://factorio.com/blog/post/fff-395 Friday Facts #395])&lt;br /&gt;
* Added a new alert for turrets running out of ammunition. It only sounds once right when the ammo is used up.&lt;br /&gt;
* Added fuel condition to the train schedule.&lt;br /&gt;
* Added condition to the train schedule to check whether a specific station is full or not.&lt;br /&gt;
* Added an option for a locomotive to update its color automatically based on the color of the target train stop. ([https://factorio.com/blog/post/fff-389 Friday Facts #389])&lt;br /&gt;
* Smarter worker robot scheduling. Worker robots have task queue now which allows the planner to choose the robot that will be able to get to the destination fastest, even if it is doing something else at the moment.&lt;br /&gt;
* Robot requests in roboports.&lt;br /&gt;
* Added Flipping as a primary action to flip entities horizontally or vertically. Works on items in hand placed on the surface or ghosts. AssemblingMachines can now be mirrored by flipping them, allowing additional fluid box configurations. Bound to F (Horizontal) &amp;amp; V (Vertical) by default.&lt;br /&gt;
* Upgrade planner can install new modules into machines, this is done by leaving the source slot empty and setting up only the destination slot.&lt;br /&gt;
* Upgrade planner module upgrade/install can have machine filter and maximum count per machine specified.&lt;br /&gt;
* Upgrade planner now has dynamic size, similar to the blueprint library. The size is capped at 250 rows now.&lt;br /&gt;
* Added a way to create module/fuel requests in entities remotely by clicking with ghost item in hand. ([https://factorio.com/blog/post/fff-380 Friday Facts #380])&lt;br /&gt;
* All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets. ([https://factorio.com/blog/post/fff-410 Friday Facts #410]) The priority settings can be copy-pasted between the different turret types and can be configured through the circuit network.&lt;br /&gt;
* Added latency hiding for cars (and tanks).&lt;br /&gt;
* Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors. ([https://factorio.com/blog/post/fff-405 Friday Facts #405])&lt;br /&gt;
* Improved the way spidertrons are remotely controlled. Instead of spidertron remote being linked to single spidertron, it can be used to group select and command spidertrons like in your typical RTS game.&lt;br /&gt;
* Spidertrons can be entered remotely, so you can control them as if you were inside physically, so switching the map on/off doesn&#039;t distrubt the mode.&lt;br /&gt;
* Allowed opening and configuring entities through remote view. ([https://factorio.com/blog/post/fff-380 Friday Facts #380])&lt;br /&gt;
&lt;br /&gt;
=== Ease of use ===&lt;br /&gt;
&lt;br /&gt;
* Added green indicator (instead of yellow), when previewing underground belt/pipe on its maximal distance. ([https://factorio.com/blog/post/fff-388 Friday Facts #388])&lt;br /&gt;
&lt;br /&gt;
=== Circuit Network ===&lt;br /&gt;
&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Arithmetic combinator now allows to select red and green networks for input signals and perform Each-Each operations.&lt;br /&gt;
* Signal pipetting.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network. ([https://factorio.com/blog/post/fff-419 Friday Facts #419])&lt;br /&gt;
* Transport belt connected to a circuit network can now read contents of the whole segment instead of just the one tile. ([https://factorio.com/blog/post/fff-405 Friday Facts #405])&lt;br /&gt;
* Roboports can read logistic network contents and requests. ([https://factorio.com/blog/post/fff-428 Friday Facts #428])&lt;br /&gt;
* Roboports can output the number of roboports in the logistic network to the circuit network. ([https://factorio.com/blog/post/fff-428 Friday Facts #428])&lt;br /&gt;
* Logistic Chests have an optional circuit condition to enable / disable their connection to the network. ([https://factorio.com/blog/post/fff-428 Friday Facts #428])&lt;br /&gt;
* Rocket silo is connectable to circuit network, and allows to read its contents.&lt;br /&gt;
* {{SA}} Rocket silo circuit connection can read orbital requests.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them. ([https://factorio.com/blog/post/fff-410 Friday Facts #410])&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.&lt;br /&gt;
* Drag building electric poles will also drag circuit wires when starting from electric pole with already connected circuit wires.&lt;br /&gt;
* When electric pole is removed, it will rewire circuit wires similar to copper wires.&lt;br /&gt;
* Cut/copy pasting blueprint with external circuit wire connections will preserve these connections when the blueprint is built (if possible). ([https://factorio.com/blog/post/fff-402 Friday Facts #402])&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface. ([https://factorio.com/blog/post/fff-402 Friday Facts #402])&lt;br /&gt;
* Added a way to read nuclear reactor temperature through the circuit network. ([https://factorio.com/blog/post/fff-428 Friday Facts #428])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;No enemies&amp;quot; setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.&lt;br /&gt;
* Upgrade planner can upgrade fuel in blueprints (yet to be implemented for existing entities).&lt;br /&gt;
* Added cargo pods that move items from platforms to landing pads.&lt;br /&gt;
* Added a warning when a save game is too large to sync via the Steam cloud.&lt;br /&gt;
* Added PipeWire audio driver.&lt;br /&gt;
* Added a setting to select the preferred audio driver on Windows and Linux.&lt;br /&gt;
* Undo improvements. Undo actions older than 1 minute require confirmation +flying text notification of what was undone.&lt;br /&gt;
* Added redo.&lt;br /&gt;
* Allow undoing of module changes done via upgrade planner.&lt;br /&gt;
* Allow undoing of copy-pasting entity settings like assembler recipes or inserter filters. ([https://factorio.com/blog/post/fff-412 Friday Facts #412])&lt;br /&gt;
* Allowed lamps color to be configured manually.&lt;br /&gt;
* Manual building in latency state now tracks used items.&lt;br /&gt;
* Manual building previews will now highlight ghosts that would be removed.&lt;br /&gt;
* Blueprints with entities and landfill are now one-click buildable over water.&lt;br /&gt;
* Added icons for tileable blueprints, like &amp;quot;Curve, Corner, T junction, X junction&amp;quot; and similar, in Virtual signals category.&lt;br /&gt;
* Evolution factors are now tracked individually for each surface.&lt;br /&gt;
* Pumps now can have a fluid filter. If present, only the specified fluid is taken from the pump&#039;s source.&lt;br /&gt;
* Electric poles are no longer limited to 5 copper connections to other electric poles.&lt;br /&gt;
* Removed some of the abstract items (red wire, green wire, discharge defense, artillery remote, spidertron remote) and replaced them with shortcut bar tools which can be used anytime for free. ([https://factorio.com/blog/post/fff-379 Friday Facts #379]) These tools can still be placed into the quickbar if desired.&lt;br /&gt;
* The smart pipette can also pick terrain and using it on fluid select the offshore pump.&lt;br /&gt;
* The smart pipette can also pick items from crafting, logistic, select list, inventory and quickbar.&lt;br /&gt;
* Disabling train stop no longer sends ongoing trains away. Disabled train stop is now considered full and trains will not skip schedule records.&lt;br /&gt;
* Map tags can be moved. ([https://factorio.com/blog/post/fff-388 Friday Facts #388])&lt;br /&gt;
* Map tags can be quickly copied using pipette. ([https://forums.factorio.com/47822 more])&lt;br /&gt;
* Map tags and pings can be placed while zoomed in to game view.&lt;br /&gt;
* Spidertrons can be damaged by cars and tanks, can be damaged by walking on fire, and can be slowed with slowdown capsules.&lt;br /&gt;
* Switching to the map editor using /editor now places the player at the position they were looking at in remote view. Switching out of the map editor returns the character to the position it was when entering. Added editor options to individually revert these changes to their previous behavior.&lt;br /&gt;
* Numerical textfields accepts values with postfix formats (10k instead of 10000 etc), simple math expressions, like 3*7+7k are also possible.&lt;br /&gt;
* Added logic to hide previews for buildable items if fast-transfer modifiers (default: Ctrl) are pressed. Doesn&#039;t apply to blueprints or when rail planner is active.&lt;br /&gt;
* Improved the AI of the worker flying robots when it comes to choosing roboport to recharge. It prefers roboports closer to its destination, so (for example) it won&#039;t get stuck over lakes forever.&lt;br /&gt;
* When you retrieve your corpse, the logistic requests will re-enable if they were enabled before death. (Related to the already existing behaviour, where the requests are disabled upon death, to avoid unwanted supply)&lt;br /&gt;
* Dedicated servers will stay paused until the first player is fully connected (if auto-pause is enabled).&lt;br /&gt;
* Added an option to auto-pause servers while any player is connecting (defaults to false).&lt;br /&gt;
* Added several new achievements both to the base game and space age.&lt;br /&gt;
* When renaming a train stop, it will try to copy its color from an existing stop with that name.&lt;br /&gt;
* Added control inputs (Ctrl/Shift + Arrow keys) to adjust blueprint grid alignment.&lt;br /&gt;
* Train stop can be given a priority, trains will prefer going to the train stop with higher priority and it will be easier for them to depart from such train stop. ([https://factorio.com/blog/post/fff-395 Friday Facts #395])&lt;br /&gt;
* Allow copy-pasting of setting for trains and train stops while in chart view. ([https://factorio.com/blog/post/fff-403 Friday Facts #403])&lt;br /&gt;
* Crafting machines can craft more than 1 recipe per tick if their speeds are fast enough.&lt;br /&gt;
* Improved the ultra-wide monitor experience by greatly increasing the maximum view distance based on the game window&#039;s dimensions.&lt;br /&gt;
* Added &amp;quot;sync-mods&amp;quot; command line option to sync mods with a given save file.&lt;br /&gt;
* Trains with non-empty schedule are automatically switched into automated mode upon completition.&lt;br /&gt;
* The spidertron inventory is automatically sorted.&lt;br /&gt;
* Added a browse history feature. Pressing ALT + arrow keys (or the arrow button on the right top of the window), can go back and forth through what was opened. ([https://factorio.com/blog/post/fff-397 Friday Facts #397])&lt;br /&gt;
* Added 8 directional arrows to virtual signals. Also added red cross signal next to the checkmark.&lt;br /&gt;
* Added a super forced mode for deconstruction planner: when selecting area while holding Ctrl + Shift (by default) deconstructs everything (deconstructible and not filtered out), i.e. entities, tiles and hidden tiles&lt;br /&gt;
* Added a reverse mode for deconstruction planner: when selecting an area using right-click, the white-/blacklist setting for entity and tile filters will be reversed for this selection.&lt;br /&gt;
* Added a nondefault tile cover cache - last used cover tile is being saved per surface per force per tile id being covered. For most intents and purposes, those values act the same as default covers defined by covered tile prototype (for tiles without default cover defined).&lt;br /&gt;
* The storage filter of logistic storage chests can now be copy-pasted.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Added automatic splitting of repeated noise expressions into separate procedures which increased map generation speed.&lt;br /&gt;
* Improved C++ structure of noise expressions which reduced game start-up time and MapGenSettings compilation time.&lt;br /&gt;
* Improved worker robot performance, they are not updated every tick when moving or stationary anymore. ([https://factorio.com/blog/post/fff-421 Friday Facts #421])&lt;br /&gt;
* Improved performance of idle roboports. ([https://factorio.com/blog/post/fff-421 Friday Facts #421])&lt;br /&gt;
* Improved radar charting speed. ([https://factorio.com/blog/post/fff-421 Friday Facts #421])&lt;br /&gt;
* Improved circuit network logic by making it fully multithreaded.&lt;br /&gt;
* Changed Spidertron walking strategy to deliberately alternate legs and be overall more efficient and performant.&lt;br /&gt;
* Changed train wait condition evaluation order to check &#039;cheap&#039; conditions (e.g. wait time) before &#039;expensive&#039; conditions (e.g. inventory) within a set of &amp;quot;and&amp;quot;-connected conditions.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* Changed night vision effect from grayscale to a more contrasty one.&lt;br /&gt;
* Added decay stages for enemies. (Biters, Spitters, Worms, Spawners)&lt;br /&gt;
* Reworked die animations, now they have more gore to transition into the decay stages better.&lt;br /&gt;
* Reworked fire animations, improved quality and increased resolution.&lt;br /&gt;
* Reworked rocket projectile animations&lt;br /&gt;
* Fixed copper and circuit wires appearing to sag below the perceived ground level.&lt;br /&gt;
* Fixed copper and circuit wire shadows projecting onto the ground incorrectly.&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
* Improved sounds of dying enemies.&lt;br /&gt;
* Added different sounds for manipulating different items in the inventory and opening different entities. ([https://factorio.com/blog/post/fff-396 Friday Facts #396])&lt;br /&gt;
* Added different sounds for shooting different kind of targets.&lt;br /&gt;
* Added ambient sounds. ([https://factorio.com/blog/post/fff-396 Friday Facts #396])&lt;br /&gt;
* Added semi-persistent ambient sounds.&lt;br /&gt;
* Added support for sound accents for entities&#039; working_sound. These are short sounds which play at a specific moment in the entity&#039;s animation.&lt;br /&gt;
* Added support for multiple main sounds for entities&#039; working_sound.&lt;br /&gt;
* Extended support for aggregation to most sounds.&lt;br /&gt;
* Added controls to skip current music track, go back to previous one and to pause/resume music.&lt;br /&gt;
* {{SA}} Added new music. ([https://factorio.com/blog/post/fff-406 Friday Facts #406])&lt;br /&gt;
* Added variable music. ([https://factorio.com/blog/post/fff-407 Friday Facts #407])&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* Diminishing return of beacons effect ([https://factorio.com/blog/post/fff-409 Friday Facts #409])&lt;br /&gt;
* Lowered Fluid pumping speed from 12 000 to 1 200.&lt;br /&gt;
* Altered the mining drill bounding box, so you can walk between mining drill and substation and such.&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
* Increased fluid wagon capacity from 25000 to 50000 to make fluid wagons more compelling compared to the new pipe mechanics.&lt;br /&gt;
* Increased low density structure stack size from 10 to 50.&lt;br /&gt;
* Increased beacon stack size from 10 to 20.&lt;br /&gt;
* {{SA}} Rocket part takes 10 times less ingredients than before.&lt;br /&gt;
* {{SA}} Rocket silo requires 50 rocket parts to craft a rocket instead of 100.&lt;br /&gt;
* Biter spawner health grows with evolution, up to 10 times with maximum evolution.&lt;br /&gt;
* Increased health of bigger worms, and added a laser resistance to them.&lt;br /&gt;
* Removed the 15% explosion damage resistance from biter spawners.&lt;br /&gt;
* Doubled the damage of artillery.&lt;br /&gt;
* Nerfed personal laser defense damage output to 1/3 its previous output.&lt;br /&gt;
* Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients.&lt;br /&gt;
* Greatly increased default tile pollution absorption.&lt;br /&gt;
* Increased rocket fuel stack size from 10 to 20.&lt;br /&gt;
* Decreased the crafting time of rocket ingredients.&lt;br /&gt;
* Decreased the crafting time of solid fuel.&lt;br /&gt;
* Increased damage and range of non-explosive cannon shells.&lt;br /&gt;
* Doubled the distractor robot health from 90 to 180 and life time from 45s to 90s.&lt;br /&gt;
* Increased destroyer robot base damage from 10 to 20 and range from 15 to 20.&lt;br /&gt;
* Increased damage of shotgun pellets from 5 to 8, and made shotgun projectiles spawn closer to the player.&lt;br /&gt;
* Increased battery capacity of construction robot from 1.5MJ to 3MJ.&lt;br /&gt;
* Rocket (ammo) no longer requires an electronic circuit to be crafted.&lt;br /&gt;
* Rocket and Explosive rocket projectiles accelerate twice as fast.&lt;br /&gt;
* Changed the rocket recipe to require only processing unit instead of rocket control unit. Rocket control unit was removed from the game.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Reworked the fluid system flow logic. ([https://factorio.com/blog/post/fff-416 Friday Facts #416]) Contiguous sections of pipes and storage tanks are merged into segments. Each segment contains a single fluid, and throughput is proportional to how full a segment is.&lt;br /&gt;
* Removed Filter and Stack filter inserter, instead all inserters can use filters now.&lt;br /&gt;
* Character corpses no longer despawn.&lt;br /&gt;
* Merged zoom controls and removed functionality to zoom in without leaving chart view.&lt;br /&gt;
* Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.&lt;br /&gt;
* Power switch and Programmable speaker stack size reduced from 50 to 10.&lt;br /&gt;
* Big and huge rock doesn&#039;t drop stone items when destroyed anymore.&lt;br /&gt;
* 1 Water will now produce 10 Steam in boilers/heat exchangers.&lt;br /&gt;
* Boilers will respect conservation of energy by considering heat capacity of input and output fluids.&lt;br /&gt;
* Improved high-DPI display support on Windows to match that of Retina displays on macOS.&lt;br /&gt;
* Removed the &amp;quot;fuzzy search&amp;quot; setting.&lt;br /&gt;
* Updated SDL to version 2.30.0.&lt;br /&gt;
* Smart belt building was slightly improved, so it makes the underground also when overbuilding belt gap with belts already present on both sides.&lt;br /&gt;
* Trains will not skip stations that do not have any valid stops, they will &#039;no path&#039; instead.&lt;br /&gt;
* Trains with artillery wagons now need to wait for all cannons to be in fully their parked position before departing. When driving manually, keep holding accelerate to command the artillery to stop firing and assume their parked position.&lt;br /&gt;
* Improved Apple Retina display support throughout the game.&lt;br /&gt;
* Made manual UI scale setting visually consistent between Retina and non-Retina displays, and between native resolution rendering setting being enabled and disabled.&lt;br /&gt;
* Default control key for Map changed from M to Tab or M.&lt;br /&gt;
* Default control key for Next weapon changed from Tab to C.&lt;br /&gt;
* Default control key for Shoot selected changed from C to Shift+Space.&lt;br /&gt;
* Default control key for Toggle personal roboport changed from Alt + R to Alt + F.&lt;br /&gt;
* Added event-based technologies for unlocks related to the early game.&lt;br /&gt;
* Added event-based technologies to only allow to research the oil related and uranium related technologies after the related resource had been mined.&lt;br /&gt;
* Switching to map view switches to remote controller now, which allows to open and setup entities even when they are far away.&lt;br /&gt;
* Chunks under fog of war are covered even in normal view.&lt;br /&gt;
* Default train connect key is now J, train disconnect key is now K and vertical flip is now V.&lt;br /&gt;
* Allowed electric poles to be fast-replaced by moving.&lt;br /&gt;
* Allowed entity ghost-building over tile ghosts.&lt;br /&gt;
* Allowed landfill mining.&lt;br /&gt;
* Underground belts and pipes-to-ground connections can be blocked by certain tiles.&lt;br /&gt;
* Disabled loading of saves before 1.0.0 version (You can use 1.1 to load older saves and re-save them).&lt;br /&gt;
* Changed the /evolution command to respect the now Surface-based evolution tracking. Provide a Surface&#039;s name as parameter to get its evolution factor, or leave blank to get a full list.&lt;br /&gt;
* Locomotive fuel inventory is now accesible by inserters, so it can be unloaded automatically.&lt;br /&gt;
* Changed module limitations for recipes from item-based to effect-based. A module can&#039;t be placed into a machine if the current recipe doesn&#039;t support one of the effects.&lt;br /&gt;
* Changed &amp;quot;use item&amp;quot; (grenades, artillery remote, capsules) to its own control and changed the default to right mouse button.&lt;br /&gt;
* Improved heuristic of robots selecting roboports to charge/station.&lt;br /&gt;
* Changed selection logic of entity ghosts. They now behave as if they were real entities already.&lt;br /&gt;
* Car collisions impact on speed reworked (destroying obstacles now slows the car less than before).&lt;br /&gt;
* Added one more color to robot overview on the map (red = logistic robots targeted to me, to deliver or to trash).&lt;br /&gt;
* {{SA}} Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.&lt;br /&gt;
* Changed command-line map preview to match GUI map preview, including correct overlapping ore generation and cliffs.&lt;br /&gt;
* Changed --report-quantities option to report total entity count and resource amount in the selected area instead of approximate values.&lt;br /&gt;
* Removed --map-preview-scale, --slope-shading, --slope-shade-property and --noise-outputs command-line options.&lt;br /&gt;
* Ghost pipes are now connecting to other pipes.&lt;br /&gt;
* When train has no fuel, player can manually move the train slowly when it is manually controlled. ([https://factorio.com/blog/post/fff-403 Friday Facts #403])&lt;br /&gt;
* Increased Big electric pole maximum wire reach from 30 to 32.&lt;br /&gt;
* Electric poles are always crafted from copper wire instead of copper plates.&lt;br /&gt;
* Removed sandbox scenario.&lt;br /&gt;
* Tweaked most of the tips trigger and skip trigger logic, added new tips. Added the ability to show animated UI related tips.&lt;br /&gt;
* MapTick is now 64 bit.&lt;br /&gt;
* Disabled the turret shooting alert by default.&lt;br /&gt;
* Remnants of destroyed player buildings do not disappear after a while any more.&lt;br /&gt;
* Increased the number of chunks generated around players based on the maximum view distance.&lt;br /&gt;
* Steam Cloud sync for blueprint library is enabled by default now, and library is saved to blueprint-storage-2.dat.&lt;br /&gt;
* Changed pipe to ground collision mask so player can walk on top of it.&lt;br /&gt;
* Using the pipette on an entity marked for upgrading now picks the result of the upgrade instead of the existing entity.&lt;br /&gt;
* Rotating (and flipping) already built entities is now allowed at any distance.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* Added Players screen (accessible from the side menu), where each of the player can be inspected. ([https://factorio.com/blog/post/fff-423 Friday Facts #423])&lt;br /&gt;
* Added click-and-drag to rearrange logistic requests within a section.&lt;br /&gt;
* Changed spidertron gui to have 3 panels instead of two when the flat character gui settings is selected (which is by default).&lt;br /&gt;
* The spidertron grid is opened by a button instead of a tab.&lt;br /&gt;
* Improved the tooltips of the graph, to actually explain what is the relationship of the two numbers displayed.&lt;br /&gt;
* Production and electric network graphs now highlight the corresponding line if an item&#039;s slot is hovered in the list below.&lt;br /&gt;
* Fixed technology graph UI not properly scaling with UI scale.&lt;br /&gt;
* Fixed heat exchanger glow sprite was drawn above the character sprite. ([https://forums.factorio.com/110542 more])&lt;br /&gt;
* Fixed a minor bug in the fluid movement calculation, which didn&#039;t take the volume of the container into considaration properly.&lt;br /&gt;
* Restructured all the circuit condition windows.&lt;br /&gt;
* Circuit and logistics condition windows can be opened at the same time.&lt;br /&gt;
* New logistic networks GUI. ([https://factorio.com/blog/post/fff-405 Friday Facts #405])&lt;br /&gt;
* Added Arrow Up/Down keys support when searching in a listbox.&lt;br /&gt;
* The trains stop gui contains a list of trains on the way to this stop ([https://factorio.com/blog/post/fff-403 Friday Facts #403]).&lt;br /&gt;
* Added option switch save game sorting by either name or last modified state.&lt;br /&gt;
* Added a notification of researched technology.&lt;br /&gt;
* Research widget has a tooltip which shows the research production graph for the last 10 minutes. ([https://factorio.com/blog/post/fff-423 Friday Facts #423])&lt;br /&gt;
* Alert gui now allows specific selection of the problem we want to move to. ([https://factorio.com/blog/post/fff-400 Friday Facts #400])&lt;br /&gt;
* Circuit conditions for trains now show precise progress in the GUI if it makes sense for the condition.&lt;br /&gt;
* Changed sorting of technologies in technology list to put infinite technologies at the back.&lt;br /&gt;
* The buttons for circuit and logistic control settings of entities are now always visible if the entity supports them.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added global feature_flags in the settings and prototype stages.&lt;br /&gt;
* Added BeaconPrototype::allowed_module_categories, CraftingMachinePrototype::allowed_module_categories, LabPrototype::allowed_module_categories, MiningDrillPrototype::allowed_module_categories, and RecipePrototype::allowed_module_categories.&lt;br /&gt;
* Replaced the map generator water slider with an autoplace control prototype; water_level and segmentation_multiplier are now noise expressions.&lt;br /&gt;
* Removed pre-defined noise variables finite_water_level, wlc_elevation_offset, wlc_elevation_minimum, cliff_elevation_offset, terrace_elevation_offset, terrace_elevation_interval. Added cliff_elevation_0.&lt;br /&gt;
* Added EntityWithHealthPrototype::overkill_fraction.&lt;br /&gt;
* Removed AutoplacePeak specification format.&lt;br /&gt;
* Added AmmoItemPrototype::shoot_protected.&lt;br /&gt;
* Removed ItemPrototype::rocket_launch_product. Use rocket_launch_products instead.&lt;br /&gt;
* Moved FluidBoxManagerPrototype::off_when_no_fluid_recipe up to AssemblingMachinePrototype::fluid_boxes_off_when_no_fluid_recipe.&lt;br /&gt;
* Added delayed-active-trigger ActiveTrigger type.&lt;br /&gt;
* Added ability to attach a SmokeWithTrigger to a target entity and make it fade when the target entity is destroyed.&lt;br /&gt;
* Added time-based cooldowns to TriggerEffectWithCooldown.&lt;br /&gt;
* Removed ContainerPrototype::enable_inventory_bar.&lt;br /&gt;
* Added ContainerPrototype::inventory_type &amp;quot;normal&amp;quot;.&lt;br /&gt;
* Added LinkedContainerPrototype::inventory_type &amp;quot;normal&amp;quot;.&lt;br /&gt;
* Added ItemPrototype::send_to_orbit_mode.&lt;br /&gt;
* Renamed ItemPrototype::placed_as_equipment_result to place_as_equipment_result to match the runtime name.&lt;br /&gt;
* Removed BurnerEnergySource::fuel_category. Use BurnerEnergySource::fuel_categories instead.&lt;br /&gt;
* Removed slice, slice_x and slice_y from Sprite and RotatedSprite.&lt;br /&gt;
* Changed PipeToGround::pictures to use a standard Sprite4Way.&lt;br /&gt;
* Removed OffshorePumpPrototype::picture. Use OffshorePumpPrototype::graphics_set instead.&lt;br /&gt;
* Removed deprecated &amp;quot;compressed&amp;quot; SpriteFlag.&lt;br /&gt;
* Removed icon_mipmaps from various prototypes using icons. Mipmap count will be inferred from icon_size and actual dimensions of the source image.&lt;br /&gt;
* Added OffshorePumpPrototype::energy_source and energy_usage.&lt;br /&gt;
* Changed research unit ingredients to only be specified by a tuple.&lt;br /&gt;
* Changed recipe ingredients to only be specified by a table with named keys.&lt;br /&gt;
* Removed catalyst_amount from recipe ingredients and products.&lt;br /&gt;
* Added ignored_by_stats to recipe ingredients.&lt;br /&gt;
* Added ignored_by_stats and ignored_by_productivity to recipe products.&lt;br /&gt;
* Added &#039;R&#039; (ronna) and &#039;Q&#039; (quetta) SI prefixes.&lt;br /&gt;
* Removed &#039;K&#039; from allowed SI prefixes - use &#039;k&#039; instead.&lt;br /&gt;
* Renamed &amp;quot;effectivity-module&amp;quot; to &amp;quot;efficiency-module&amp;quot;, including all items, recipes, and technologies.&lt;br /&gt;
* Renamed technology &amp;quot;advanced-electronics&amp;quot; to &amp;quot;advanced-circuit&amp;quot;.&lt;br /&gt;
* Renamed technology &amp;quot;advanced-electronics-2&amp;quot; to &amp;quot;processing-unit&amp;quot;.&lt;br /&gt;
* Renamed technology &amp;quot;optics&amp;quot; to &amp;quot;lamp&amp;quot;.&lt;br /&gt;
* Reset technology effects is automatically run when technology unlocks change.&lt;br /&gt;
* Renamed boiler &amp;quot;heat-water-inside&amp;quot; mode to &amp;quot;heat-fluid-inside&amp;quot;.&lt;br /&gt;
* Replaced TileSpriteLayoutVariant::tall with TileSpriteLayoutVariant::tile_height.&lt;br /&gt;
* Removed WorkingVisualisation::draw_as_sprite and WorkingVisualisation::draw_as_light. Use SpriteParameters::draw_as_light and draw_as_glow instead.&lt;br /&gt;
* Removed BeaconModuleVisualization::draw_as_sprite and BeaconModuleVisualization::draw_as_light.&lt;br /&gt;
* Removed AnimationElement::draw_as_sprite and AnimationElement::draw_as_light.&lt;br /&gt;
* Removed BeaconGraphicsSet::apply_module_tint_to_light.&lt;br /&gt;
* On prototypes of entities with circuit connector removed circuit_wire_connection_points and circuit_connector_sprites but added circuit_connector.&lt;br /&gt;
* Renamed InserterPrototype::stack to InserterPrototype::bulk.&lt;br /&gt;
* Changed &amp;quot;forward-then-backward&amp;quot; animation run mode to not repeat the first and the last frame when running backward.&lt;br /&gt;
* Determining whether a tile draws transitions over different tile takes into consideration also TilePrototype::layer_group now.&lt;br /&gt;
* Renamed TileRenderLayer &amp;quot;ground&amp;quot; to &amp;quot;ground-natural&amp;quot; and added &amp;quot;ground-artificial&amp;quot;.&lt;br /&gt;
* Reduced number of layers in &amp;quot;zero&amp;quot; tile render layer group from 128 to 64. And &amp;quot;water&amp;quot; from 64 to 8.&lt;br /&gt;
* Removed TilePrototype::draw_in_water_layer.&lt;br /&gt;
* Changed tile graphics definition format for both main tile pictures and tile transitions. See TilePrototype documentation.&lt;br /&gt;
* Add more prototype properties for shaping Spidertron and spider unit legs and behaviors.&lt;br /&gt;
* Loader is now circuit connectable.&lt;br /&gt;
* Increased the limit of different &amp;quot;optimized-decorative&amp;quot; types from 255 to 65535.&lt;br /&gt;
* Removed EntityPrototype::drawing_box and replaced it with drawing_box_vertical_extension.&lt;br /&gt;
* Changed icon_size default to be always 64, which is also defined by defines.default_icon_size, for the case we ever wanted to change this.&lt;br /&gt;
* Changed icon drawing in GUIs to account for all layers when scaling them to fit a slot or a button.&lt;br /&gt;
* Added IconData::draw_background.&lt;br /&gt;
* Increased the limit of different tile types from 255 to 65535.&lt;br /&gt;
* Collision layers are now defined by prototypes. There is still limit of 55 layers but the layers themselves can have any name.&lt;br /&gt;
* Collision mask has a mandatory table &amp;quot;layers&amp;quot; which must specify layers as dictionary.&lt;br /&gt;
* Removed collision layers from &amp;quot;layer-13&amp;quot; to &amp;quot;layer-55&amp;quot;.&lt;br /&gt;
* Changed prototypes from straight-rail to legacy-straight-rail and curved-rail to legacy-curved-rail&lt;br /&gt;
* New rail prototypes: straight-rail, curved-rail-a, curved-rail-b, half-diagonal-rail, rail-ramp, elevated-straight-rail, elevated-curved-rail-a, elevated-curved-rail-b, elevated-half-diagonal-rail.&lt;br /&gt;
* Added rail-support prototype.&lt;br /&gt;
* Changed way of defining rail prototype graphics: pictures are tied to direction of an entity they will be used by.&lt;br /&gt;
* Changed prototype data loading to enforce the correct types are used.&lt;br /&gt;
* Restricted prototype names to only contain alphanumeric characters, dashes and underscores.&lt;br /&gt;
* Added RailPrototype::ending_shifts to fine-tune render position of rail endings.&lt;br /&gt;
* Added RollingStockPrototype::transition_collision_mask and RollingStockPrototype::elevated_collision_mask.&lt;br /&gt;
* Changed rail planner prototype: it now takes list of rail entities it is allowed to place and optional support for use with elevated rails.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;building-direction-16-way&amp;quot;.&lt;br /&gt;
* Reworked noise expression definition system.&lt;br /&gt;
* Added circuit connections to TurretPrototype and ArtilleryPrototype.&lt;br /&gt;
* Changed most entity graphics definitions to be optional.&lt;br /&gt;
* Changed various entity prototypes to only accept &amp;quot;energy_source&amp;quot; for the energy source, not &amp;quot;burner&amp;quot;.&lt;br /&gt;
* Changed PumpPrototype::fluid_box into input_fluid_box and output_fluid_box.&lt;br /&gt;
* Changed TileEffectDefinition to allow for different effects.&lt;br /&gt;
* Changed &amp;quot;finish-the-game-achievement&amp;quot; achievement type to &amp;quot;complete-objective-achievement&amp;quot;.&lt;br /&gt;
* Renamed until_second to within for various achievement prototypes.&lt;br /&gt;
* Renamed spidertron-remote prototype to rts-tool.&lt;br /&gt;
* Moved subgroup property from individual prototypes to PrototypeBase.&lt;br /&gt;
* Removed &amp;quot;axially_symmetrical&amp;quot; property from RotatedSprite and RotatedAnimation definitions.&lt;br /&gt;
* Removed the entity flag fast-replaceable-no-cross-type-while-moving and fast-replaceable-no-build-while-moving.&lt;br /&gt;
* Removed support for emissions_per_second from worker robots.&lt;br /&gt;
* Renamed track_coverage_during_build_by_moving to track_coverage_during_drag_building and changed the default to true&lt;br /&gt;
* Added optional tile_condition to the place_as_tile, which allows to specify explicit list of tiles it can be built over.&lt;br /&gt;
* Added vector_to_place_result (drop target) support to crafting machines.&lt;br /&gt;
* Changed default value of TilePrototype::check_collision_with_entities to true.&lt;br /&gt;
* The fluid generated by offshore pump is property of the tile instead of the pump.&lt;br /&gt;
* Replaced ModulePrototype::limitation and ModulePrototype::limitation_blacklist with RecipePrototype::allow_[effect-name] properties (e.g. RecipePrototype::allow_productivity). By default, all effects except productivity are allowed.&lt;br /&gt;
* Replaced ModulePrototype::limitation_message_key with RecipePrototype::allow_[effect-name]_message properties (e.g. RecipePrototype::allow_productivity_message). If not set, the game uses &amp;quot;item-limitation.[effect-name]-effect&amp;quot;.&lt;br /&gt;
* Added ElectricPolePrototype::auto_connect_up_to_n_wires.&lt;br /&gt;
* Added RecipePrototype::hide_from_signal_gui.&lt;br /&gt;
* Replaced min_perceived_performance, performance_to_sound_speedup, min_animation_progress and max_animation_progress with perceived_performance table containing minimum, maximum and performance_to_activity_rate.&lt;br /&gt;
* Entity selection priority is no longer deduced from collision masks. Use property &#039;selection_priority&#039; for that purpose.&lt;br /&gt;
* Several prototype types have been given new &#039;selection_priority&#039; default values, documented in &#039;__base__/prototypes/entities/entity_util.lua&#039;.&lt;br /&gt;
* The prototype names of logistic chests have been changed to match their English display name. &#039;logistic-chest-requester&#039; became &#039;requester-chest&#039;, etc. This applies to entities, items and recipes. Saves, exported blueprint/book/planner strings, and rich text tags in labels and destriptions will have their contents migrated automatically.&lt;br /&gt;
* Added RocketSiloPrototype::rocket_quick_relaunch_start_offset, specifying the starting position for rockets created with the new quick-launch feature. 0 is the regular starting position, 1 is the end of the rising animation.&lt;br /&gt;
* Added optional RocketSiloPrototype::rocket_parts_storage_cap, denoting when a silo is considered &amp;quot;full&amp;quot; for crafting rocket parts. Has to be at least rocket_parts_required, and defaults to that value.&lt;br /&gt;
* Reworked how PipeConnectionDefinitions are specified. Added &#039;connection_type&#039;. Added ability to specify &#039;linked&#039; connection_type. Renamed &#039;type&#039; into &#039;flow_direction&#039;. Added direction. &#039;position&#039; now has to be inside of the entity. Added &#039;connection_category&#039;. Added &#039;linked_connection_id&#039;.&lt;br /&gt;
* Deprecated player-port prototype.&lt;br /&gt;
* Changed type of &#039;entity-unknown&#039;, &#039;tile-proxy&#039;, &#039;tree-dying-proxy&#039;, &#039;tree-proxy&#039; from flying-text to entity-ghost.&lt;br /&gt;
* Removed the &amp;quot;flying-text&amp;quot; entity type. Use LuaPlayer::create_local_flying_text or LuaRendering::draw_text instead.&lt;br /&gt;
* Removed the &amp;quot;flame-thrower-explosion&amp;quot; entity type.&lt;br /&gt;
* Removed &amp;quot;smoke&amp;quot; entity prototype.&lt;br /&gt;
* Removed &amp;quot;particle&amp;quot; and &amp;quot;leaf-particle&amp;quot; entity prototypes.&lt;br /&gt;
* Removed &amp;quot;mining-tool&amp;quot; item prototype.&lt;br /&gt;
* Removed &amp;quot;noise-layer&amp;quot; prototypes. Places previously accepting them now take a 32-bit integer or a string which gets converted using CRC32.&lt;br /&gt;
* Removed SpiderEnginePrototype::military_target check. If a spider vehicle should be a military target, set EntityWithOwnerPrototype::is_military_target directly.&lt;br /&gt;
* Removed RecipePrototype::result and result_count. Use RecipePrototype::results instead.&lt;br /&gt;
* ProductPrototype now has a mandatory &amp;quot;type&amp;quot; field and does not accept simplified syntax for item products.&lt;br /&gt;
* Unified the way hidden property of all prototypes is specified, which is always a hidden bool instead of different kind of flags.&lt;br /&gt;
* Added MiningDrillPrototype::effect_receiver, CraftingMachinePrototype::effect_receiver and LabPrototype::effect_receiver.&lt;br /&gt;
* Removed MiningDrillPrototype::base_productivity, CraftinMachinePrototype::base_productivity and LabPrototype::base_productivity. They were moved into EffectReceiverPrototype::base_effect.&lt;br /&gt;
* Restructured SelectionToolPrototype: specific modes are described under select(required), alt_select(required), reverse_select(optional) and alt_reverse_select(optional) tables.&lt;br /&gt;
* Added airborne-pollutant prototype and changed various pollution related properties to support multiple pollution types.&lt;br /&gt;
* Rearranged BoilerPrototype&#039;s pictures.&lt;br /&gt;
* Added CorpsePrototype::expires, defaulting to &#039;true&#039;. Denotes whether corpses of this type expire by default.&lt;br /&gt;
* Moved character guns inventory size to the prototype as guns_inventory_size defaulting to 3.&lt;br /&gt;
* Removed hr_version from all graphics definitions. The graphics are now always considered to be in high definition.&lt;br /&gt;
* Removed ability of ItemWithInventory to extend inventory.&lt;br /&gt;
* Removed ItemPrototype::default_request_amount and wire_count.&lt;br /&gt;
* Removed normal and expensive properties from TechnologyPrototype and RecipePrototype.&lt;br /&gt;
* Removed deprecated graphics definitions from TransportBeltConnectablePrototype, use belt_animation_set instead.&lt;br /&gt;
* Removed RocketSiloPrototype::rocket_result_inventory_size.&lt;br /&gt;
* Removed ConstantCombinatorPrototype::item_slot_count.&lt;br /&gt;
* Changed &amp;quot;combat-robot-count&amp;quot; achievement type to &amp;quot;combat-robot-count-achievement&amp;quot;.&lt;br /&gt;
* Changed &amp;quot;ghost-time-to-live&amp;quot; modifier type to &amp;quot;create-ghost-on-entity-death&amp;quot; and changed the modifier from double to bool.&lt;br /&gt;
* Added EntityPrototype::icon_draw_specification, to control the scale and shift of alt-info icons for entities.&lt;br /&gt;
* Removed AmmoTurretPrototype::entity_info_icon_shift.&lt;br /&gt;
* Removed CraftingMachinePrototype::entity_info_icon_shift.&lt;br /&gt;
* Removed CraftingMachinePrototype::scale_entity_info_icon.&lt;br /&gt;
* Removed StorageTankPrototype::scale_entity_info_icon.&lt;br /&gt;
* Removed LinkedContainerPrototype::scale_info_icons.&lt;br /&gt;
* Removed ContainerPrototype::scale_info_icons.&lt;br /&gt;
* Removed RobotWithLogisticInterfacePrototype::cargo_centered.&lt;br /&gt;
* Removed utility constant pollution_color.&lt;br /&gt;
* Removed biter_ai_settings global variable. Instead, when requiring &amp;quot;biter-ai-settings.lua&amp;quot;, assign the returned table to a local variable.&lt;br /&gt;
* Added BeamPrototype::graphics_set and moved graphics related properties there.&lt;br /&gt;
* Added CraftingMachinePrototype::graphics_set and moved graphics related properties there.&lt;br /&gt;
* Added AccumulatorPrototype::chargable_graphics and moved graphics related properties there.&lt;br /&gt;
* {{SA}} Added space-platform-hub, cargo-pod and cargo-bay prototypes.&lt;br /&gt;
* {{SA}} Added asteroid, asteroid-collector and thruster prototype.&lt;br /&gt;
* Added asteroid-chunk prototype.&lt;br /&gt;
* Added cargo-landing-pad prototype.&lt;br /&gt;
* Added procession and procession-layer-inheritance-group prototypes.&lt;br /&gt;
* Added space-platform-starter-pack, space-location, planet and space-connection prototypes.&lt;br /&gt;
* Added surface-property and surface prototypes.&lt;br /&gt;
* Added active-trigger and chain-active-trigger prototypes.&lt;br /&gt;
* Added quality prototype and various related prototype properties.&lt;br /&gt;
* Added spider-unit prototype.&lt;br /&gt;
* {{SA}} Added segment and segmented-unit prototypes.&lt;br /&gt;
* {{SA}} Added lightning-attractor prototype.&lt;br /&gt;
* Added lightning prototype.&lt;br /&gt;
* Added plant prototype.&lt;br /&gt;
* {{SA}} Added agricultural-tower prototype.&lt;br /&gt;
* Added selector-combinator and display-panel prototypes.&lt;br /&gt;
* Added fusion-generator and fusion-reactor prototypes.&lt;br /&gt;
* Added burner-usage prototype.&lt;br /&gt;
* Added temporary-container prototype.&lt;br /&gt;
* Added equipment-ghost prototype.&lt;br /&gt;
* Added impact-category, deliver-category and deliver-impact-combination prototypes.&lt;br /&gt;
* Added remote-controller prototype.&lt;br /&gt;
* Added stateless_visualisation_variations to DecorativePrototype, SimpleEntityPrototype, SimpleEntityWithOwnerPrototype and TreePrototype.&lt;br /&gt;
* Added stateless_visualisation to DecorativePrototype and EntityPrototype.&lt;br /&gt;
* Added RoboportPrototype::radar_range.&lt;br /&gt;
* Added ShortcutPrototype::unavailable_until_unlocked.&lt;br /&gt;
* Added MiningDrillPrototype::resource_drain_rate_percent and filter_count.&lt;br /&gt;
* {{SA}} Added MiningDrillPrototype::drops_full_belt_stacks.&lt;br /&gt;
* {{SA}} Added LoaderPrototype::max_belt_stack_size.&lt;br /&gt;
* {{SA}} Added InserterPrototype::max_belt_stack_size.&lt;br /&gt;
* Added InserterPrototype::grab_less_to_match_belt_stack and enter_drop_mode_if_held_stack_spoiled.&lt;br /&gt;
* Added BeaconPrototype::profile and beacon_counter.&lt;br /&gt;
* Added AmmoItemPrototype::ammo_category.&lt;br /&gt;
* Added LogisticContainerPrototype::trash_inventory_size.&lt;br /&gt;
* Added LabPrototype::trash_inventory_size.&lt;br /&gt;
* Added CarPrototype::auto_sort_inventory and trash_inventory_size.&lt;br /&gt;
* Added RocketSiloPrototpye::rocket_supply_inventory_size, logistic_trash_inventory_size, render_not_in_network_icon and cargo_station_parameters.&lt;br /&gt;
* Added TilePrototype::built_animations and related properties.&lt;br /&gt;
* Added TilePrototype::weight, max_health, dying_explosion, destroys_dropped_items and default_destroyed_dropped_item_trigger.&lt;br /&gt;
* Added ItemPrototype::weight, random_tint_color, has_random_tint, plant_result, destroyed_by_dropping_trigger and default_import_location.&lt;br /&gt;
* {{SA}} Added ItemPrototype::spoil_result, spoil_to_trigger_result and spoil_ticks.&lt;br /&gt;
* Added CliffPrototype::place_as_crater.&lt;br /&gt;
* Added TurretPrototype::graphics_set and other graphics related properties.&lt;br /&gt;
* Added TechnologyPrototype::research_trigger and allows_productivity.&lt;br /&gt;
* Added AmbientSound::planet and variable_sound.&lt;br /&gt;
* Added Prototype::factoriopedia_alternative and PrototypeBase::factoriopedia_description, hidden_in_factoriopedia and factoriopedia_simulation.&lt;br /&gt;
* Added RecipePrototype::preserve_products_in_machine_output, surface_conditions and maximum_productivity.&lt;br /&gt;
* Added VehiclePrototype::allow_remote_driving.&lt;br /&gt;
* Added MapSettings::asteroids.&lt;br /&gt;
* Added RollingStockPrototype::default_copy_color_from_train_stop.&lt;br /&gt;
* Added AmmoTurretPrototype::energy_source and energy_per_shot.&lt;br /&gt;
* Added RocketSiloRocketPrototype::cargo_pod_entity.&lt;br /&gt;
* Added EntityPrototype::ambient_sounds, tile_buildability_rules, impact_category, icons_positioning and surface_conditions.&lt;br /&gt;
* Added RadarPrototype::connects_to_other_radars, energy_fraction_to_connect and energy_fraction_to_disconnect.&lt;br /&gt;
* Added CustomInputPrototype::block_modifiers.&lt;br /&gt;
* {{SA}} Added ArmorPrototype::provides_flight, collision_box and related properties.&lt;br /&gt;
* Added CharacterPrototype::flying_bob_speed, grounded_landing_search_radius and flying_collision_mask.&lt;br /&gt;
* {{SA}} Added capture-robot prototype.&lt;br /&gt;
* Added EnemySpawnerPrototype::captured_spawner_entity and time_to_capture.&lt;br /&gt;
* {{SA}} Added EntityPrototype::heating_energy.&lt;br /&gt;
* Added frozen graphics to various entities.&lt;br /&gt;
* Added inventory-bonus-equipment prototype.&lt;br /&gt;
* Added lane-splitter prototype.&lt;br /&gt;
* Added new achievement prototypes: dont-kill-manually-achievement, dont-research-before-researching-achievement, change-surface-achievement, create-platform-achievement, deplete-resource-achievement, destroy-cliff-achievement, equip-armor-achievement, module-transfer-achievement, place-equipment-achievement, research-with-science-pack-achievement, shoot-achievement, space-connection-distance-traveled-achievement, use-item-achievement.&lt;br /&gt;
* Added FluidPrototype::visualization_color.&lt;br /&gt;
* Added PipeToGroundPrototype::visualization.&lt;br /&gt;
* Added &amp;quot;get-by-unit-number&amp;quot; entity prototype flag.&lt;br /&gt;
* Changed plural localisation format to use double underscores around parameter index.&lt;br /&gt;
* Added new prototype type &amp;quot;custom-event&amp;quot; to define custom events in the data stage. Custom events share the same namespace as custom inputs and built-in events for subscribing to and raising them.&lt;br /&gt;
* Added &amp;quot;grounded&amp;quot; sticker effect to temporarily disable mech armor flight&lt;br /&gt;
* Changed autoplace control-setting variable names in noise expressions to be shorter/less verbose.&lt;br /&gt;
* Added dynamic volume modifiers to sounds. These are applied when specific conditions in-game are met.&lt;br /&gt;
* Added non-linear modes for sound attenuation.&lt;br /&gt;
* Added an option to override default zoom level attenuation for individial sounds.&lt;br /&gt;
* Added darkness (time of day) threshold for sounds.&lt;br /&gt;
* Added Sound::advanced_volume_control which includes attenuation (distance based), fades (zoom level based) and darkness threshold.&lt;br /&gt;
* Added Sound::speed_smoothing_window_size to smooth out changes in playback speed.&lt;br /&gt;
* Added priority selection to sound aggregation.&lt;br /&gt;
* Added activity matching modifiers to further control activity to volume or speed matching of working_sound.&lt;br /&gt;
* Added Sound::priority. Sounds with higher priority can replace sounds with lower priority when all audio resources are used.&lt;br /&gt;
* Added SoundDefinition::min_volume and SoundDefinition::max_volume for automatic volume variation.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Renamed `global` into `storage`.&lt;br /&gt;
* Added LuaBootstrap::feature_flags.&lt;br /&gt;
* Added LuaEntityPrototype::allowed_module_categories read.&lt;br /&gt;
* Added LuaRecipePrototype::allowed_module_categories read.&lt;br /&gt;
* Removed LuaConstantCombiantorControlBehavior::parameters read/write.&lt;br /&gt;
* Added LuaPlanet::associate_surface.&lt;br /&gt;
* Added on_space_platform_pre_mined, on_space_platform_mined_item, on_space_platform_mined_entity, on_space_platform_built_entity, on_space_platform_built_tile, and on_space_platform_mined_tile.&lt;br /&gt;
* Renamed on_built_entity and on_robot_built_entity parameter `created_entity` to `entity`.&lt;br /&gt;
* Removed LuaConstantCombinatorControlBehavior::signals_count, set_signal() and get_signal().&lt;br /&gt;
* Removed LuaGameScript::disable_tutorial_triggers().&lt;br /&gt;
* Added LuaGameScript::enable_tip_triggers_in_custom_scenarios().&lt;br /&gt;
* Added event on_player_used_spidertron_remote.&lt;br /&gt;
* Added LuaEntity::cargo_pod read.&lt;br /&gt;
* Added LuaHelpers class globally visible under `helpers` in control stage, including in `on_load`.&lt;br /&gt;
* Moved LuaGameScript::table_to_json, json_to_table, write_file, remove_path, direction_to_string, evaluate_expression, encode_string, decode_string, parse_map_exchange_string, check_prototype_translations, is_valid_sound_path, is_valid_sprite_path to LuaHelpers.&lt;br /&gt;
* Removed LuaGui::is_valid_sprite_path. Use LuaHelpers::is_valid_sprite_path instead.&lt;br /&gt;
* Removed LuaRendering::is_font_valid. Use LuaPrototypes::font instead.&lt;br /&gt;
* Removed LuaGameScript::active_mods. Use LuaBootstrap::active_mods instead.&lt;br /&gt;
* Added on_player_controller_changed event.&lt;br /&gt;
* Added LuaEntity::force_finish_ascending() and force_finish_descending() methods.&lt;br /&gt;
* Added LuaEntity::procession_tick read/write.&lt;br /&gt;
* Removed LuaPlayer::open_map, zoom_to_world, and close_map. LuaPlayer::set_controller with type &#039;remote&#039; replaces these.&lt;br /&gt;
* Added LuaPlayer::centered_on read/write.&lt;br /&gt;
* Added LuaPrototypes globally visible under `prototypes` in control stage, including in `on_load`.&lt;br /&gt;
* Moved prototypes access from LuaGameScript::X_prototypes to LuaPrototypes::X.&lt;br /&gt;
* Moved filtered prototypes access from LuaGameScript::get_filtered_X_prototypes to LuaPrototypes::get_X_filtered.&lt;br /&gt;
* Moved LuaBootstrap::get_prototype_history to LuaPrototypes::get_history.&lt;br /&gt;
* Moved LuaGameScript::styles to LuaPrototypes::style.&lt;br /&gt;
* Moved LuaGameScript::map_gen_presets to LuaPrototypes::map_gen_preset.&lt;br /&gt;
* Moved LuaGameScript::named_noise_expressions to LuaPrototypes::named_noise_expression.&lt;br /&gt;
* Renamed LuaSettings::player to player_default.&lt;br /&gt;
* Changed Vectors to always be read from the game as the two-element array format instead of sometimes using x and y keys. This mostly affects properties of TriggerEffectItem. Writing a Vector to the game still accepts both formats.&lt;br /&gt;
* Removed util.online_players. Use game.connected_players instead.&lt;br /&gt;
* Removed LuaEntity::is_entity_with_force. Use LuaEntity::is_military_target instead.&lt;br /&gt;
* Added preserve_ghosts_and_corpses argument to LuaSurface::create_entity.&lt;br /&gt;
* Added cause argument to LuaSurface::create_entity.&lt;br /&gt;
* Added on_pre_scenario_finished event.&lt;br /&gt;
* Added optional gui_title to game.create_inventory().&lt;br /&gt;
* Changed on_entity_damaged.cause semantics&lt;br /&gt;
* Added on_entity_damaged.source&lt;br /&gt;
* Replaced dealer argument with source and cause arguments in LuaEntity::damage().&lt;br /&gt;
* Added LuaEntityPrototype::growth_grid_tile_size read.&lt;br /&gt;
* Added LuaEntityPrototype::harvest_emissions read.&lt;br /&gt;
* Added LuaSurfacePrototype::surface_properties read.&lt;br /&gt;
* Added max_radius and use_start_position_on_failure to LuaSurface::spill_item_stack.&lt;br /&gt;
* Changed LuaSurface::spill_item_stack to take a table of parameters.&lt;br /&gt;
* Lua functions inside of `global` will now throw an error when saving instead of being silently discarded.&lt;br /&gt;
* Renamed LuaEntityPrototype::stack to LuaEntityPrototype::bulk.&lt;br /&gt;
* Added LuaTechnology::successors and LuaTechnologyPrototype::successors read.&lt;br /&gt;
* Added LuaGameScript::technology_notifications_enabled (read/write).&lt;br /&gt;
* Removed LuaForce::get_saved_technology_progress() and set_saved_technology_progress(). Added LuaTechnology::saved_progress (read/write).&lt;br /&gt;
* Added LuaPlayer::locale read and on_player_locale_changed event.&lt;br /&gt;
* Moved LuaGameScript::request_train_path into LuaTrainManager::request_train_path.&lt;br /&gt;
* Removed LuaEntity::get_rail_segment_entity. Added LuaEntity::get_rail_segment_signal and get_rail_segment_stop.&lt;br /&gt;
* Added LuaEntity::get_item_insert_specification.&lt;br /&gt;
* Added LuaEntity::get_line_item_position, LuaTransportLine::get_line_item_position and LuaTransportLine::line_length.&lt;br /&gt;
* Added LuaTransportLine::get_detailed_contents.&lt;br /&gt;
* Added LuaEntity::fluids_count read, get_fluid() and set_fluid().&lt;br /&gt;
* Removed ability of reading FluidWagon&#039;s fluid storage or FluidTurret&#039;s internal buffer fluid storage using LuaFluidBox.&lt;br /&gt;
* Added new controller type (remote), which is to build space platforms, so it allows ghost building but not any physical manipulation.&lt;br /&gt;
* Added LuaPlayer::physical_surface, physical_surface_index, physical_vehicle and physical_position read.&lt;br /&gt;
* LuaInventory::get_contents() will now return an array of {name = name, count = count, quality = quality}.&lt;br /&gt;
* Changed market price items to be defined as {name = name, count = count, quality = quality }.&lt;br /&gt;
* Added 8 new directions into defines.direction. If mods are storing any direction values in their storage, they will need to migrate them by multiplying by 2.&lt;br /&gt;
* LuaEntity::rotate no longer takes &amp;quot;spill_items&amp;quot;, &amp;quot;enable_looted&amp;quot; nor &amp;quot;force&amp;quot; parameter.&lt;br /&gt;
* Removed LuaEntity::get_upgrade_direction() method.&lt;br /&gt;
* Changed on_built_entity event. Instead of stack/item, it passes consumed_items - modifiable stack of items used for the building.&lt;br /&gt;
* LuaTile::to_be_deconstructed() and related events can be given a force. If not given, it checks if tile is to be deconstructed by any force.&lt;br /&gt;
* Moved LuaItemPrototype::mapper_count property to LuaItemCommon.&lt;br /&gt;
* Renamed LuaLogisticContainerControlBehavior::circuit_mode_of_operation into circuit_exclusive_mode_of_operation.&lt;br /&gt;
* Added LuaCustomEventPrototype type and LuaGameScript::custom_event_prototypes read for the custom event prototypes.&lt;br /&gt;
* Added on_achievement_gained event.&lt;br /&gt;
* Added on_undo_applied event.&lt;br /&gt;
* LuaBootstrap::raise_event()&#039;s &amp;quot;event&amp;quot; parameter now also accepts event names as string as alternative to their numerical IDs. The event names are needed to raise custom events.&lt;br /&gt;
* LuaBootstrap::on_event()&#039;s &amp;quot;event&amp;quot; parameter now accepts event names for built-in events too, in addition to for custom inputs and the new custom events.&lt;br /&gt;
* Added new attribute &amp;quot;icon_selector&amp;quot; to LuaGuiElement::add() for creating textfields and text-boxes with the icon selector button.&lt;br /&gt;
* Removed __self from the LuaObjects. Intended way of checking if an object is a lua object is to check type is userdata.&lt;br /&gt;
* Changed LuaForce::evolution_factor, evolution_factor_by_pollution, evolution_factor_by_time and evolution_factor_by_killing_spawners to get_* and set_* methods.&lt;br /&gt;
* Type of LuaObjects is now &amp;quot;userdata&amp;quot; instead of &amp;quot;table&amp;quot;.&lt;br /&gt;
* Added defines.wire_connector_id.&lt;br /&gt;
* Added LuaEntity::get_wire_connector and LuaEntity::get_wire_connectors.&lt;br /&gt;
* Added LuaWireConnector.&lt;br /&gt;
* Added LuaRecipePrototype::hide_from_signal_gui.&lt;br /&gt;
* Removed LuaEntity::circuit_connected_entities, LuaEntity::circuit_connection_definitions and LuaEntity::copper_connection_definitions.&lt;br /&gt;
* Removed LuaEntity::neighbours support for electric poles and power switches.&lt;br /&gt;
* Removed LuaEntity::connect_neighbour and LuaEntity::disconnect_neighbour.&lt;br /&gt;
* LuaCircuitNetwork is now binding to WireConnectorID. Removed LuaCircuitNetwork::circuit_connector_id. Added LuaCircuitNetwork::wire_connector_id.&lt;br /&gt;
* LuaEntity::get_circuit_network and LuaControlBehavior::get_circuit_network now require exactly 1 parameter: wire_connector_id.&lt;br /&gt;
* Replaced LuaEntity::get_merged_signal with LuaEntity::get_signal and LuaEntity::get_merged_signals with LuaEntity::get_signals. They no longer take circuit_connector_id but wire_connector_id.&lt;br /&gt;
* Removed defines.circuit_connector_id.&lt;br /&gt;
* Electric pole created through LuaSurface::create_entity can be requested to not auto connect.&lt;br /&gt;
* Replaced LuaFlowStatistics::get_flow_count parameter &amp;quot;bool input&amp;quot; with &amp;quot;string category&amp;quot; to reflect the addition of the &amp;quot;storage&amp;quot; category.&lt;br /&gt;
* Added LuaFlowStatistics::set_storage_count() and get_storage_count() methods.&lt;br /&gt;
* Added LuaFlowStatistics::storage_counts read.&lt;br /&gt;
* Removed LuaForce::item_production_statistics, fluid_production_statistics, kill_count_statistics and entity_build_count_statistics reads.&lt;br /&gt;
* Added LuaForce::get_item_production_statistics(), get_fluid_production_statistics(), get_kill_count_statistics() and get_entity_build_count_statistics() methods.&lt;br /&gt;
* Removed LuaGameScript::pollution_statistics read.&lt;br /&gt;
* Added LuaGameScript::get_pollution_statistics() method.&lt;br /&gt;
* Unified the way logistic filters are accessed, removed specific character/spidertron logistic filter methods, and all is done through get_logistic_point and get_section.&lt;br /&gt;
* Added LuaControl::get_requester_point() method.&lt;br /&gt;
* Removed LuaControl::clear_vehicle_logistic_slot, get_vehicle_logistic_slot, set_vehicle_logistic_slot, clear_personal_logistic_slot, get_personal_logistic_slot and set_personal_logistic_slot.&lt;br /&gt;
* Removed LuaEntity::clear_request_slot(), get_request_slot() and set_request_slot() methods.&lt;br /&gt;
* Removed LuaEntity::request_slot_count read.&lt;br /&gt;
* Added LuaLogisticSection.&lt;br /&gt;
* Added LuaLogisticPoint::get_section(), add_section() and remove_section() methods.&lt;br /&gt;
* Added LuaLogisticPoint::enabled read/write.&lt;br /&gt;
* Added LuaLogisticNetwork::network_id read.&lt;br /&gt;
* Added LuaRailEnd.&lt;br /&gt;
* Added LuaEntity::get_rail_end.&lt;br /&gt;
* Removed LuaTrain::front_rail, back_rail, rail_direction_from_front_rail, rail_direction_from_back_rail. They are replaced with LuaTrain::get_rail_end.&lt;br /&gt;
* Added LuaFluidBox::add_linked_connection(), remove_linked_connection(), get_linked_connection() and get_linked_connections() methods.&lt;br /&gt;
* Renamed LuaFluidBox::get_fluid_system_id() to get_fluid_segment_id().&lt;br /&gt;
* Renamed LuaFluidBox::get_fluid_system_contents() to get_fluid_segment_contents().&lt;br /&gt;
* Removed LuaFluidBox::get_flow() method.&lt;br /&gt;
* Added LuaPlayer::land_on_planet() method.&lt;br /&gt;
* Added LuaPlayer::enter_space_platform() and leave_space_platform() method.&lt;br /&gt;
* Added LuaPlayer::display_density_scale read.&lt;br /&gt;
* Removed LuaEntityPrototype::collision_mask_with_flags, LuaTilePrototype::collision_mask_with_flags and LuaDecorativePrototype::collision_mask_with_flags. Respective collision_mask returns mask with flags instead.&lt;br /&gt;
* Added LuaSurface::global_effect read/write.&lt;br /&gt;
* Removed LuaTechnology::effects, use LuaTechnologyPrototype::effects instead.&lt;br /&gt;
* Added LuaAirbornePollutantPrototype.&lt;br /&gt;
* Removed LuaNoiseLayerPrototype.&lt;br /&gt;
* Removed LuaItemPrototype::limitations and LuaItemPrototype::limitation_message_key reads.&lt;br /&gt;
* Removed LuaGameScript::get_active_entities_count() method.&lt;br /&gt;
* Removed LuaGameScript::count_pipe_groups() method.&lt;br /&gt;
* Removed LuaForce::zoom_to_world_* properties.&lt;br /&gt;
* Removed LuaForce::research_queue_enabled read/write.&lt;br /&gt;
* Removed LuaGuiElement::get_slider_discrete_slider(), set_slider_discrete_slider(), and discrete_slider.&lt;br /&gt;
* Removed LuaGuiElement::clear_and_focus_on_right_click, it is now always true.&lt;br /&gt;
* Removed LuaEntity::text.&lt;br /&gt;
* Removed LuaPlayer::log_active_entity_chunk_counts() and log_active_entity_counts() methods.&lt;br /&gt;
* Removed LuaAutoplaceControl::control_order since it was a duplicate of ::order.&lt;br /&gt;
* CircuitCondition passed to or given by LuaControlBehavior no longer uses the &amp;quot;condition&amp;quot; table, condition should be given directly.&lt;br /&gt;
* Renamed LuaItemStack::blueprint_icons into preview_icons.&lt;br /&gt;
* Added LuaTrainManager available through LuaGameScript::train_manager (read).&lt;br /&gt;
* Added LuaTrainManager::get_trains. Removed LuaSurface::get_trains and LuaForce::get_trains.&lt;br /&gt;
* Added LuaTrainManager::get_train_stops. Removed LuaSurface::get_train_stops, LuaForce::get_train_stops and LuaGameScript::get_train_stops.&lt;br /&gt;
* Added snap_to_grid to LuaSurface::create_entity() and LuaControl::teleport().&lt;br /&gt;
* Added LuaRenderObject. All LuaRendering methods for manipulating object selected by id were moved to LuaRenderObject.&lt;br /&gt;
* Added LuaSurface::localised_name read/write.&lt;br /&gt;
* Moved LuaGameScript::get_train_by_id into LuaTrainManager::get_train_by_id.&lt;br /&gt;
* Added LuaRecord representing records in the blueprint library.&lt;br /&gt;
* Added LuaPlayer::blueprints read.&lt;br /&gt;
* Added LuaGameScript::blueprints read.&lt;br /&gt;
* LuaGameScript::print, LuaPlayer::print, LuaSurface::print and LuaForce::print no longer accept Color as a second parameter.&lt;br /&gt;
* Changed permission related events to also fire when mods edit permissions.&lt;br /&gt;
* Changed LuaForce::ghost_time_to_live to LuaForce::create_ghost_on_entity_death bool read/write.&lt;br /&gt;
* Renamed on_entity_destroyed event into on_object_destroyed.&lt;br /&gt;
* Renamed LuaBootstrap::register_on_entity_destroyed into LuaBootstrap::register_on_object_destroyed.&lt;br /&gt;
* Removed help() method from every Factorio Lua object.&lt;br /&gt;
* Removed LuaObject::isluaobject.&lt;br /&gt;
* Renamed LuaUnitGroup into LuaCommandable. Renamed LuaCommandable::group_number into LuaCommandable::id.&lt;br /&gt;
* Added LuaEntity::commandable read. LuaEntity::unit_group moved to LuaCommandable::parent_group. LuaEntity::spawner moved to LuaCommandable::spawner.&lt;br /&gt;
* Removed LuaEntity::set_command, set_distraction_command, command, distraction_command and moving.&lt;br /&gt;
* Added LuaEquipment::quality read.&lt;br /&gt;
* Added LuaEquipment::to_be_removed read.&lt;br /&gt;
* Added LuaEquipment::ghost_prototype, ghost_type and ghost_name read.&lt;br /&gt;
* Added LuaEquipmentGrid::revive() method.&lt;br /&gt;
* Added quality and ghost parameters to LuaEquipmentGrid::put() method.&lt;br /&gt;
* Added search_ghosts parameter to LuaEquipmentGrid::find() method.&lt;br /&gt;
* Added LuaEquipmentGrid::order_removal() and cancel_removal() methods.&lt;br /&gt;
* Added LuaEquipmentGrid::entity_owner and player_owner read.&lt;br /&gt;
* Changed LuaEquipmentGrid::generator_energy read to LuaEquipmentGrid::get_generator_energy() method.&lt;br /&gt;
* Added LuaPrototypeBase as the common superclass for all Lua*Prototype classes.&lt;br /&gt;
* Added LuaItem and LuaItemCommon. LuaItemCommon is the common superclass for LuaItem and LuaItemStack.&lt;br /&gt;
* Moved LuaControl::get_blueprint_entities to LuaItemCommon and LuaRecord.&lt;br /&gt;
* Added LuaUndoRedoStack available through LuaPlayer::undo_redo_stack (read).&lt;br /&gt;
* Added player and undo_index parameters for undo queue to LuaSurface::set_tiles() method.&lt;br /&gt;
* Added player and item_index parameters for undo queue to LuaEntity::destroy() method.&lt;br /&gt;
* Added item_index parameter for undo queue to LuaSurface::cancel_deconstruct_area() method.&lt;br /&gt;
* Added item_index parameter for undo queue to LuaSurface::create_entity() method.&lt;br /&gt;
* Added item_index parameter for undo queue to LuaEntity::order_upgrade() method.&lt;br /&gt;
* Added item_index parameter for undo queue to LuaEntity::order_deconstruction() method.&lt;br /&gt;
* Added super_forced parameter to cancel_deconstruct_area and deconstruct_area in LuaSurface, LuaRecord and LuaItemCommon.&lt;br /&gt;
* Added quality condition to count_entities_filtered and find_entities_filtered methods in LuaSurface.&lt;br /&gt;
* Added has_double_hidden_tile boolean to count_tiles_filtered and find_tiles_filtered methods in LuaSurface.&lt;br /&gt;
* Added LuaSurface::set_property() and get_property() methods.&lt;br /&gt;
* Added LuaSurface::set_double_hidden_tile() and get_double_hidden_tile() methods.&lt;br /&gt;
* Added LuaTile::double_hidden_tile read.&lt;br /&gt;
* Added LuaSurface::execute_lightning() method.&lt;br /&gt;
* Added max_gap_size and max_attack_distance to LuaSurface::request_path() method.&lt;br /&gt;
* Added LuaSurface::create_global_electric_network() and destroy_global_electric_network() methods.&lt;br /&gt;
* Added LuaSurface::has_global_electric_network read.&lt;br /&gt;
* Added LuaSurface::platform read.&lt;br /&gt;
* Added LuaSurface::pollutant_type read.&lt;br /&gt;
* Added LuaSurface::deletable read.&lt;br /&gt;
* Added LuaRecipe::productivity_bonus read/write.&lt;br /&gt;
* Added LuaNamedNoiseFunction.&lt;br /&gt;
* Added LuaSpacePlatform and LuaPlanet.&lt;br /&gt;
* Added LuaEntity::custom_status read/write.&lt;br /&gt;
* Added LuaEntity::use_filters read/write.&lt;br /&gt;
* Added LuaEntity::name_tag read/write.&lt;br /&gt;
* Added LuaEntity::get_priority_target() and set_priority_target() methods.&lt;br /&gt;
* Added LuaEntity::ignore_unprioritised_targets read/write.&lt;br /&gt;
* Changed LuaEntity::electric_output_flow_limit and electric_input_flow_limit read to get_electric_output_flow_limit() and get_electric_input_flow_limit() methods.&lt;br /&gt;
* Added quality parameter to LuaEntity::set_recipe() method.&lt;br /&gt;
* Added LuaEntity::combinator_description read/write.&lt;br /&gt;
* Added LuaEntity::mining_drill_filter_mode read/write.&lt;br /&gt;
* Added LuaEntity::tick_grown read/write.&lt;br /&gt;
* Added LuaEntity::quality read.&lt;br /&gt;
* Added LuaEntity::always_on read/write.&lt;br /&gt;
* Renamed LuaEntity::electric_emissions to electric_emissions_per_joule.&lt;br /&gt;
* Added LuaEntity::copy_color_from_train_stop read/write.&lt;br /&gt;
* Added LuaEntity::train_stop_priority read/write.&lt;br /&gt;
* Added LuaEntity::rail_layer read.&lt;br /&gt;
* Added LuaEntity::mirroring read/write.&lt;br /&gt;
* Added LuaEntity::crane_grappler_destination and crane_grappler_destination_3d write.&lt;br /&gt;
* Added LuaEntity::crane_destination and crane_destination_3d read/write.&lt;br /&gt;
* Added LuaEntity::artillery_auto_targeting read/write.&lt;br /&gt;
* Added LuaEntity::robot_order_queue read.&lt;br /&gt;
* Added LuaItemCommon::owner_location read.&lt;br /&gt;
* Added LuaForce::unlock_space_location(), lock_space_location() and is_space_location_unlocked() methods.&lt;br /&gt;
* Added LuaForce::create_space_platform() method.&lt;br /&gt;
* Added LuaForce::unlock_space_platforms(), lock_space_platforms() and is_space_platforms_unlocked() methods.&lt;br /&gt;
* Added LuaForce::set_surface_hidden() and get_surface_hidden() methods.&lt;br /&gt;
* Added LuaForce::unlock_quality(), lock_quality() and is_quality_unlocked() methods.&lt;br /&gt;
* Added LuaForce::copy_from() and copy_chart() methods.&lt;br /&gt;
* Added LuaForce::platforms read.&lt;br /&gt;
* Renamed LuaForce::stack_inserter_capacity_bonus to bulk_inserter_capacity_bonus.&lt;br /&gt;
* Added LuaForce::beacon_distribution_modifier and belt_stack_size_bonus read/write.&lt;br /&gt;
* Added LuaSimulation available through LuaGameScript::simulation (read).&lt;br /&gt;
* Added LuaGameScript::get_entity_by_unit_number() method.&lt;br /&gt;
* Added LuaGameScript::set_win_ending_info() and set_lose_ending_info() methods.&lt;br /&gt;
* Added LuaGameScript::planets read.&lt;br /&gt;
* Added LuaGameScript::get_vehicles.&lt;br /&gt;
* Added LuaSurface::planet read.&lt;br /&gt;
* Removed LuaEntityPrototype::max_health. Added LuaEntityPrototype::get_max_health(quality?). Added LuaEntity::max_health read.&lt;br /&gt;
* Changed on_cutscene_waypoint_reached event&#039;s parameter &amp;quot;waypoint_index&amp;quot; to not be zero indexed.&lt;br /&gt;
* Added LuaPlayer::clear_local_flying_texts() method.&lt;br /&gt;
* Added LuaSurface::clear_hidden_tiles.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash related to fast-replacing a belt during its created trigger.&lt;br /&gt;
* Fixed that character entities couldn&#039;t be teleported between surfaces by script directly.&lt;br /&gt;
* Fixed mining a tree in multiplayer would make its stump appear with a delay, only after the mining action propagated to the game state.&lt;br /&gt;
* Fixed that joining a server while auto-save is running would lead to a deadlock on the client side.&lt;br /&gt;
* Fixed reading LuaItemStack::entity_label would return nil when label was set. ([https://forums.factorio.com/115320 more])&lt;br /&gt;
* Fixed reading object_name of LuaTransportBeltControlBehavior would return incorrect value.&lt;br /&gt;
* Fixed that linux would not release memory after deleting blueprint library contents. ([https://forums.factorio.com/114560 more])&lt;br /&gt;
* Fixed that enemies could not retaliate to the original cause of some forms of damage.&lt;br /&gt;
* Fixed that joining a multiplayer server did not work if the save was larger than 4 gigabytes. ([https://forums.factorio.com/114705 more])&lt;br /&gt;
* Fixed a desync when clicking the &amp;quot;continue&amp;quot; button on the game-won screen. ([https://forums.factorio.com/114226 more])&lt;br /&gt;
* Fixed that mod-defined additional paste entities did not work for splitters. ([https://forums.factorio.com/114114 more])&lt;br /&gt;
* Fixed LuaPlayerBuiltEntityEventFilter ghost_name did not filter tile ghost inner names. ([https://forums.factorio.com/113438 more])&lt;br /&gt;
* Fixed that driving vehicles in the map editor would not open gates. ([https://forums.factorio.com/114428 more])&lt;br /&gt;
* Fixed disabling inserter&#039;s circuit condition could activate inserter when it was still requested to say disabled. ([https://forums.factorio.com/112970 more])&lt;br /&gt;
* Fixed a desync when setting tiles during chunk generation that resulted from force_generate_chunk_requests(). ([https://forums.factorio.com/113601 more])&lt;br /&gt;
* Fixed that underground pipe dragging would not use the correct distance if the underground fluidbox connections were not in the center of the entity.&lt;br /&gt;
* Fixed potential audio clicks when a filter is used. ([https://forums.factorio.com/112948 more])&lt;br /&gt;
* Improved performance of the upgrade planner GUI when there are many entity prototypes. ([https://forums.factorio.com/113376 more])&lt;br /&gt;
* Fixed plural form localisation of decimal and negative numbers. ([https://forums.factorio.com/109521 more])&lt;br /&gt;
* Fixed silent global programmable speaker sounds taking up audio resources. ([https://forums.factorio.com/113648 more])&lt;br /&gt;
* Fixed single water tile edging weird on border of 2 land tiles. ([https://forums.factorio.com/104016 more])&lt;br /&gt;
* Fixed a desync when changing PathFinderMapSettings cache sizes at runtime. ([https://forums.factorio.com/113006 more])&lt;br /&gt;
* Fixed renaming train stop could skip updating train schedules if there were train stops with same name on other surfaces. ([https://forums.factorio.com/106370 more])&lt;br /&gt;
* Fixed that labs didn&#039;t work correctly around high speeds and low science pack stack sizes. ([https://forums.factorio.com/112321 more])&lt;br /&gt;
* Fixed --load-scenario would force map size to be 50x50. ([https://forums.factorio.com/110708 more])&lt;br /&gt;
* Fixed Gui double-click speed was very fast and not respecting the system settings. ([https://forums.factorio.com/111875 more])&lt;br /&gt;
* Fixed that escape didn&#039;t work to dismiss the sync mods with save GUI. ([https://forums.factorio.com/111415 more])&lt;br /&gt;
* Fixed setting up blueprint from library would not set the label. ([https://forums.factorio.com/106823 more])&lt;br /&gt;
* Fixed that pickup inserters would not go to sleep when there was a rolling stock present even if it was not valid to interact with. ([https://forums.factorio.com/111328 more])&lt;br /&gt;
* Fixed boilers would not account for output fluid heat capacity when calculating the amount of output fluid produced. ([https://forums.factorio.com/103016 more])&lt;br /&gt;
* Fixed disconnecting lamp from circuit network would disable control behavior even if it was still connected to logistic network. ([https://forums.factorio.com/111736 more])&lt;br /&gt;
* Fixed filter burner inserter was not able to pickup fuel from belt when fuel is not accepted by filters. ([https://forums.factorio.com/110651 more])&lt;br /&gt;
* Fixed burner inserter could get stuck when fueling cycle was interrupted by a player. ([https://forums.factorio.com/110682 more])&lt;br /&gt;
* Fixed burner mining drill could drop items on wrong side of transport belt if the drill was not facing north. ([https://forums.factorio.com/110846 more])&lt;br /&gt;
* Fixed it was not possible to change rail&#039;s chart color. ([https://forums.factorio.com/109659 more])&lt;br /&gt;
* Fixed cursor split from quickbar would not round up. ([https://forums.factorio.com/109461 more])&lt;br /&gt;
* Fixed that zoom limits were appearing too small on Apple Retina displays. ([https://forums.factorio.com/101652 more])&lt;br /&gt;
* Fixed that building entities close to vertical rails would trigger train visualisation from train stop rendering even if it goes away from cursor.&lt;br /&gt;
* Fixed pressing R while in rail planner would set wrong initial building direction.&lt;br /&gt;
* Fixed rolling stock ghost revive was possible when there are diagonal rail ghosts not yet built which could make a train to not connect properly.&lt;br /&gt;
* Fixed the wrong technology level shown on the icon in the currently selected technology.&lt;br /&gt;
* Fixed upgrading connected underground belt ghost in latency state.&lt;br /&gt;
* Fixed that lights of trains on other surfaces would be rendered on selected surface when doing a screenshot.&lt;br /&gt;
* Fixed that for train &amp;quot;Fluid count&amp;quot; conditions, a fractional fluid amount below 1.0 would already be considered equal to 0. Amounts between 0.0 and 1.0 are now rounded up instead. The same logic now also applies to fluid storage tanks reading their contents and pumpjacks reading their expected resource yield.&lt;br /&gt;
* Fixed undoing tile deconstruction after it was cancelled and undone before.&lt;br /&gt;
* Fixed that upgrade tasks might not be processed by mobile roboport as fast as other types of tasks. ([https://forums.factorio.com/101644 more])&lt;br /&gt;
* Fixed responsibility of toggle shortcut buttons in multiplayer.&lt;br /&gt;
* Fixed upgrading electric pole would disconnect a power switch.&lt;br /&gt;
* Fixed several problems related to character walking and terrain building in latency hiding mode.&lt;br /&gt;
* Fixed characters being able to &#039;jump over&#039; obstacles when moving fast enough.&lt;br /&gt;
* Fixed upgraded-modules undo action not saving or loading entity tags.&lt;br /&gt;
* Fixed cutscene controller index could go out of bounds and grow indefinitely. ([https://forums.factorio.com/102534 more])&lt;br /&gt;
* Fixed that rocket silo didn&#039;t wait for the stack to be full when autolaunching.&lt;br /&gt;
* Fixed the &#039;Error loading mods&#039; window did not allow copying the error message. ([https://forums.factorio.com/103769 more])&lt;br /&gt;
* Fixed the shortcut bar GUI not shrinking when GUI scale is decreased. ([https://forums.factorio.com/103819 more])&lt;br /&gt;
* Fixed furnaces with fluidboxes defined with fluid filters would not have fluid filters. ([https://forums.factorio.com/104036 more])&lt;br /&gt;
* Fixed that trains didn&#039;t show wheels in blueprint, even when the rails are present.&lt;br /&gt;
* Fixed that trains in blueprints didn&#039;t save the connections, so close individual rolling stocks could get connected after the blueprint placement.&lt;br /&gt;
* Fixed that assembling machine would not complain when fixed_recipe was specified that cannot be crafted by given machine. ([https://forums.factorio.com/105308 more])&lt;br /&gt;
* Fixed building a blueprint with entities buildable off grid only could fail to center the blueprint properly. ([https://forums.factorio.com/100944 more])&lt;br /&gt;
* Fixed closing quickbar select page gui would not close when using confirm gui binding. ([https://forums.factorio.com/101928 more])&lt;br /&gt;
* Fixed rotating off-center bounding boxes. ([https://forums.factorio.com/102850 more])&lt;br /&gt;
* Fixed long train stop names causing shorter names to be clipped on subsequent selection. ([https://forums.factorio.com/106051 more])&lt;br /&gt;
* Fixed that inserters could sleep incorrectly if pointed at furnaces with fluid inputs. ([https://forums.factorio.com/105131 more])&lt;br /&gt;
* Fixed item stack sizes could cause issues with crafting machine&#039;s overloaded status. ([https://forums.factorio.com/101436 more])&lt;br /&gt;
* Fixed that extreme speed assembling machines would calculate productivity incorrectly. ([https://forums.factorio.com/72618 more])&lt;br /&gt;
* Fixed that robots waiting to charge were stuck after removing all charging spots of that roboport prototype.&lt;br /&gt;
* Fixed that equipment in armor not currently worn would still apply drain logic. ([https://forums.factorio.com/109600 more])&lt;br /&gt;
* Fixed that worms wouldn&#039;t target construction robots correctly in some cases. ([https://forums.factorio.com/106081 more])&lt;br /&gt;
* Fixed that LuaEntity::copy_settings() didn&#039;t respect normal copy logic. ([https://forums.factorio.com/109524 more])&lt;br /&gt;
* Fixed that require() would allow files from other drives. ([https://forums.factorio.com/115137 more])&lt;br /&gt;
* Changed burner energy sources without burnt result inventory to void burnt results instead of getting stuck. ([https://forums.factorio.com/113498 more])&lt;br /&gt;
* Fixed wrong hierarchy order of blueprint book nesting when previewing entities in the world.&lt;br /&gt;
* Fixed that rich-text used in train stops and train schedule weren&#039;t migrated.&lt;br /&gt;
* Fixed tiles in the rocket rush lobby could be deconstructed. ([https://forums.factorio.com/116008 more])&lt;br /&gt;
* Fixed translation requests failing because of empty parameters. ([https://forums.factorio.com/116098 more])&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}__NOTOC__&lt;br /&gt;
[[Category:Version history]]&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
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