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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>
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	<updated>2026-10-01T10:14:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=220132</id>
		<title>Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=220132"/>
		<updated>2026-09-27T10:24:58Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{about|Factorio&#039;s in-game tutorial|community-created tutorials hosted on this wiki|Tutorials}}[[File:New game gui.png|thumb|right|The menu to enter the tutorial.]]&lt;br /&gt;
The &#039;&#039;&#039;tutorial&#039;&#039;&#039; is Factorio&#039;s equivalent of a story mode. The tutorial consists of pre-generated levels where the [[player]] must accomplish some preset tasks, such as obtaining a certain amount of resources or scanning the surroundings with [[radar]]s. Upon level completion, a game finish report is given, similar to freeplay, where kills and completion time are tallied. Completing the tutorial is not necessary to play freeplay.&lt;br /&gt;
&lt;br /&gt;
To start the tutorial, select &#039;&#039;Single player&#039;&#039; from the title screen, &#039;&#039;New game&#039;&#039; and then &#039;&#039;Tutorial&#039;&#039; in the &#039;&#039;Main game&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
=== Crash ===&lt;br /&gt;
In the first level, the player is tasked with mining some resources which are needed to craft and place a [[burner mining drill]] and a [[stone furnace]].&lt;br /&gt;
&amp;lt;!--Script:&lt;br /&gt;
That escape pod saved my life. I am afraid the others were not so lucky...&lt;br /&gt;
I wonder if I could use something from the escape pod.&lt;br /&gt;
There&#039;s nothing else here. I&#039;ll have to make some simple tools myself.&lt;br /&gt;
That looks like iron ore over there.&lt;br /&gt;
Hmm, if only I could smelt that iron somehow...&lt;br /&gt;
That was a piece of cake!&lt;br /&gt;
I feel quite tired from all this mining. I wonder if it could be automated.&lt;br /&gt;
It&#039;s working, it&#039;s working!&lt;br /&gt;
I could build something here to collect the resources from the mining drill.&lt;br /&gt;
Great, I learned something today.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mining outpost ===&lt;br /&gt;
In the second level, the player is tasked with building some more furnaces and mining drills. They will encounter some [[enemies|small biters]] that they need to fight off. The end goal is to carry 150 [[iron plate]]s, 50 [[copper plate]]s and 75 [[coal]] in the player inventory.&lt;br /&gt;
&amp;lt;!--Script:&lt;br /&gt;
This looks like an abandoned mining site...&lt;br /&gt;
I wonder what the robotic arm is for.&lt;br /&gt;
Hmm, this may be of some use...&lt;br /&gt;
What was that? It sounded like footsteps...&lt;br /&gt;
Phew, they are dead, but there might be more coming...&lt;br /&gt;
I better get the production here working and prepare myself.&lt;br /&gt;
Yay, it&#039;s moving!&lt;br /&gt;
I want to generate electricity, but first I will need some basic resources.&lt;br /&gt;
I spent a lot of time mining this stone. I should use my first burner mining drill to mine it for me.&lt;br /&gt;
If I connect it all correctly, I should be able to get the resources needed for electric power soon.&lt;br /&gt;
I&#039;m going to need a lot of resources if I want to start some serious expansion.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Power plant ===&lt;br /&gt;
In the third, the player is tasked with completing an existing steam engine and boiler setup by placing an [[offshore pump]], some [[pipe]]s and [[small electric pole]]s. Then, the player is tasked with building 3 [[radar]]s and letting them scan 50 sectors as the final goal. During this, the player may get attacked by biters.&lt;br /&gt;
&amp;lt;!--Script:&lt;br /&gt;
I could use some equipment from our crashed ship, but first I need to locate it.&lt;br /&gt;
If I had enough electricity I could build a radar to locate the crash site.&lt;br /&gt;
I have the electricity test setup almost ready. I just need some water from the lake.&lt;br /&gt;
Good, the steam engine is now producing electricity.&lt;br /&gt;
Alright, it is working. That was a piece of cake.&lt;br /&gt;
I should keep a steady flow of coal going into my boilers. Otherwise, I will run out of electricity.&lt;br /&gt;
Let&#039;s get to work.&lt;br /&gt;
I hope I won&#039;t attract too many biters.&lt;br /&gt;
It&#039;s getting dark. I should build some lamps.&lt;br /&gt;
This pistol won&#039;t be enough to hold them. I should make a submachine gun.&lt;br /&gt;
I&#039;m low on firearm magazines. Perhaps I can automate them using an assembling machine.&lt;br /&gt;
They seem to like the taste of radars. I can fix the damage with a repair pack.&lt;br /&gt;
This would go faster if I had more radars.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Science and automation ===&lt;br /&gt;
The fourth level introduces science and research. The player is tasked with building a [[lab]] and researching [[wall]]s, and then [[Automobilism (research)|automobilism]]. Then, the player must build and load a [[car]] with materials. There are several nearby biter [[nests]] which the player must attack or defend against.&lt;br /&gt;
&amp;lt;!--Script:&lt;br /&gt;
Hmm, based on the attenuation of the signal, the source must be over 200 kilometers away.&lt;br /&gt;
It looks like the signal strength is dropping. Going on foot would take far too long.&lt;br /&gt;
If I want to track the source, I will need a faster method of transportation.&lt;br /&gt;
First I should research something to help protect myself from the enemies.&lt;br /&gt;
Hmm, something must be causing the natives to attack the factory... maybe they don&#039;t like the pollution?&lt;br /&gt;
Great. I can now build a wall to keep the enemies out. Then I can focus on more important matters.&lt;br /&gt;
I need to scale up my production, and research more advanced materials.&lt;br /&gt;
Then I should be able to build a car.&lt;br /&gt;
These biters just won&#039;t give up. Maybe I should go kill them at the source. That would stop them for good.&lt;br /&gt;
Why are some of my machines running slowly? I should check that my power production is sufficient.&lt;br /&gt;
OK, that&#039;s enough joyriding.&lt;br /&gt;
I should pack for the trip. I don&#039;t know what I&#039;m walking into here.&lt;br /&gt;
Alright, that should be it. Let&#039;s go!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Abandoned rail base ===&lt;br /&gt;
In the fifth and last level of the tutorial, the player arrives at a partially destroyed factory with an inoperable railway stop. The player is tasked with repairing the base and setting up automated rail transport to nearby iron and copper ore mines, then loading their car again with supplies, including [[Piercing rounds magazine|piercing rounds]] and [[solar panel]]s. After meeting the objectives, the player can continue to explore this level as long as they want. Some of the things to discover include a distant solar and [[accumulator]] farm, abandoned [[laser turret]]s, and [[uranium ore]] that cannot be mined due to [[sulfuric acid]] not being available (there are no [[crude oil]] patches on the map, and [[research]] is limited).&lt;br /&gt;
&amp;lt;!--Script:&lt;br /&gt;
Well, this doesn&#039;t look too good.&lt;br /&gt;
I don&#039;t see any engineer corpses, so they must have escaped in time.&lt;br /&gt;
It looks like they were researching advanced technologies here.&lt;br /&gt;
If I repair the base, I can continue their research.&lt;br /&gt;
I will need to repair the rail infrastructure too. The local resource patches will run dry soon.&lt;br /&gt;
It is time to repair the railway and access the distant mines.&lt;br /&gt;
Alright, I have the railway deliveries set up.&lt;br /&gt;
That means I can really start to ramp up my production.&lt;br /&gt;
However, the natives in this area are growing increasingly hostile.&lt;br /&gt;
I should gather what I can in my car, then try to find somewhere safer to set up a more permanent base.&lt;br /&gt;
I am ready to go.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Game modes and options]]&lt;br /&gt;
&lt;br /&gt;
{{C|Scenario}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=220048</id>
		<title>Agricultural tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_tower&amp;diff=220048"/>
		<updated>2026-09-18T14:36:19Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Trivia */ fixed citation format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural tower}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;agricultural tower&#039;&#039;&#039; is a machine unlocked on [[Gleba]]. It automatically plants and harvests trees in its range, provided that it is supplied with [[seed]]s, and the soils near it support the kinds of seeds it is loaded with.&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The agricultural tower can plant [[yumako seed]]s, [[jellynut seed]]s, or [[tree seed]]s. The agricultural tower&#039;s working area is broken up into 3×3 tile sectors, and its reach covers an area of 7x7 sectors. The tower itself is 3x3 and occupies the sector in the middle. When placing the agricultural tower or hovering the cursor over it, its range will be highlighted. A green sector indicates suitable soil, yellow sector indicates that suitable artificial soil can be placed there, and orange indicates unsuitable soil. All tiles in the sector must be suitable; if a sector contains a mix of tiles, the least suitable will determine the color. The tower does not distinguish between tiles requiring artificial soil and more expensive overgrowth soil.&lt;br /&gt;
&lt;br /&gt;
If the tower has a suitable seed and an empty green sector, it will plant the seed in the middle of the sector. Towers will not plant in sectors that have any object or [[ghost]] in them, even if it wouldn&#039;t block the tree: a [[medium electric pole]] can be placed on the edges of the sector without any harm to the tree, but the tower will not replant that tree after harvesting it. Such blocked sector will still show up as green. A tower in range of different kinds of soils can plant and harvest both, but if a &#039;&#039;sector&#039;&#039; includes different types of soil, it will show up as green despite not being suitable for planting.&lt;br /&gt;
&lt;br /&gt;
If there is no planting work and the tower has space in the output slots, it will harvest any fully grown plants in range. Note that this includes wild plants native to Gleba such as [[slipstack]] or [[cuttlepop]] which result in items like [[wood]] and [[spoilage]]. Otherwise, the tower will stand still and wait for the plants to grow. [[Yumako tree]]s and [[jellystem]]s take 5 minutes to grow, while [[tree]]s on Nauvis take 10 minutes. Agricultural towers consume no electricity while waiting. The order in which towers plant and harvest appears to be random.&lt;br /&gt;
&lt;br /&gt;
Harvesting trees on Gleba creates [[spores]], which attract enemies. Agricultural towers themselves also produce spores while working.&lt;br /&gt;
&lt;br /&gt;
A tower can support growing up to 48 trees; however, in practice the actual maximum number is 47 to account for power and inserters/belts, and using all 48 tiles would require at least a [[Quality|rare]] [[substation]] and manual insertion/removal. A [[fast underground belt]] is sufficient to use 47 sectors.&lt;br /&gt;
&lt;br /&gt;
[[File:Agri_tower_hover.jpg|thumb|300px|none|Example of an agricultural tower, showing the various indicators.]]&lt;br /&gt;
&lt;br /&gt;
== Trees and tiles ==&lt;br /&gt;
* [[Yumako seed]]s grow into [[yumako tree]]s, which are harvested for [[yumako]]s. On the map, their natural soil viable for planting is bright yellow, tiles suitable for [[artificial yumako soil]] are dark yellow, and tiles suitable for [[overgrowth yumako soil]] are greenish yellow.&lt;br /&gt;
* [[Jellynut seed]]s grow into [[jellystem]]s, which are harvested for [[jellynut]]s. On the map, their natural soil viable for planting is bright purple, tiles suitable for [[artificial jellynut soil]] are dark purple, and tiles suitable for [[overgrowth jellynut soil]] are red and dark red.&lt;br /&gt;
* [[Tree seed]]s grow into [[tree]]s, which are harvested for [[wood]]. Most land tiles on Nauvis are suitable for trees, other than [[landfill]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
Unlike most other methods of resource gathering in the game, agricultural towers do not benefit from [[Mining productivity (research)|mining productivity research]], and they have no module slots. Each processed fruit has a 2% chance to return its respective seed, so the expected number of seeds that each tree produces is one - the same number of seeds that was used to produce the tree. This can cause the seed amount to diminish, especially if fruits are allowed to spoil, burned, or eaten. However, fruit processing &#039;&#039;&#039;does&#039;&#039;&#039; benefit from productivity - either via [[productivity module]]s or via the 50% inbuilt productivity of the [[biochamber]]{{SA}}. Using just a biochamber with no extra productivity modules takes the expected seeds each tree returns from 1 to 1.5.&lt;br /&gt;
&lt;br /&gt;
Note that this is only an &#039;&#039;expectation&#039;&#039; - there is no underlying mechanic that guarantees 50 fruits will return any number of seeds. It is entirely possible that one might process all 50 fruits harvested from a single tree, or even multiple trees, and obtain no seeds in return.&lt;br /&gt;
&lt;br /&gt;
Agricultural towers may be activated or deactivated via the [[circuit network]]. This can be useful to avoid letting excess fruit back up, as they may eventually spoil and be wasted - and even if it does not, the extra time spent waiting to be processed decreases the [[Spoilage mechanics|freshness]]{{SA}} of the item, which in turn may decrease the freshness of recipes that consume this item. It&#039;s worth mentioning that agricultural towers will collect fruit until their inventory is full, even if inserters aren&#039;t removing the fruits, and therefore it&#039;s inadvisable to control fruit production via inserters, lest the fruit turn into [[spoilage]]{{SA}} while still inside the agricultural tower.&lt;br /&gt;
&lt;br /&gt;
Furthermore, agricultural towers do not coordinate amongst each other if more than one tower could harvest/plant on a specific piece of land. Having overlapping agricultural towers work areas will not speed up the action time of each tower, in fact, it will slow down with the towers attempting to harvest/plant the same tree.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* During development, the agricultural tower had a fluid input/output. As explained by content creator Trupen, it was used to insert fertilizer made from &amp;quot;biter shit,&amp;quot; which had to be collected as a liquid and shipped to Gleba.[https://www.youtube.com/watch?v=QixtDQtgdA0&amp;amp;t=2148] Remnants of this can still be seen on the in-game sprite.&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;
{{ProductionNav}}&lt;br /&gt;
{{C|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies/pt-br&amp;diff=220047</id>
		<title>Enemies/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies/pt-br&amp;diff=220047"/>
		<updated>2026-09-18T14:29:48Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed links: Links should go to the translated page, even if it is not translated yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&lt;br /&gt;
&#039;&#039;&#039;Inimigos&#039;&#039;&#039; são criaturas que desejam [[Damage/pt-br|causar dano]] ao [[player/pt-br|jogador]]. Eles são os habitantes nativos dos mundos extraterrestres onde o jogador atua. Os inimigos aparecem no mapa como pontos vermelhos.&lt;br /&gt;
&lt;br /&gt;
Em {{L|Nauvis}}, os inimigos são artrópodes que vivem em ninhos orgânicos. Eles são encontrados em três espécies: Mordedores (Biters), Cuspidores (Spitters) e Vermes (Worms), embora o apelido &amp;quot;Mordedores&amp;quot; seja frequentemente utilizado para se referir a todos eles.&lt;br /&gt;
&lt;br /&gt;
Mais inimigos podem ser encontrados em outros planetas com a expansão [[Space Age/pt-br|Space Age]]. No planeta {{L|Gleba}}{{SA}}, existem pentápodes em três variantes: Contorcedores (Wrigglers), Atacantes (Strafers) e Pisoteadores (Stompers). No planeta {{L|Vulcanus}}{{SA}}, vivem os Demolidores (Demolishers).&lt;br /&gt;
&lt;br /&gt;
Cada espécie possui diversos tamanhos. Quanto maior o indivíduo, maior sua vida e o dano que causa.&lt;br /&gt;
&lt;br /&gt;
== Conquistas ==&lt;br /&gt;
&lt;br /&gt;
Os inimigos estão diretamente relacionados às seguintes conquistas:&lt;br /&gt;
&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Criaturas==&lt;br /&gt;
&lt;br /&gt;
===Mordedores===&lt;br /&gt;
&lt;br /&gt;
Os &#039;&#039;&#039;Mordedores&#039;&#039;&#039; são um dos dois principais antagonistas do jogo base. Eles existem em quatro tamanhos: pequeno, médio, grande e colossal. No início de uma partida, apenas os mordedores pequenos aparecem. Conforme a [[pollution/pt-br|poluição]] aumenta, passam a surgir mordedores maiores, de acordo com o [[#Evolution|fator de evolução]] dos inimigos. Como o próprio nome sugere, seu método de ataque consiste em avançar diretamente para morder seus alvos.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Informações&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Mordedor pequeno&lt;br /&gt;
|&lt;br /&gt;
O mais fraco dos mordedores. Pode ser eliminado facilmente com uma pistola.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 15&lt;br /&gt;
* Dano: 7 Físico&lt;br /&gt;
* Velocidade de ataque: 1,71/s&lt;br /&gt;
* Velocidade: 43,2 km/h&lt;br /&gt;
* Alcance: 0,5&lt;br /&gt;
* Poluição necessária para participar de um ataque: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Mordedor médio&lt;br /&gt;
|&lt;br /&gt;
Mais forte e ligeiramente mais rápido que o mordedor pequeno. Pode representar uma ameaça e até matar jogadores pouco equipados.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 75&lt;br /&gt;
* Dano: 15 Físico&lt;br /&gt;
* Velocidade de ataque: 1,71/s&lt;br /&gt;
* Velocidade: 51,8 km/h&lt;br /&gt;
* Alcance: 1&lt;br /&gt;
* Poluição necessária para participar de um ataque: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage/pt-br#Resistência|Resistências]]:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 0/10%&lt;br /&gt;
* Físico: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Mordedor grande&lt;br /&gt;
|&lt;br /&gt;
Perigoso e resistente a armas leves. Pode atacar através de paredes, atingindo objetos posicionados logo atrás delas. Também pode nascer de [[biter egg/pt-br|ovos de mordedor]] estragados, embora não surja com toda a vida.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 375&lt;br /&gt;
* Dano: 30 Físico&lt;br /&gt;
* Velocidade de ataque: 1,71/s&lt;br /&gt;
* Velocidade: 49,7 km/h&lt;br /&gt;
* Alcance: 1,5&lt;br /&gt;
* Poluição necessária para participar de um ataque: 80&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 0/10%&lt;br /&gt;
* Físico: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Mordedor colossal&lt;br /&gt;
|&lt;br /&gt;
Extremamente resistente e praticamente imune a armas leves, exceto às mais poderosas. Pode atacar através de paredes, atingindo objetos posicionados logo atrás delas.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 3000&lt;br /&gt;
* Dano: 90 Físico&lt;br /&gt;
* Velocidade de ataque: 1,2/s&lt;br /&gt;
* Velocidade: 64,8 km/h&lt;br /&gt;
* Alcance: 1,5&lt;br /&gt;
* Poluição necessária para participar de um ataque: 400&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 12/10%&lt;br /&gt;
* Físico: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Cuspidores===&lt;br /&gt;
&lt;br /&gt;
Os &#039;&#039;&#039;Cuspidores&#039;&#039;&#039; são muito semelhantes aos [[#Mordedores|mordedores]] e começam a aparecer um pouco mais tarde na partida, conforme o fator de evolução aumenta. Sua principal diferença é o ataque à distância. Utilizando mira preditiva, eles cospem um jato de ácido que deixa uma poça de ácido ao atingir o solo. Devido à mira preditiva dos cuspidores, é possível desviar do jato mudando repentinamente de direção ou permanecendo parado.[https://factorio.com/blog/post/fff-279]&lt;br /&gt;
&lt;br /&gt;
Tanto o jato quanto a poça de ácido causam dano ao longo do tempo e reduzem a velocidade de jogadores e veículos. A maioria das entidades do jogo possui uma resistência muito menor ao ácido do que a outros tipos de dano (incluindo [[turret/pt-br|torretas]] e [[armor/pt-br|armaduras]]), tornando os cuspidores especialmente perigosos para o jogador e sua fábrica.&lt;br /&gt;
&lt;br /&gt;
Seu comportamento e classificação por tamanho são os mesmos dos mordedores, porém possuem menos vida em todas as variantes e são resistentes apenas a dano explosivo, não possuindo resistência física.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Informações&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Cuspidor pequeno&lt;br /&gt;
|&lt;br /&gt;
O mais fraco dos cuspidores. É fácil de eliminar com qualquer arma, mas ataca à distância.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 10&lt;br /&gt;
* Alcance: 13&lt;br /&gt;
* Poluição necessária para participar de um ataque: 4&lt;br /&gt;
* Velocidade: 40,0 km/h&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,6/s&lt;br /&gt;
* Área de efeito: 1&lt;br /&gt;
* Dano (ao atingir): 12 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 7,2 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 60%&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Cuspidor médio&lt;br /&gt;
|&lt;br /&gt;
Mais forte e mais lento que a variante pequena. Pode representar uma ameaça e até matar jogadores pouco equipados.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 50&lt;br /&gt;
* Alcance: 14&lt;br /&gt;
* Poluição necessária para participar de um ataque: 12&lt;br /&gt;
* Velocidade: 35,6 km/h&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,6/s&lt;br /&gt;
* Área de efeito: 1,25&lt;br /&gt;
* Dano (ao atingir): 24 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 28,8 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 50%&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 0/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Cuspidor grande&lt;br /&gt;
|&lt;br /&gt;
Uma versão ainda mais robusta do cuspidor, capaz de suportar mais dano.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 200&lt;br /&gt;
* Alcance: 15&lt;br /&gt;
* Poluição necessária para participar de um ataque: 30&lt;br /&gt;
* Velocidade: 32,4 km/h&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,6/s&lt;br /&gt;
* Área de efeito: 1,35&lt;br /&gt;
* Dano (ao atingir): 36 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 130 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 40%&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 0/15%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Cuspidor colossal&lt;br /&gt;
|&lt;br /&gt;
A maior e mais resistente variante dos cuspidores, capaz de suportar ainda mais dano.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 1500&lt;br /&gt;
* Alcance: 16&lt;br /&gt;
* Poluição necessária para participar de um ataque: 200&lt;br /&gt;
* Velocidade: 32,4 km/h&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,6/s&lt;br /&gt;
* Área de efeito: 1,75&lt;br /&gt;
* Dano (ao atingir): 60 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 360 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 30%&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 0/30%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vermes===&lt;br /&gt;
&lt;br /&gt;
Os &#039;&#039;&#039;Vermes&#039;&#039;&#039; são aliados naturais dos mordedores e cuspidores e atacam o jogador quando ele se aproxima o suficiente, utilizando um ataque semelhante ao dos cuspidores. Eles funcionam como [[turret/pt-br|torretas]] estáticas e não perseguem seus alvos.&lt;br /&gt;
&lt;br /&gt;
Os vermes contam com alto poder de dano, grande alcance e dano em área para manter o jogador afastado deles e dos ninhos que protegem, embora cada uma dessas vantagens possa ser superada. Diferentemente da maioria dos outros inimigos, eles também possuem alta resistência ao fogo.&lt;br /&gt;
&lt;br /&gt;
Assim como os cuspidores, lançam projéteis de ácido contra o jogador, que podem deixar poças de ácido no solo. Essas poças continuam causando dano a jogadores e veículos, reduzem sua velocidade e ainda aplicam um breve efeito de dano por ácido durante alguns segundos. Edifícios e pisos construídos, porém, não são afetados pelas poças de ácido, embora continuem sofrendo dano normalmente ao serem atingidos diretamente pelo projétil de ácido.&lt;br /&gt;
&lt;br /&gt;
Os vermes existem em quatro tamanhos, tornando-se mais poderosos conforme aumentam de tamanho. Assim como acontece com mordedores e cuspidores, o surgimento de vermes médios, grandes e colossais é influenciado pelo fator de evolução.&lt;br /&gt;
&lt;br /&gt;
Os vermes só são criados durante a expansão inimiga quando determinados níveis de evolução são atingidos: 0,3 para vermes médios, 0,5 para vermes grandes e 0,9 para vermes colossais. Abaixo desses valores, eles só podem ser gerados durante a criação do mapa. Nesse caso, o jogo limita os vermes mais poderosos de acordo com a distância da área inicial. Quanto mais longe o jogador se afasta do ponto de início, mais fortes se tornam os vermes encontrados.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Informações&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Verme pequeno&lt;br /&gt;
|&lt;br /&gt;
Um verme fraco. Ainda assim, é capaz de matar o jogador caso não seja eliminado como prioridade.&lt;br /&gt;
&lt;br /&gt;
* Vida: 200&lt;br /&gt;
* Alcance: 25&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,65/s&lt;br /&gt;
* Área de efeito: 1,4&lt;br /&gt;
* Dano (ao atingir): 36 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 21,6 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 60%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Verme médio&lt;br /&gt;
|&lt;br /&gt;
Os vermes médios representam uma ameaça até mesmo para jogadores mais experientes e devem ser enfrentados com cautela.&lt;br /&gt;
&lt;br /&gt;
* Vida: 500&lt;br /&gt;
* Alcance: 30&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,65/s&lt;br /&gt;
* Área de efeito: 1,55&lt;br /&gt;
* Dano (ao atingir): 48 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 57,6 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 50%&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 5/15%&lt;br /&gt;
* Fogo: 2/50%&lt;br /&gt;
* Laser: 20%&lt;br /&gt;
* Físico: 5/0%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Verme grande&lt;br /&gt;
|&lt;br /&gt;
Os vermes grandes não são muito mais perigosos, mas são muito mais resistentes. São praticamente imunes ao fogo de armas convencionais.&lt;br /&gt;
&lt;br /&gt;
* Vida: 1500&lt;br /&gt;
* Alcance: 38&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,65/s&lt;br /&gt;
* Área de efeito: 1,75&lt;br /&gt;
* Dano (ao atingir): 72 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 259 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 40%&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 10/30%&lt;br /&gt;
* Fogo: 3/70%&lt;br /&gt;
* Laser: 50%&lt;br /&gt;
* Físico: 10/0%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Verme colossal&lt;br /&gt;
|&lt;br /&gt;
Os vermes colossais são os mais perigosos da espécie. Possuem o dobro da vida dos vermes grandes e um alcance significativamente maior, sendo capazes de desafiar até mesmo jogadores experientes.&lt;br /&gt;
&lt;br /&gt;
* Vida: 3000&lt;br /&gt;
* Alcance: 48&lt;br /&gt;
&lt;br /&gt;
Projétil de ácido:&lt;br /&gt;
&lt;br /&gt;
* Velocidade de ataque: 0,65/s&lt;br /&gt;
* Área de efeito: 2&lt;br /&gt;
* Dano (ao atingir): 96 de Ácido&lt;br /&gt;
&lt;br /&gt;
Poça de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Dano: 691 de Ácido/segundo&lt;br /&gt;
* Efeito aplicado (ao contato):&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
** Redução da velocidade de movimento/veículos: 30%&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 10/30%&lt;br /&gt;
* Fogo: 3/70%&lt;br /&gt;
* Laser: 80%&lt;br /&gt;
* Físico: 10/0%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Descrição&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Animação de ataque de um verme.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Contorcedores {{SA}}===&lt;br /&gt;
&lt;br /&gt;
Os &#039;&#039;&#039;Contorcedores&#039;&#039;&#039; são o equivalente aos mordedores no planeta Gleba, sendo os inimigos corpo a corpo mais comuns. Fiéis ao seu nome, eles se contorcem e agitam seus membros para se locomover e atacar. Assim como mordedores e cuspidores surgem de ninhos, os contorcedores nascem de jangadas de ovos. Ao destruir uma jangada de ovos, surge um grupo de contorcedores prematuros, uma variante que perde vida gradualmente até morrer. Os atacantes podem lançar contorcedores prematuros voadores contra seus alvos.&lt;br /&gt;
&lt;br /&gt;
Eliminar atacantes e pisoteadores também pode fazer surgir ainda mais contorcedores prematuros. Os contorcedores que emergem dos corpos desses inimigos terão o mesmo tamanho da criatura derrotada. Por exemplo, eliminar um atacante ou pisoteador pequeno gera contorcedores prematuros pequenos, enquanto eliminar um atacante ou pisoteador médio gera contorcedores prematuros médios.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Informações&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_small.png|center]] || Contorcedor pequeno&lt;br /&gt;
|&lt;br /&gt;
O menor e mais fraco de todos os contorcedores.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 100&lt;br /&gt;
* Dano: 3,75 Físico + 3,75 Veneno&lt;br /&gt;
* Alcance: 1,1&lt;br /&gt;
* Velocidade: 34,6 km/h&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Laser: 50%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Contorcedor médio&lt;br /&gt;
|&lt;br /&gt;
Um pouco mais forte e rápido que o contorcedor pequeno, mas ainda capaz de representar uma ameaça para jogadores pouco equipados.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 200&lt;br /&gt;
* Dano: 5 Físico + 5 Veneno&lt;br /&gt;
* Alcance: 1,4&lt;br /&gt;
* Velocidade: 38,9 km/h&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Laser: 50%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Contorcedor grande&lt;br /&gt;
|&lt;br /&gt;
O mais forte e rápido de todos os contorcedores. Pode nascer de [[Pentapod egg/pt-br|ovos de pentápode]] estragados, embora não apareça com toda a vida.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 400&lt;br /&gt;
* Dano: 8 Físico + 8 Veneno&lt;br /&gt;
* Alcance: 1,8&lt;br /&gt;
* Velocidade: 43,2 km/h&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Laser: 50%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atacantes {{SA}}===&lt;br /&gt;
&lt;br /&gt;
Nativos do planeta Gleba, os &#039;&#039;&#039;Atacantes&#039;&#039;&#039; são grandes criaturas pentápodes de cinco patas, esguias, cujo comportamento é único: em vez de avançarem diretamente contra o jogador, ficam circulando constantemente ao seu redor enquanto atacam, diferentemente de qualquer outro inimigo do jogo. Eles disparam contorcedores prematuros voadores em direção ao jogador, adicionando efetivamente mais inimigos ao combate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Informações&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_small.png|center]] || Atacante pequeno&lt;br /&gt;
|&lt;br /&gt;
O menor e mais fraco de todos os atacantes.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 800&lt;br /&gt;
* Velocidade de disparo: 0,5/s&lt;br /&gt;
* Alcance: 25,0&lt;br /&gt;
* Velocidade: 62,2 km/h&lt;br /&gt;
&lt;br /&gt;
Projétil:&lt;br /&gt;
&lt;br /&gt;
* Alcance: 125&lt;br /&gt;
* Área de efeito: 1&lt;br /&gt;
** Dano: 67,5 Explosão&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Laser: 50%&lt;br /&gt;
* Físico: 2/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Atacante médio&lt;br /&gt;
|&lt;br /&gt;
Um pouco mais forte e rápido que o atacante pequeno.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 1400&lt;br /&gt;
* Velocidade de disparo: 0,5/s&lt;br /&gt;
* Alcance: 28,0&lt;br /&gt;
* Velocidade: 77,8 km/h&lt;br /&gt;
&lt;br /&gt;
Projétil:&lt;br /&gt;
&lt;br /&gt;
* Alcance: 140&lt;br /&gt;
* Área de efeito: 1&lt;br /&gt;
** Dano: 90 Explosão&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Laser: 50%&lt;br /&gt;
* Físico: 2/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Atacante grande&lt;br /&gt;
|&lt;br /&gt;
O mais forte, rápido e resistente de todos os atacantes.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 2400&lt;br /&gt;
* Velocidade de disparo: 0,5/s&lt;br /&gt;
* Alcance: 31,0&lt;br /&gt;
* Velocidade: 98,3 km/h&lt;br /&gt;
&lt;br /&gt;
Projétil:&lt;br /&gt;
&lt;br /&gt;
* Alcance: 155&lt;br /&gt;
* Área de efeito: 1&lt;br /&gt;
** Dano: 144 Explosão&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Laser: 50%&lt;br /&gt;
* Físico: 2/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pisoteadores {{SA}}===&lt;br /&gt;
&lt;br /&gt;
Nativos do planeta Gleba, os &#039;&#039;&#039;Pisoteadores&#039;&#039;&#039; são enormes criaturas pentápodes de cinco patas, com membros que lembram uma estrela-do-mar e um exoesqueleto naturalmente irregular e resistente, que lhes concede alta resistência a diversos tipos de dano.&lt;br /&gt;
&lt;br /&gt;
São inimigos corpo a corpo extremamente poderosos, que utilizam sua força bruta para atacar [[player/pt-br|jogadores]] simplesmente avançando e pisoteando seus alvos, ao mesmo tempo em que expelem ácido de curto alcance capaz de reduzir a velocidade de jogadores e [[Vehicles/pt-br|veículos]]. Seu enorme porte e alto dano permitem destruir construções quase instantaneamente. Ao morrerem, geram contorcedores prematuros.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Informações&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_small.png|center]] || Pisoteador pequeno&lt;br /&gt;
|&lt;br /&gt;
O menor e mais fraco dos pisoteadores, embora ainda seja extremamente poderoso.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 3500&lt;br /&gt;
* Alcance: 5,8&lt;br /&gt;
* Velocidade: 41,6 km/h&lt;br /&gt;
&lt;br /&gt;
Rajada de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Efeitos aplicados (ao contato):&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
** Velocidade de movimento: 60%&lt;br /&gt;
** Velocidade de veículos: 30%&lt;br /&gt;
* Dano (ao contato): 1,5 de Ácido/segundo&lt;br /&gt;
* Área de efeito: 1,58&lt;br /&gt;
** Dano: 0,5 de Ácido&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Impacto: 80%&lt;br /&gt;
* Laser: 80%&lt;br /&gt;
* Físico: 2/50%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Pisoteador médio&lt;br /&gt;
|&lt;br /&gt;
Uma versão maior e mais perigosa do pisoteador.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 8000&lt;br /&gt;
* Alcance: 7,8&lt;br /&gt;
* Velocidade: 54,1 km/h&lt;br /&gt;
&lt;br /&gt;
Rajada de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Efeitos aplicados (ao contato):&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
** Velocidade de movimento: 60%&lt;br /&gt;
** Velocidade de veículos: 30%&lt;br /&gt;
* Dano (ao contato): 6 de Ácido/segundo&lt;br /&gt;
* Área de efeito: 2,1&lt;br /&gt;
** Dano: 1 de Ácido&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Impacto: 80%&lt;br /&gt;
* Laser: 80%&lt;br /&gt;
* Físico: 2/50%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Pisoteador grande&lt;br /&gt;
|&lt;br /&gt;
A maior, mais rápida e mais agressiva variante dos pisoteadores.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Vida: 15000&lt;br /&gt;
* Alcance: 10,4&lt;br /&gt;
* Velocidade: 68,5 km/h&lt;br /&gt;
&lt;br /&gt;
Rajada de ácido:&lt;br /&gt;
&lt;br /&gt;
* Duração: 32 segundos&lt;br /&gt;
* Efeitos aplicados (ao contato):&lt;br /&gt;
** Duração: 2 segundos&lt;br /&gt;
** Velocidade de movimento: 60%&lt;br /&gt;
** Velocidade de veículos: 30%&lt;br /&gt;
* Dano (ao contato): 15,36 de Ácido/segundo&lt;br /&gt;
* Área de efeito: 2,8&lt;br /&gt;
** Dano: 1,6 de Ácido&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Impacto: 80%&lt;br /&gt;
* Laser: 80%&lt;br /&gt;
* Físico: 2/50%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=== Demolidores {{SA}} ===&lt;br /&gt;
[[File:Demolisher_territory.png|thumb|300px|right|Território de um demolidor pequeno.]]&lt;br /&gt;
&lt;br /&gt;
Nativos do planeta [[Vulcanus/pt-br|Vulcanus]], os &#039;&#039;&#039;Demolidores&#039;&#039;&#039; são criaturas colossais semelhantes a vermes que percorrem tanto a terra quanto os rios de lava. Cada demolidor patrulha um território específico, e qualquer construção erguida dentro dessa área o perturbará, fazendo com que ataque. No [[peaceful mode/pt-br|modo pacífico]], os demolidores não procuram construções deliberadamente, mas continuam circulando livremente por seu território e podem acabar atingindo edifícios acidentalmente.&lt;br /&gt;
&lt;br /&gt;
Os demolidores possuem três formas de ataque. No contato direto, causam grande dano ao jogador e destroem instantaneamente construções e penhascos. Também liberam uma nuvem de fumaça que reduz a velocidade do jogador e causa dano aos robôs próximos. À distância, fazem explosões emergirem do solo. Devido às suas altíssimas resistências e à extraordinária velocidade de regeneração de vida, derrotá-los exige armamentos avançados e aprimorados ou enormes quantidades de munição. Eles também podem se enrolar ao redor do jogador para impedir sua fuga e são completamente imunes aos efeitos da [[slowdown capsule/pt-br|cápsula de lentidão]].&lt;br /&gt;
&lt;br /&gt;
Quando derrotados, deixam para trás restos semelhantes a rochas vulcânicas negras, que contêm [[tungsten ore/pt-br|minério de tungstênio]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Informações&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_small.png|center]] || Demolidor pequeno&lt;br /&gt;
|&lt;br /&gt;
O menor e mais fraco dos demolidores, mas ainda extremamente destrutivo.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Vulcanus&lt;br /&gt;
* Vida: 30000&lt;br /&gt;
* Regeneração: 2400/s&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Elétrico: 20/20%&lt;br /&gt;
* Explosão: 60% (cabeça), 99% (corpo)&lt;br /&gt;
* Fogo: 100%&lt;br /&gt;
* Impacto: 100%&lt;br /&gt;
* Laser: 100%&lt;br /&gt;
* Físico: 50% (cabeça), 5/50% (corpo)&lt;br /&gt;
* Veneno: 10% (cabeça), 50% (corpo)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Demolidor médio&lt;br /&gt;
|&lt;br /&gt;
Uma versão maior e mais perigosa do demolidor.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Vulcanus&lt;br /&gt;
* Vida: 100000&lt;br /&gt;
* Regeneração: 7800/s&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Elétrico: 20/20%&lt;br /&gt;
* Explosão: 60% (cabeça), 99% (corpo)&lt;br /&gt;
* Fogo: 100%&lt;br /&gt;
* Impacto: 100%&lt;br /&gt;
* Laser: 100%&lt;br /&gt;
* Físico: 50% (cabeça), 5/50% (corpo)&lt;br /&gt;
* Veneno: 10% (cabeça), 50% (corpo)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Demolidor grande&lt;br /&gt;
|&lt;br /&gt;
A maior e mais perigosa criatura do jogo.&lt;br /&gt;
&lt;br /&gt;
* Planeta: Vulcanus&lt;br /&gt;
* Vida: 300000&lt;br /&gt;
* Regeneração: 24000/s&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Elétrico: 20/20%&lt;br /&gt;
* Explosão: 60% (cabeça), 99% (corpo)&lt;br /&gt;
* Fogo: 100%&lt;br /&gt;
* Impacto: 100%&lt;br /&gt;
* Laser: 100%&lt;br /&gt;
* Físico: 50% (cabeça), 5/50% (corpo)&lt;br /&gt;
* Veneno: 10% (cabeça), 50% (corpo)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ninhos ===&lt;br /&gt;
&lt;br /&gt;
Os ninhos encontrados naturalmente no mundo têm sua vida máxima aumentada exponencialmente conforme o fator de evolução, podendo atingir até dez vezes sua vida inicial.&lt;br /&gt;
&lt;br /&gt;
Os ninhos de mordedores e cuspidores podem ser capturados disparando um [[capture bot rocket/pt-br|foguete de captura de robô]] com um [[rocket launcher/pt-br|lançador de foguetes]] contra um ninho. Depois de capturado, o ninho deve receber [[bioflux/pt-br|biofluxo]] para ser mantido e produzir continuamente [[biter egg/pt-br|ovos de mordedor]]. Caso deixe de ser alimentado, perderá lentamente 1 ponto de vida por segundo; quando alimentado, recuperará 1 ponto de vida por segundo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Imagem !! Nome !! Descrição&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png|center]] || Ninho de mordedores&lt;br /&gt;
|&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 350 (3500 na evolução máxima)&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 5/0%&lt;br /&gt;
* Fogo: 3/60%&lt;br /&gt;
* Físico: 2/15%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Ninho de cuspidores&lt;br /&gt;
|&lt;br /&gt;
* Planeta: Nauvis&lt;br /&gt;
* Vida: 350 (3500 na evolução máxima)&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosão: 5/0%&lt;br /&gt;
* Fogo: 3/60%&lt;br /&gt;
* Físico: 2/15%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Jangada de ovos&lt;br /&gt;
|&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Gera uma horda de contorcedores prematuros quando destruída.&lt;br /&gt;
* Vida: 500 (5000 na evolução máxima)&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosivo: 5/15%&lt;br /&gt;
* Fogo: 3/60%&lt;br /&gt;
* Físico: 2/15%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Jangada de ovos pequena&lt;br /&gt;
|&lt;br /&gt;
* Planeta: Gleba&lt;br /&gt;
* Gera uma horda de contorcedores prematuros quando destruída.&lt;br /&gt;
* Vida: 100 (1000 na evolução máxima)&lt;br /&gt;
&lt;br /&gt;
Resistências:&lt;br /&gt;
&lt;br /&gt;
* Explosivo: 5/15%&lt;br /&gt;
* Fogo: 3/60%&lt;br /&gt;
* Físico: 2/15%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=== Expansão ===&lt;br /&gt;
&lt;br /&gt;
Por padrão, os inimigos em [[Nauvis/pt-br|Nauvis]] e [[Gleba/pt-br|Gleba]]{{SA}} tentam expandir para territórios &amp;quot;não reivindicados&amp;quot;, criando novas bases.&lt;br /&gt;
&lt;br /&gt;
O jogo atribui uma pontuação a cada [[Map structure/pt-br#Chunk|chunk]] em um raio de 7 chunks ao redor dos geradores existentes (distância euclidiana). Em Nauvis, apenas chunks contendo terra são considerados; em Gleba{{SA}}, apenas chunks contendo pântano.&lt;br /&gt;
&lt;br /&gt;
A pontuação de expansão de um chunk é 1,0 quando não existem estruturas (estruturas do jogador ou geradores de inimigos) em um raio de 3 chunks (distância Manhattan). Essa pontuação é reduzida até um mínimo de 0,002, dependendo da quantidade de estruturas próximas.&lt;br /&gt;
&lt;br /&gt;
A fórmula utilizada parece ser:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;10/(10 + estruturas do jogador neste chunk + estruturas do jogador a 1 chunk / 2 + estruturas do jogador a 2 chunks / 4 + 20 * geradores inimigos neste chunk + 8 * geradores inimigos a 1 chunk + 3.2 * geradores inimigos a 2 chunks)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
com base nos dados registrados neste documento:&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/13BRQbz-YO9K7JBuza79raoTNkKLZ70ATWX7aMhZ0rE8/edit?usp=sharing]&lt;br /&gt;
&lt;br /&gt;
O tamanho ou o custo das estruturas não influencia esse cálculo. Por isso, tubos são uma maneira extremamente barata de reduzir as chances de expansão inimiga em determinadas áreas.&lt;br /&gt;
&lt;br /&gt;
A cada intervalo aleatório entre 4 e 60 minutos, o jogo escolhe um chunk como alvo de uma tentativa de expansão, ponderando a escolha pela pontuação de cada chunk. Em seguida, de 5 a 20 unidades inimigas dos geradores mais próximos formam um grupo de expansão e seguem até o destino. Tanto o intervalo entre as expansões quanto o tamanho do grupo variam aleatoriamente, sendo influenciados pelo fator de evolução.&lt;br /&gt;
&lt;br /&gt;
Quando o grupo de expansão alcança seu destino, as unidades começam a morrer uma a uma para criar aleatoriamente um gerador ou um verme após um pequeno atraso. Esse processo destrói qualquer entidade que esteja no local, inclusive membros do próprio grupo de expansão. Qualquer unidade pode gerar qualquer tipo de gerador ou verme nativo daquele planeta.&lt;br /&gt;
&lt;br /&gt;
* Os ninhos de mordedores, ninhos de cuspidores e os quatro tamanhos de vermes só podem surgir sobre terrenos de terra em Nauvis.&lt;br /&gt;
* {{SA}} As jangadas de ovos e as pequenas jangadas de ovos só podem surgir sobre terrenos pantanosos em Gleba.&lt;br /&gt;
* Vermes médios, grandes e colossais só podem surgir quando o fator de evolução ultrapassa, respectivamente, 0,3, 0,5 e 0,9. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defesa==&lt;br /&gt;
&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|A aba &amp;quot;Abates&amp;quot; na tela de [[production statistics/pt-br|estatísticas de produção]].]]&lt;br /&gt;
&lt;br /&gt;
Os ninhos geram mordedores e cuspidores continuamente. No entanto, essas criaturas só atacarão agressivamente a fábrica do jogador quando a nuvem de poluição da fábrica alcançar um ninho, pois a poluição é consumida para convocar mordedores e cuspidores para o próximo ataque.&lt;br /&gt;
&lt;br /&gt;
A cada intervalo aleatório entre 1 e 10 minutos, os mordedores reunidos iniciam um ataque. Caso nem todos tenham chegado ao ponto de encontro, eles aguardam até mais 2 minutos pelos retardatários. Em seguida, avançam até o alvo pelo caminho mais curto possível, levando em consideração o terreno, mas ignorando estruturas do jogador que possam representar obstáculos, como [[wall/pt-br|muros]].&lt;br /&gt;
&lt;br /&gt;
Se existir um caminho livre ao redor desses obstáculos, os mordedores tentarão contorná-los. Caso contrário, ou se o desvio for excessivamente longo, eles atacarão qualquer estrutura que esteja bloqueando seu caminho. Esse comportamento pode ser explorado criando labirintos ao longo das defesas, conduzindo os inimigos por corredores repletos de armadilhas, em um estilo semelhante aos jogos de defesa de torre.&lt;br /&gt;
&lt;br /&gt;
No entanto, se um mordedor se aproximar de uma [[Military units and structures/pt-br|unidade ou estrutura militar]], ele dará prioridade a esse novo alvo, tentando alcançá-lo imediatamente pelo caminho mais curto possível, desde que isso não exija um grande desvio.&lt;br /&gt;
&lt;br /&gt;
==Evolução==&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Probabilidade de surgimento de mordedores a partir dos ninhos de mordedores em função do fator de evolução.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Probabilidade de surgimento de cuspidores a partir dos ninhos de cuspidores em função do fator de evolução.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Gráfico dos pesos utilizados pelos dois tipos de ninhos em função do fator de evolução. Os valores servem principalmente para indicar quando determinados tipos começam ou deixam de surgir; para as probabilidades reais, consulte as tabelas ou os demais gráficos.]]&lt;br /&gt;
&lt;br /&gt;
O fator de evolução é uma variável global que determina quais tipos de mordedores serão gerados. É possível consultar seu valor pelo console de desenvolvedor utilizando o seguinte comando (isso não desativa as conquistas):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/evolution&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
O fator de evolução varia de 0 (nenhuma evolução) até 1 (evolução máxima) e só pode aumentar.&lt;br /&gt;
&lt;br /&gt;
O comando também informa a contribuição percentual de cada uma das três fontes de evolução em relação ao valor total (antes da normalização).&lt;br /&gt;
&lt;br /&gt;
Além de determinar quais tipos de mordedores podem surgir, o fator de evolução também influencia o intervalo de geração de inimigos. Esse intervalo (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; na definição de &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt;) varia linearmente entre 360 ticks (evolução 0) e 150 ticks (evolução 1), ou seja, entre 6 e 2,5 segundos.&lt;br /&gt;
&lt;br /&gt;
=== Métodos de aumento ===&lt;br /&gt;
&lt;br /&gt;
O fator de evolução aumenta por três tipos de eventos:&lt;br /&gt;
&lt;br /&gt;
* A passagem do tempo aumenta o fator de evolução lentamente.&lt;br /&gt;
* A produção global de [[Pollution/pt-br|poluição]] aumenta o fator de evolução.&lt;br /&gt;
* A destruição de [[#Ninhos|ninhos]] aumenta significativamente o fator de evolução.&lt;br /&gt;
&lt;br /&gt;
Os valores padrão são:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fonte&lt;br /&gt;
!Variável em &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Aumento da evolução&lt;br /&gt;
!Equivalente em poluição&lt;br /&gt;
|-&lt;br /&gt;
| [[Time/pt-br#Seconds|Segundo]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minuto&lt;br /&gt;
|-&lt;br /&gt;
| Gerador inimigo destruído || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 unidade de poluição || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Todos os geradores (exceto vermes) concedem exatamente a mesma quantidade de evolução quando destruídos.&lt;br /&gt;
&lt;br /&gt;
Esses valores podem ser configurados durante a [[Map_generator/pt-br#Enemy|geração do mapa]]. Os valores informados na interface são multiplicados por &amp;lt;math&amp;gt;10^{-7}&amp;lt;/math&amp;gt; para tempo e poluição e por &amp;lt;math&amp;gt;10^{-5}&amp;lt;/math&amp;gt; para destruição de geradores.&lt;br /&gt;
&lt;br /&gt;
Durante a partida, eles podem ser consultados em &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, embora consultar ou modificar esses valores seja considerado o uso de trapaças.&lt;br /&gt;
&lt;br /&gt;
A produção de poluição corresponde ao total gerado pelas [[Pollution/pt-br#Polluters|estruturas poluidoras]], e não à quantidade efetivamente espalhada pelo mapa. Portanto, árvores e outros elementos que absorvem poluição não reduzem esse valor.&lt;br /&gt;
&lt;br /&gt;
Exemplo: 10 caldeiras produzem 300 unidades de poluição em um minuto, aumentando o fator de evolução em aproximadamente 0,00027.&lt;br /&gt;
&lt;br /&gt;
Após somar todas as contribuições, o resultado é normalizado para permanecer no intervalo &amp;lt;code&amp;gt;[0,1)&amp;lt;/code&amp;gt; aplicando-se:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De forma equivalente, aumentos marginais no fator de evolução são reduzidos multiplicando-se seu valor por &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. Assim, destruir um gerador no início da partida aumenta o fator de evolução em 0,002; já quando o fator de evolução está em 0,5, esse mesmo evento aumenta apenas 0,0005.&lt;br /&gt;
&lt;br /&gt;
Isso significa que o fator de evolução se aproxima de 1 de forma assintótica. Na prática, aumentos acima de aproximadamente 0,9 tornam-se extremamente lentos, e o valor nunca chega exatamente a 1,0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fator de evolução&lt;br /&gt;
!Equivalente em poluição&lt;br /&gt;
!Primeiro surgimento&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k ||&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || Mordedor médio&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || Cuspidor pequeno&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k ||&lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || Cuspidor médio&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || Mordedor grande, Cuspidor grande&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M ||&lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M ||&lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M ||&lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || Mordedor colossal, Cuspidor colossal&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M ||&lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M ||&lt;br /&gt;
|}&lt;br /&gt;
=== Probabilidade de surgimento por fator de evolução ===&lt;br /&gt;
&lt;br /&gt;
Os gráficos de probabilidade mostram as chances de surgimento de cada tipo de mordedor e cuspidor para cada tipo de ninho em todos os níveis de evolução.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Avançado: componentes e cálculo do fator de evolução ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Esta seção apresenta gráficos dos componentes individuais do fator de evolução e discute maneiras de estimar manualmente o fator de evolução.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Aumento do fator de evolução causado apenas pela passagem do tempo]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Aumento do fator de evolução causado apenas pela destruição de geradores]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Aumento do fator de evolução causado apenas pela poluição]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observações&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Dados da versão 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* Todos os gráficos terminam aproximadamente em um fator de evolução de 0,90.&lt;br /&gt;
&lt;br /&gt;
* Os cálculos referentes à passagem do tempo e à destruição de geradores seguem exatamente os utilizados pelo jogo, portanto esses gráficos devem ser precisos. O gráfico referente à poluição considera uma produção constante de 1000 unidades de poluição por segundo. Devido à natureza recursiva do cálculo, seus valores podem divergir ligeiramente para diferentes taxas de produção de poluição. Entretanto, esse efeito é desprezível para qualquer quantidade razoável de poluição produzida.&lt;br /&gt;
&lt;br /&gt;
* Como o próprio jogo informa o fator de evolução atual (por meio do comando &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) sempre que o jogador desejar, estes gráficos têm como principal objetivo ajudar a estimar o impacto que expansões planejadas da fábrica e outras atividades terão sobre a evolução futura dos inimigos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comentários&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esses gráficos (clique para ampliar) representam situações em que cada componente do fator de evolução (tempo, poluição ou destruição de geradores) é a &#039;&#039;única&#039;&#039; fonte de evolução durante toda a partida. Portanto, eles &#039;&#039;&#039;não representam um cenário realista&#039;&#039;&#039;, já que, em uma partida normal, os três componentes contribuem simultaneamente, em diferentes momentos e intensidades.&lt;br /&gt;
&lt;br /&gt;
Devido à forma como as contribuições para o fator de evolução são calculadas (multiplicadas por &amp;lt;code&amp;gt;(1 - fator de evolução atual)&amp;lt;/code&amp;gt;), &#039;&#039;&#039;não&#039;&#039;&#039; é possível simplesmente somar os valores apresentados nesses gráficos para o tempo transcorrido, a poluição produzida e os geradores destruídos para obter o fator de evolução total.&lt;br /&gt;
&lt;br /&gt;
Por exemplo, se 24 horas tiverem se passado (fator de evolução ≈ 0,25 considerando apenas o tempo), 200.000 unidades de poluição tiverem sido produzidas (≈ 0,15 considerando apenas a poluição) e 400 geradores tiverem sido destruídos (≈ 0,45 considerando apenas os geradores), o fator de evolução real &#039;&#039;&#039;não&#039;&#039;&#039; será (0,25 + 0,15 + 0,45 =) ≈ 0,85.&lt;br /&gt;
&lt;br /&gt;
Entretanto, o fator de evolução sempre será &#039;&#039;&#039;menor&#039;&#039;&#039; que a soma dos componentes individuais mostrados nesses gráficos e &#039;&#039;&#039;maior ou igual&#039;&#039;&#039; ao maior componente individual. Assim, no exemplo anterior, o fator de evolução será &#039;&#039;pelo menos&#039;&#039; 0,45 e &#039;&#039;menor que&#039;&#039; 0,85. Portanto, é necessário um método mais sofisticado para calcular o valor real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Componentes individuais&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
É possível estimar cada componente individual do fator de evolução utilizando o comando &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Conhecendo o fator de evolução, a evolução antes da normalização pode ser calculada por:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Multiplicando esse valor pela porcentagem correspondente a cada componente, obtém-se sua contribuição aproximada antes da normalização.&lt;br /&gt;
&lt;br /&gt;
Naturalmente, a produção total de poluição e a quantidade de geradores destruídos também podem ser consultadas na tela de [[Production_statistics/pt-br|estatísticas de produção]], enquanto o tempo de jogo pode ser obtido com o comando &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt;, tornando esse cálculo manual geralmente desnecessário.&lt;br /&gt;
&lt;br /&gt;
Os valores exatos de cada componente podem ser consultados em:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_pollution&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
desde que o jogador não se importe em desativar as conquistas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Curiosidades ==&lt;br /&gt;
&lt;br /&gt;
* Apesar de suas origens completamente diferentes, inimigos de planetas distintos sempre atuarão como aliados contra o jogador. Eles podem até permanecer próximos aos ninhos uns dos outros quando não estão atacando, mesmo que o tipo de ninho não corresponda ao da criatura presente. Até mesmo os demolidores circulam ao redor de ninhos sem atacá-los ou destruí-los. Como cada tipo de inimigo normalmente só aparece em seu planeta de origem, esse comportamento só costuma ser observado quando um [[biter egg/pt-br|ovo de mordedor]]{{SA}} ou um [[Pentapod egg/pt-br|ovo de pentápode]]{{SA}} estraga após ser transportado para outro planeta, ou quando os inimigos são posicionados próximos uns dos outros no [[map editor/pt-br|editor de mapas]].&lt;br /&gt;
&lt;br /&gt;
* Os demolidores{{SA}} foram originalmente projetados para [[Fulgora/pt-br|Fulgora]], mas posteriormente foram transferidos para [[Vulcanus/pt-br|Vulcanus]] por serem considerados muito semelhantes às criaturas da franquia Dune.&lt;br /&gt;
&lt;br /&gt;
== Galeria ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|O jogador próximo de alguns ninhos inimigos e vermes.&lt;br /&gt;
File:player_worms_acid.png|O jogador entre poças de ácido criadas pelos ataques dos vermes.&lt;br /&gt;
File:player_attacked_by_biters.png|O jogador e algumas construções sendo atacados por mordedores.&lt;br /&gt;
File:enemy_nests_mapgen.png|Ninhos inimigos exibidos na prévia da geração do mapa (configuração Deathworld).&lt;br /&gt;
File:turret_wall_biters.png|Linha de torretas defendendo uma muralha contra mordedores.&lt;br /&gt;
File:titlescreen_enemies.png|Inimigos exibidos na tela inicial.&lt;br /&gt;
File:gleba_pentapods_preview.png|Inimigos pentápodes encontrados em Gleba.&lt;br /&gt;
&amp;lt;!-- File:Factorio_Space_Age_Player_Fighting_Stomper.png|Um jogador enfrentando um pisoteador. --&amp;gt;&lt;br /&gt;
File:demolisher_chases_player.png|Um demolidor perseguindo o jogador em Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Histórico ==&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* As barras de vida dos demolidores{{SA}} permanecem visíveis por pelo menos 1 tick após sofrerem dano, mesmo que toda a vida seja regenerada no mesmo tick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.17|&lt;br /&gt;
* A evolução em Gleba{{SA}} agora ocorre de forma mais gradual.&lt;br /&gt;
* O pisoteador pequeno{{SA}} move-se mais lentamente e causa menos dano.&lt;br /&gt;
* O alcance de visão dos pisoteadores{{SA}} foi reduzido de 40 para 30.&lt;br /&gt;
* A vida dos contorcedores médios e grandes{{SA}} foi aumentada.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Contorcedores, atacantes, pisoteadores e demolidores foram adicionados com a expansão [[Space Age/pt-br|Space Age]]{{SA}}.&lt;br /&gt;
* Os geradores agora aumentam sua vida de acordo com a evolução (até 3500 na evolução máxima).&lt;br /&gt;
* Os atributos dos vermes médios, grandes e colossais, bem como suas resistências a laser, foram significativamente aumentados.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Adicionado o verme colossal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Aumentados o dano, o alcance e a vida dos vermes.&lt;br /&gt;
* Reduzidos a vida e a resistência dos mordedores colossais.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Mordedores e outras unidades não ficam mais agressivos devido a fogo amigo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Mordedores grandes e colossais agora surgem 50% mais lentamente.&lt;br /&gt;
* Alterada a forma como o fator de evolução se aproxima do valor máximo (1).&lt;br /&gt;
** O cálculo passou de &amp;lt;code&amp;gt;adição × (1 - evolução)&amp;lt;/code&amp;gt; para &amp;lt;code&amp;gt;adição × (1 - evolução)^2&amp;lt;/code&amp;gt;.&lt;br /&gt;
** Isso faz com que a evolução desacelere ainda mais em valores elevados.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Atropelar mordedores com um veículo agora os enfurece mesmo no modo pacífico.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Sons dos inimigos atualizados.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Os itens deixados por inimigos ([[Archive:alien artifact/pt-br|*]]) agora são coletados automaticamente a uma distância maior.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* O alcance dos cuspidores foi reduzido para 15, ficando menor que o das torretas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Cuspidores adicionados.&lt;br /&gt;
* O desenho dos inimigos foi otimizado, permitindo adicionar novas cores sem aumentar o consumo de VRAM.&lt;br /&gt;
* Os respingos de sangue ao morrer agora são gerados proceduralmente.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* As torretas deixam de procurar inimigos quando não há nenhum por perto.&lt;br /&gt;
* Mordedores não podem mais destruir os destroços da nave na terceira campanha &amp;quot;New Hope&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Melhorias adicionais na IA dos inimigos.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* O alcance do verme médio foi reduzido de 25 para 20.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* IA dos mordedores aprimorada.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Adicionado o modo pacífico ao jogo livre.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Os Creepers foram substituídos por mordedores pequenos, médios e grandes.&lt;br /&gt;
* As torretas inimigas foram substituídas por vermes atiradores pequenos, médios e grandes.&lt;br /&gt;
* Os inimigos agora se movem e atacam em grupos.&lt;br /&gt;
* Os inimigos passam a vagar ao redor de suas bases quando estão ociosos.&lt;br /&gt;
* Os inimigos pedem reforços ao serem atacados.&lt;br /&gt;
* Os inimigos agora podem criar novas bases.&lt;br /&gt;
* Os inimigos agora podem destruir todas as construções do jogador.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduzidos com o nome &#039;&#039;Creepers&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Veja também ==&lt;br /&gt;
&lt;br /&gt;
* [[Damage/pt-br|Dano]]&lt;br /&gt;
* [[Pollution/pt-br|Poluição]]&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=Shotgun_shells&amp;diff=220046</id>
		<title>Shotgun shells</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Shotgun_shells&amp;diff=220046"/>
		<updated>2026-09-18T14:14:14Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* History */ used offfical changelog line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Shotgun shells}}&lt;br /&gt;
Basic shells for all shotguns, and can be used to craft the more powerful [[piercing shotgun shells]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Shotgun pellet hit effect will slow down enemies briefly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
* Increased damage of shotgun pellets from 5 to 8. &lt;br /&gt;
* Shotgun projectiles spawn closer to the player.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Piercing shotgun shells]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Shotgun&amp;diff=220045</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Shotgun&amp;diff=220045"/>
		<updated>2026-09-18T14:13:01Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* History */ used offfical changelog lines where available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Shotgun}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;shotgun&#039;&#039;&#039; is a basic but powerful [[Weapons|weapon]] with good range, [[damage]], and [[ammunition]] efficiency, but a low rate of fire. It fires in a spread pattern. The shotgun will fire without [[Enemies|hostile targets]] nearby, can damage [[wall]]s (it won&#039;t shoot over them) and other friendly structures, thus requiring significantly more caution when used, compared to most other weapons.&lt;br /&gt;
&lt;br /&gt;
For early Biter [[Enemies#Spawners|nests]] assaults, shotgun ammo represents a massive boost on resource efficiency, with 2 [[copper plate]]s and 2 [[iron plate]]s giving a stack of [[shotgun shells]], dealing a total of 960 damage. Contrast this against the [[pistol]]&#039;s [[firearm magazine]], which costs 4 iron plates and deals a total of 50 damage.&lt;br /&gt;
&lt;br /&gt;
The shotgun is less effective in clearing out the biters themselves, because pellet spread will cause a nontrivial fraction of pellets to miss against small targets. Players can switch between the shotgun and [[submachine gun]] to balance power and resource-efficiency, or support themselves with covering fire from [[Turret]]s and [[Defender_capsule|combat bots]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased shotgun shooting speed from 1/s to 1.5/s.&lt;br /&gt;
* Removed slowdown when shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Shotgun projectiles now spawn closer to the player}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Combat shotgun]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Enemies]]&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=Combat_shotgun&amp;diff=220044</id>
		<title>Combat shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Combat_shotgun&amp;diff=220044"/>
		<updated>2026-09-18T14:10:08Z</updated>

		<summary type="html">&lt;p&gt;Bilka: used offfical changelog lines where available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Combat shotgun}}&lt;br /&gt;
&lt;br /&gt;
An advanced shotgun with good range, damage and higher rate of fire than that of the standard [[shotgun]]. The damage bonus of the &#039;&#039;&#039;combat shotgun&#039;&#039;&#039; stacks multiplicatively with [[physical projectile damage (research)]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Increased combat shotgun damage bonus from 20% to 50%.&lt;br /&gt;
* Removed slowdown when shooting.&lt;br /&gt;
* Moved combat shotgun from military 3 to military 4.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced }}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Enemies]]&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=Piercing_shotgun_shells&amp;diff=220043</id>
		<title>Piercing shotgun shells</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Piercing_shotgun_shells&amp;diff=220043"/>
		<updated>2026-09-18T14:07:20Z</updated>

		<summary type="html">&lt;p&gt;Bilka: used offfical changelog lines where available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}{{:Infobox:Piercing shotgun shells}}&lt;br /&gt;
Advanced shells for all shotguns. They do more damage and have six extra pellets per shot compared to normal [[shotgun shells]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Number of pellets increased from 16 to 18.&lt;br /&gt;
* Increased piercing shotgun shell damage from 8 to 12.&lt;br /&gt;
* Reduced price of piercing shotgun shell recipe: 5 copper plates + 2 shotgun shells + 2 steel plates for 1 piercing shotgun shell, to : 2 copper plates, 2 shotgun shells, 1 steel plate for 2 piercing shotgun shells.&lt;br /&gt;
* Shotgun pellet hit effect will slow down enemies briefly.&lt;br /&gt;
* Moved piercing shotgun shells from military 4 to military 3.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Shotgun shells]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroids/pt-br&amp;diff=220042</id>
		<title>Asteroids/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroids/pt-br&amp;diff=220042"/>
		<updated>2026-09-18T14:02:32Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:asteroids_anim.gif|right]]&lt;br /&gt;
&#039;&#039;&#039;Asteroides&#039;&#039;&#039; são minerais flutuantes encontrados no espaço. Existem quatro tipos de asteroides em [[Space Age/pt-br|Space Age]]: metálico, carbônico, óxido e promécio. Asteroides de promécio são encontrados apenas durante a viagem para o [[Shattered planet/pt-br|planeta estilhaçado]]. Asteroides aparecem de todas as direções ao redor de [[Space platform/pt-br|plataformas espaciais]] estacionárias. [[Asteroid collector/pt-br|Coletores de asteroides]] podem coletar [[#Fragmentos de asteroides|fragmentos de asteroides]], que podem ser enviados para um [[Crusher/pt-br|triturador]], transformando os fragmentos em recursos úteis.&lt;br /&gt;
&lt;br /&gt;
Enquanto viaja pelo espaço, os asteroides aparecem à frente da plataforma espacial com uma frequência muito maior e causam dano ao colidir com ela. [[Turret/pt-br|Torres]] posicionadas na borda norte da plataforma podem evitar danos destruindo os asteroides em pedaços menores até que restem apenas fragmentos de asteroides inofensivos.&lt;br /&gt;
&lt;br /&gt;
A densidade de asteroides pode ser visualizada acessando &#039;&#039;&#039;Visão remota&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Superfícies&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Mapa Espacial&#039;&#039;&#039; e clicando em uma rota interplanetária entre dois planetas, ou pesquisando por &amp;quot;route&amp;quot; na Factoriopedia. O gráfico exibirá uma linha vertical branca sobreposta ao gráfico de asteroides, indicando a posição da nave durante a viagem.&lt;br /&gt;
&lt;br /&gt;
== Tipos de asteroides ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nome !! Descrição !! Vida (metálico/carbônico/óxido) !! Vida (promécio) !! [[Damage/pt-br#Resistência|Resistências]]&lt;br /&gt;
|-&lt;br /&gt;
| Fragmento de asteroide&lt;br /&gt;
| Inofensivo. Este é o único tipo de asteroide que surge naturalmente na órbita de [[Nauvis/pt-br|Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Não possui vida e é destruído instantaneamente ao entrar em contato com a plataforma espacial.&lt;br /&gt;
&lt;br /&gt;
Pode ser coletado por [[Asteroid collector/pt-br|coletores de asteroides]].&lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Asteroide pequeno&lt;br /&gt;
| Não surge naturalmente. Produz dois fragmentos ao ser destruído.&lt;br /&gt;
&lt;br /&gt;
Causa pouco dano ao colidir com a plataforma espacial.&lt;br /&gt;
&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Elétrico: 100%&lt;br /&gt;
*Explosão: 50%&lt;br /&gt;
*Fogo: 100%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Asteroide médio&lt;br /&gt;
| Surge no espaço e na órbita de planetas diferentes de [[Nauvis/pt-br|Nauvis]]. Divide-se em três asteroides pequenos quando destruído.&lt;br /&gt;
&lt;br /&gt;
Causa dano moderado. Pode destruir vários blocos da fundação da plataforma espacial antes de desaparecer. Possui alta resistência a dano de laser.&lt;br /&gt;
&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Elétrico: 100%&lt;br /&gt;
*Explosão: 30%&lt;br /&gt;
*Fogo: 100%&lt;br /&gt;
*Laser: 90%&lt;br /&gt;
*Físico: 10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Asteroide grande&lt;br /&gt;
| Surge no espaço além de [[Fulgora/pt-br|Fulgora]] e [[Gleba/pt-br|Gleba]]. Divide-se em três asteroides médios quando destruído.&lt;br /&gt;
Praticamente imune a dano físico e de laser.&lt;br /&gt;
&lt;br /&gt;
Causa uma grande quantidade de dano. Pode atravessar completamente a plataforma espacial, destruindo tudo em seu caminho.&amp;lt;br&amp;gt;Devido à sua alta resistência física fixa, [[Gun turret/pt-br|torres de metralhadora]] são ineficazes contra ele, e sua resistência a laser é ainda maior do que a de sua versão média. [[Rocket turret/pt-br|Torres de foguetes]] normalmente são mais eficazes.&lt;br /&gt;
&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Elétrico: 100%&lt;br /&gt;
*Explosão: 10%&lt;br /&gt;
*Fogo: 100%&lt;br /&gt;
*Laser: 95%&lt;br /&gt;
*Físico: 2000/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Asteroide enorme&lt;br /&gt;
| Surge no espaço além de [[Aquilo/pt-br|Aquilo]]. Divide-se em três asteroides grandes quando destruído.&lt;br /&gt;
&lt;br /&gt;
Destruirá completamente a plataforma espacial caso ela não esteja equipada com uma torre capaz de superar sua enorme resistência física fixa, como uma [[Railgun turret/pt-br|torre de canhão eletromagnético]].&lt;br /&gt;
&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Elétrico: 100%&lt;br /&gt;
*Explosão: 99%&lt;br /&gt;
*Fogo: 100%&lt;br /&gt;
*Laser: 99%&lt;br /&gt;
*Físico: 3000/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fragmentos de asteroides ==&lt;br /&gt;
&#039;&#039;&#039;Fragmentos de asteroides&#039;&#039;&#039; são o menor tipo de asteroide e constituem a única fonte de recursos no espaço. Devido ao seu pequeno tamanho e baixa massa, esses fragmentos não causam dano à plataforma espacial do jogador ao colidirem com ela. Existem quatro variedades diferentes de fragmentos, três das quais podem ser processadas em matérias-primas usando [[Crusher/pt-br|trituradores]]. Todos os fragmentos podem ser coletados por [[Asteroid collector/pt-br|coletores de asteroides]]. A pesquisa [[Advanced asteroid processing (research)/pt-br|processamento avançado de asteroides]] desbloqueia receitas alternativas que permitem extrair materiais adicionais.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Processamento de asteroides&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids/pt-br|Asteroides]] !! Processado em !! Processamento avançado&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Metallic asteroid chunk}} || {{IconLink|Iron ore}} || {{IconLink|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Carbonic asteroid chunk}} || {{IconLink|Carbon}} || {{IconLink|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Oxide asteroid chunk}} || {{IconLink|Ice}} || {{IconLink|Calcite}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Promethium asteroid chunk}} || colspan=2 | Não pode ser processado; usado na fabricação de [[Promethium science pack/pt-br|pacotes científicos de promécio]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Galeria ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:metallic_asteroid_entity.png|Asteroides metálicos.&lt;br /&gt;
File:carbonic_asteroid_entity.png|Asteroides carbônicos.&lt;br /&gt;
File:oxide_asteroid_entity.png|Asteroides de óxido.&lt;br /&gt;
File:promethium_asteroid_entity.png|Asteroides de promécio.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Veja também ==&lt;br /&gt;
* [[Space platform/pt-br|Plataforma espacial]]&lt;br /&gt;
* [[Asteroid collector/pt-br|Coletor de asteroides]]&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=Damage/pt-br&amp;diff=220041</id>
		<title>Damage/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Damage/pt-br&amp;diff=220041"/>
		<updated>2026-09-18T13:53:47Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed links: Links should go to the translated page, even if it is not translated yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:player_attacked_by_biters_small.png|thumb|300px|right|Tela piscando em vermelho ao receber dano.]]&lt;br /&gt;
Receber &#039;&#039;&#039;dano&#039;&#039;&#039; é o efeito de reduzir a vida do [[Player/pt-br|jogador]], dos [[Enemies/pt-br|inimigos]], dos [[Asteroids/pt-br|asteroides]]{{SA}} ou de outras entidades.&lt;br /&gt;
&lt;br /&gt;
== Visão geral ==&lt;br /&gt;
No Factorio, as entidades possuem vida, podem morrer/ser destruídas e têm resistências. &#039;&#039;Dano&#039;&#039; é definido como o conceito de reduzir a vida de uma entidade usando um ataque, como um disparo de arma de fogo ou uma mordida de biter. As resistências de uma entidade determinam exatamente quanto dano ela receberá de um determinado ataque.&lt;br /&gt;
&lt;br /&gt;
A vida máxima do jogador é 250 (sem [[Energy shield/pt-br|escudos de energia]]), e esse valor pode ser aumentado por meio da tecnologia [[Health_(research)/pt-br|Vida]]{{SA}}. Os valores de vida das demais entidades estão listados em suas respectivas páginas.&lt;br /&gt;
&lt;br /&gt;
== Tipos de dano ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tipo de dano !! Usado por&lt;br /&gt;
|-&lt;br /&gt;
| Físico || {{Icon|Firearm magazine}}{{Icon|piercing rounds magazine}}{{Icon|uranium rounds magazine}}Balas, {{Icon|shotgun shells}}{{Icon|Piercing shotgun shells}}cartuchos de espingarda, {{IconLink|railgun ammo||space-age=yes}}, {{IconLink|defender capsule}}&lt;br /&gt;
&amp;lt;br&amp;gt;{{Icon|Biters||Enemies/pt-br#Mordedores}}[[Enemies/pt-br#Mordedores|biters]] e {{Icon|Pentapods||Enemies/pt-br#Contorcedores|space-age=yes}}[[Enemies/pt-br#Contorcedores|pentápodes wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| Físico e explosão || {{Icon|cannon shell}}{{Icon|explosive cannon shell}}{{Icon|uranium cannon shell}}{{Icon|explosive uranium cannon shell}}Projéteis de canhão, {{IconLink|artillery shell}}&lt;br /&gt;
|-&lt;br /&gt;
| Impacto || Colisão (de {{Icon|Locomotive}}[[Locomotive/pt-br|trem]] / {{IconLink|car}} / {{IconLink|tank}})&lt;br /&gt;
|-&lt;br /&gt;
| Fogo || {{IconLink|Flamethrower ammo}}, {{IconLink|flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
| Ácido || {{Icon|Behemoth spitter||Enemies/pt-br#Cuspidores}}[[Enemies/pt-br#Cuspidores|spitters]], {{Icon|Behemoth worm||Enemies/pt-br#Vermes}}[[Enemies/pt-br#Vermes|vermes]] e {{Icon|Stomper big||Enemies/pt-br#Pisoteadores|space-age=yes}}[[Enemies/pt-br#Pisoteadores|pentápodes stomper]]&lt;br /&gt;
|-&lt;br /&gt;
| Veneno || {{IconLink|Poison capsule}}&lt;br /&gt;
&amp;lt;br&amp;gt;{{Icon|Pentapods||Enemies/pt-br#Contorcedores|space-age=yes}}[[Enemies/pt-br#Contorcedores|pentápodes wriggler]]&lt;br /&gt;
|-&lt;br /&gt;
| Explosão || {{Icon|Rocket}}{{Icon|explosive rocket}}{{Icon|atomic bomb}}Foguetes, {{Icon|Grenade}}{{Icon|cluster grenade}}granadas, {{IconLink|land mine}}&lt;br /&gt;
&amp;lt;br&amp;gt;{{Icon|Strafer medium||Enemies/pt-br#Atacantes|space-age=yes}}[[Enemies/pt-br#Atacantes|pentápodes strafer]]&lt;br /&gt;
|-&lt;br /&gt;
| Laser || {{IconLink|Laser turret}}, {{IconLink|distractor capsule}}, {{IconLink|personal laser defense}}&lt;br /&gt;
|-&lt;br /&gt;
| Elétrico || {{IconLink|Discharge defense}}, {{IconLink|destroyer capsule}}, {{IconLink|tesla ammo|space-age=yes}}, {{IconLink|tesla turret|space-age=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poder de perfuração ===&lt;br /&gt;
O poder de perfuração está presente nas munições do [[Tank/pt-br|tanque]]. Ele determina quantos pontos de vida dos inimigos um projétil pode causar antes de não conseguir mais continuar atravessando os alvos. Para perfurar um inimigo, ele precisa ser morto pelo projétil, e o dano causado para eliminá-lo deve ser menor que o poder de perfuração restante.[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=30917] O dano causado também reduz o poder de perfuração. Por exemplo, disparar um projétil de canhão com 300 de poder de perfuração contra biters médios com 75 de vida significa que o projétil atravessará 4 biters médios, eliminando-os, e ainda destruirá ou causará dano a mais um alvo.&lt;br /&gt;
&lt;br /&gt;
== Resistência ==&lt;br /&gt;
As resistências a tipos específicos de dano podem ser representadas de duas formas:&lt;br /&gt;
&lt;br /&gt;
* Uma porcentagem, como: &amp;quot;Físico: 10%&amp;quot;. O dano recebido desse tipo é simplesmente reduzido nessa porcentagem.&lt;br /&gt;
* Uma redução fixa, seguida da porcentagem, como: &amp;quot;Físico: 25/10%&amp;quot;. Isso significa que o dano recebido é reduzido primeiro em 25 pontos e, em seguida, em 10%.&lt;br /&gt;
&lt;br /&gt;
Atirar em um objeto com resistência física de &amp;quot;25/10%&amp;quot; praticamente não causa efeito quando as balas causam menos de 25 pontos de dano cada. Se cada bala causar 45 pontos de dano, a redução fixa de 25 é aplicada primeiro, restando 20 pontos, que então são reduzidos em 10%, resultando em 18 pontos de dano causados ao alvo.&lt;br /&gt;
&lt;br /&gt;
As duas subseções a seguir explicam detalhadamente os cálculos dos dois tipos de resistência.&lt;br /&gt;
&lt;br /&gt;
=== Redução, ou resistência &amp;quot;fixa&amp;quot; ===&lt;br /&gt;
A resistência fixa reduz o dano em um valor específico, desde que o dano resultante não seja inferior a 1. Caso o resultado seja inferior a 1, é utilizada uma fórmula alternativa.&lt;br /&gt;
&lt;br /&gt;
Seja &#039;&#039;&#039;R&#039;&#039;&#039; o valor da resistência fixa, &#039;&#039;&#039;D&#039;&#039;&#039; o dano recebido e &#039;&#039;&#039;M&#039;&#039;&#039; o dano modificado (ou seja, o dano após considerar a resistência fixa). Então:&lt;br /&gt;
&lt;br /&gt;
se R+1&amp;lt;D&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=D-R&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
caso contrário, se D&amp;gt;1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R-D+2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
caso contrário&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R+1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Se a resistência fixa for igual ou superior ao dano bruto, o dano modificado tende assintoticamente a 0, conforme mostrado na tabela abaixo:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dano !! Resistência fixa !! Dano modificado (com 0% de resistência)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 1/3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 1/5&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resistência percentual ===&lt;br /&gt;
&lt;br /&gt;
A resistência percentual reduz o dano pela porcentagem especificada. Ela é aplicada &#039;&#039;após&#039;&#039; a resistência fixa (caso ambas existam) e, portanto, altera o valor do &amp;quot;dano modificado&amp;quot; descrito acima, reduzindo-o pela porcentagem indicada. Se o valor for 100%, a entidade será imune a esse tipo de dano. Essa é a única forma de tornar uma entidade imune a um tipo de dano, já que a redução fixa nunca consegue reduzir completamente o dano para 0.&lt;br /&gt;
&lt;br /&gt;
Como exemplo, uma entidade com 25% de resistência a dano físico atingida por uma bala que causa 100 de dano físico receberá 75 de dano em vez de 100.&lt;br /&gt;
&lt;br /&gt;
A fórmula usada para calcular a resistência percentual é a seguinte:&lt;br /&gt;
&lt;br /&gt;
Seja &#039;&#039;&#039;M&#039;&#039;&#039; o dano após a resistência fixa, &#039;&#039;&#039;P&#039;&#039;&#039; a resistência percentual (em forma decimal, portanto 25%=0,25) e &#039;&#039;&#039;F&#039;&#039;&#039; o dano final.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;F = M * (1 - P)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fórmulas combinadas ==&lt;br /&gt;
Seja &#039;&#039;&#039;D&#039;&#039;&#039; o dano bruto recebido (do tipo aplicável), &#039;&#039;&#039;R&#039;&#039;&#039; o valor da resistência fixa (contra esse tipo de dano), &#039;&#039;&#039;P&#039;&#039;&#039; a resistência percentual (contra o mesmo tipo de dano), em forma decimal (por exemplo, 20%=0,2), e &#039;&#039;&#039;F&#039;&#039;&#039; o dano final causado ao alvo.&lt;br /&gt;
&lt;br /&gt;
=== Se R+1&amp;lt;D ===&lt;br /&gt;
F = (D - R) * (1 - P)&lt;br /&gt;
&lt;br /&gt;
=== caso contrário, se D&amp;gt;1 ===&lt;br /&gt;
F = (1 - P) / (R-D+2)&lt;br /&gt;
&lt;br /&gt;
=== caso contrário ===&lt;br /&gt;
F = (1 - P) / (R+1)&lt;br /&gt;
&lt;br /&gt;
== Conquistas ==&lt;br /&gt;
O conceito de dano está diretamente relacionado às seguintes conquistas:&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
{{Achievement|pyromaniac}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|golem}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Vulcanus/pt-br&amp;diff=220040</id>
		<title>Vulcanus/pt-br</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Vulcanus/pt-br&amp;diff=220040"/>
		<updated>2026-09-18T13:48:28Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed links: Links should go to the translated page, even if it is not translated yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:volcanus_preview.png|210px|right]]&lt;br /&gt;
&#039;&#039;&#039;Vulcanus&#039;&#039;&#039; é um [[planet/pt-br|planeta]] vulcânico extremamente quente, caracterizado por enormes vulcões, rios de lava, planícies de cinzas e gêiseres de ácido sulfúrico.&lt;br /&gt;
&lt;br /&gt;
É o habitat dos [[Demolisher/pt-br|devastadores]]{{SA}}, um grande [[Enemies/pt-br|inimigo]] semelhante a um chefe que protege seu território. Não há [[pollution/pt-br|poluição]] em Vulcanus.&lt;br /&gt;
&lt;br /&gt;
É necessário pesquisar {{L|Planet discovery Vulcanus (research)}} para viajar até o planeta.&lt;br /&gt;
&lt;br /&gt;
== Conquistas ==&lt;br /&gt;
{{Achievement|visit-vulcanus}}&lt;br /&gt;
&lt;br /&gt;
== Itens exclusivos ==&lt;br /&gt;
&lt;br /&gt;
[[Tungsten ore/pt-br|minério de tungstênio]] e {{L|lava}} só podem ser encontrados em Vulcanus. É necessário usar uma [[big mining drill/pt-br|grande perfuratriz]] para extrair minério de tungstênio, enquanto a lava pode ser obtida por [[offshore pump/pt-br|bombas hidráulicas]] instaladas sobre lagos de lava. Embora Vulcanus seja a única fonte de jazidas mineráveis de [[calcite/pt-br|calcita]], esse recurso também pode ser obtido por outros meios.&lt;br /&gt;
&lt;br /&gt;
As seguintes receitas só podem ser fabricadas em Vulcanus:&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Metallurgic science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Foundry|space-age=yes}}&lt;br /&gt;
* {{imagelink|Big mining drill|space-age=yes}}&lt;br /&gt;
* {{imagelink|Turbo transport belt|space-age=yes}}&lt;br /&gt;
* {{imagelink|Turbo underground belt|space-age=yes}}&lt;br /&gt;
* {{imagelink|Turbo splitter|space-age=yes}}&lt;br /&gt;
* {{imagelink|Acid neutralisation|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
Os seguintes itens e receitas são desbloqueados em Vulcanus, mas podem ser fabricados em qualquer outro lugar:&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Artillery turret}}/{{imagelink|Artillery wagon}} e {{imagelink|Artillery shell}}&lt;br /&gt;
* {{imagelink|Simple coal liquefaction|space-age=yes}} e {{imagelink|Coal liquefaction}}&lt;br /&gt;
* {{imagelink|Cliff explosives}}&lt;br /&gt;
* {{imagelink|Speed module 3}}&lt;br /&gt;
* {{imagelink|Asteroid reprocessing (research)|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
== Superfície ==&lt;br /&gt;
&lt;br /&gt;
=== Propriedades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Propriedades da superfície de Vulcanus&lt;br /&gt;
|-&lt;br /&gt;
! Propriedade !! Valor&lt;br /&gt;
|-&lt;br /&gt;
| Tipo de poluente || Nenhum&lt;br /&gt;
|-&lt;br /&gt;
| Ciclo de dia e noite || 1,5 minuto&lt;br /&gt;
|-&lt;br /&gt;
| Campo magnético || 25&lt;br /&gt;
|-&lt;br /&gt;
| Energia solar || 400%&lt;br /&gt;
|-&lt;br /&gt;
| Pressão || 4000&lt;br /&gt;
|-&lt;br /&gt;
| Gravidade || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomas ==&lt;br /&gt;
&lt;br /&gt;
Vulcanus possui três biomas distintos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terras Cinzentas&#039;&#039;&#039; são planaltos pontilhados por vegetação esparsa e depósitos de [[coal/pt-br|carvão]]. Abrigam [[ashland tree/pt-br|árvores alienígenas sem folhas]], algumas das quais podem estar em chamas e produzir fogo temporariamente quando derrubadas. São relativamente livres de penhascos e lava, tornando-se ideais para construir.&lt;br /&gt;
* &#039;&#039;&#039;Bacias de lava&#039;&#039;&#039; são preenchidas por rios sinuosos de lava. Nelas encontram-se depósitos de [[tungsten ore/pt-br|minério de tungstênio]]{{SA}}, que só podem ser minerados com a grande perfuratriz.&lt;br /&gt;
* &#039;&#039;&#039;Montanhas&#039;&#039;&#039; são grandes vulcões cobertos por penhascos e com um grande lago de lava em seu centro. Abrigam gêiseres de [[sulfuric acid/pt-br|ácido sulfúrico]] e [[calcite/pt-br|calcita]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Territórios dos devastadores ==&lt;br /&gt;
&lt;br /&gt;
[[File:Demolisher entity.png|thumb|250px|right|Um devastador patrulhando.]]&lt;br /&gt;
&lt;br /&gt;
Os gigantescos inimigos semelhantes a centopeias conhecidos como [[Enemies/pt-br#Demolidores|devastadores]] são nativos de Vulcanus.&lt;br /&gt;
&lt;br /&gt;
Os devastadores possuem territórios bem definidos. No mapa, esses territórios são delimitados por uma linha vermelha brilhante e opaca, enquanto seu interior é marcado por linhas diagonais vermelhas translúcidas. Apenas um devastador surge em cada território, e os territórios não se sobrepõem. Entretanto, eles ficam muito próximos uns dos outros, seguindo um padrão semelhante a um diagrama de Voronoi. No início do jogo, apenas a área inicial de Vulcanus fica fora de um território de devastador.&lt;br /&gt;
&lt;br /&gt;
Quando não é perturbado, um devastador patrulha a fronteira de seu território. Porém, se o jogador construir dentro dele, o devastador rapidamente seguirá em linha reta até as construções com a intenção de destruí-las. Por isso, construir dentro de um território de devastador é extremamente perigoso.&lt;br /&gt;
&lt;br /&gt;
A morte de um devastador é permanente, pois eles surgem apenas durante a geração do mundo. Da mesma forma, quando um devastador é eliminado, seu território torna-se permanentemente disponível para o jogador, já que os demais devastadores não expandem seus domínios.&lt;br /&gt;
&lt;br /&gt;
== Acesso aos recursos básicos ==&lt;br /&gt;
&lt;br /&gt;
* [[Water/pt-br|Água]] pode ser obtida por meio de [[acid neutralisation/pt-br|neutralização de ácido]] e [[steam condensation/pt-br|condensação de vapor]].&lt;br /&gt;
* [[Stone/pt-br|Pedra]] é um subproduto do processamento da {{L|lava}} em ferro ou cobre fundidos.&lt;br /&gt;
* [[Iron ore/pt-br|minério de ferro]] está disponível apenas em pequenas quantidades ao minerar [[rock/pt-br|rochas vulcânicas]], mas [[iron plate/pt-br|placas de ferro]] e [[concrete/pt-br|concreto]] podem ser obtidos a partir de [[molten iron/pt-br|ferro fundido]].&lt;br /&gt;
* [[Copper ore/pt-br|minério de cobre]] também está disponível apenas em pequenas quantidades ao minerar rochas vulcânicas, mas [[copper plate/pt-br|placas de cobre]] podem ser obtidas a partir de [[molten copper/pt-br|cobre fundido]].&lt;br /&gt;
* [[Coal/pt-br|Carvão]] pode ser minerado normalmente em suas jazidas.&lt;br /&gt;
* [[Crude oil/pt-br|Petróleo bruto]] não está disponível, mas [[heavy oil/pt-br|óleo pesado]] pode ser obtido por [[simple coal liquefaction/pt-br|liquefação simples do carvão]]. Depois disso, o óleo pesado pode ser refinado em óleo leve e gás de petróleo. Após produzir ciência metalúrgica e acumular uma reserva de óleo pesado, é possível migrar para a [[coal liquefaction/pt-br|liquefação de carvão]] convencional.&lt;br /&gt;
* [[Wood/pt-br|Madeira]] não pode ser obtida, mas [[medium electric pole/pt-br|postes elétricos médios]] podem ser construídos usando a pequena quantidade de minérios disponível. Isso pode impedir a progressão caso essa pesquisa não tenha sido desbloqueada anteriormente.&lt;br /&gt;
&lt;br /&gt;
=== Produção de energia ===&lt;br /&gt;
&lt;br /&gt;
[[Solar panel/pt-br|Painéis solares]] em Vulcanus produzem quatro vezes mais energia do que em Nauvis.&lt;br /&gt;
&lt;br /&gt;
A [[Acid neutralization/pt-br|neutralização de ácido]] gera vapor a 500&amp;amp;nbsp;°C, que pode ser utilizado em [[steam turbine/pt-br|turbinas a vapor]] para produzir eletricidade. Entretanto, a tecnologia de processamento de calcita não desbloqueia as turbinas a vapor. Portanto, é necessário pesquisar [[Nuclear power (research)/pt-br|energia nuclear]] em {{L|Nauvis}} ou [[heating tower/pt-br|torres de aquecimento]] em {{L|Gleba}} antes disso. Caso contrário, ainda é possível utilizar [[steam engine/pt-br|motores a vapor]], embora produzam menos energia com a mesma quantidade de vapor.&lt;br /&gt;
&lt;br /&gt;
== Rotas espaciais ==&lt;br /&gt;
&lt;br /&gt;
{{L|Vulcanus}} está conectado a outros dois planetas: {{L|Nauvis}} e {{L|Gleba}}{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Distância entre planetas&lt;br /&gt;
|-&lt;br /&gt;
! Planeta !! Distância (km)&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Nauvis}} || 15.000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gleba}}{{SA}} || 15.000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Gráficos da taxa de asteroides:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Vulcanus.png]] &amp;lt;br&amp;gt; Rota espacial de {{L|Nauvis}} para &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Rota espacial de &#039;&#039;&#039;Vulcanus&#039;&#039;&#039; para {{L|Gleba}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Legenda do gráfico:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tipo de asteroide&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fragmento&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Médio&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] [[Asteroids/pt-br|Metálico]] {{SA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Azul&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Vermelho&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] [[Asteroids/pt-br|Carbonáceo]] {{SA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Laranja&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Amarelo&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] [[Asteroids/pt-br|Óxido]] {{SA}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Verde&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Órbita ==&lt;br /&gt;
&lt;br /&gt;
=== Propriedades ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Propriedade !! Valor&lt;br /&gt;
|-&lt;br /&gt;
| Energia solar || 600%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tipos de surgimento de asteroides&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids/pt-br|Tipo de asteroide]] !! Proporção&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metallic asteroid chunk}} || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Carbonic asteroid chunk}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Oxide asteroid chunk}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Promethium asteroid chunk}} || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tamanhos dos asteroides&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids/pt-br|Tamanho]] !! %&lt;br /&gt;
|-&lt;br /&gt;
| Fragmento || 0,20&lt;br /&gt;
|-&lt;br /&gt;
| Médio || 0,25&lt;br /&gt;
|-&lt;br /&gt;
| Grande || 0&lt;br /&gt;
|-&lt;br /&gt;
| Enorme || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observação:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fragmentos surgem em Nauvis com taxa de 1,25%.&lt;br /&gt;
* Asteroides enormes surgem apenas depois de {{L|Aquilo}}{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Galeria ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
vulcanus landscape.png|Exemplo da paisagem de Vulcanus.&lt;br /&gt;
vulcanus map.png|Exemplo do mapa de Vulcanus. Os territórios dos devastadores são delimitados por linhas vermelhas brilhantes.&lt;br /&gt;
vulcanus landscape titlescreen.png|Vulcanus na tela de título da expansão.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Curiosidades ==&lt;br /&gt;
&lt;br /&gt;
* Na mitologia, Vulcanus (também conhecido como Vulcano) é o deus romano do fogo, da metalurgia e da forja.&lt;br /&gt;
* O design do planeta, com lava, vulcões e enxofre, é baseado nos chamados planetas de lava.&lt;br /&gt;
&lt;br /&gt;
== Histórico ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduzido na expansão {{L|Space Age}}{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Veja também ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Aquilo}} {{SA}}&lt;br /&gt;
* {{L|Fulgora}} {{SA}}&lt;br /&gt;
* {{L|Gleba}} {{SA}}&lt;br /&gt;
* {{L|Nauvis}}&lt;br /&gt;
* {{L|Space platform}} {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=220039</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=220039"/>
		<updated>2026-09-18T13:32:18Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Devices */ use official words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Circuit network (research).png|128px|right]]&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a storage tank containing 1000 crude oil will broadcast 1000 on the crude oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected storage tanks with 1000 crude oil each, the value of the crude oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter||Splitters}} || [[Splitters]] ||&lt;br /&gt;
|| Can set the priority input and/or output sides on a condition.&lt;br /&gt;
Can set the filter based on a signal.&lt;br /&gt;
* Setting a filter will only work if &amp;quot;set output sides&amp;quot; is enabled and the condition for either left &#039;&#039;or&#039;&#039; right is true. If both sides are true, then the splitter will default to filtering the item to the left side.&lt;br /&gt;
* If there are multiple input signals that can be used as a filter, then the splitter will choose the item that appears first in the Factoriopedia.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes [[productivity]] crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal. The machine, if not given a recipe signal, will use the main crafting recipe for the item/fluid (as shown in the Factoriopedia) ||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = [[File:Signal-V.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = [[File:Signal-D.png|24px]]&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions, and set its requests based on incoming signals.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content and/or the fluid&#039;s temperature to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|24px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enable its planting and/or harvesting functions on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lab}} {{Icon|Biolab|space-age=yes}} || [[Lab]], [[Biolab]]{{SA}} || Can output its contents, the current technology cost, and technology level&lt;br /&gt;
|| Labs can set the current research on a condition.&lt;br /&gt;
* If set this way, players are prevented from switching research on the technology tree.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]][[File:Signal-Blue.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|24px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|24px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to [[File:Signal-P.png|24px]]&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] ||&lt;br /&gt;
* &#039;&#039;Surface Mode&#039;&#039;: Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
* &#039;&#039;Universe Mode&#039;&#039;: Radars will transmit any signals passed to it to a particular selectable channel. The signal will be picked up by all other radars set to the same channel, even if they are on another planet or [[space platform]]{{SA}}&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe}} {{Icon|Pipe to ground}} || [[Pipe]]s, [[Underground pipe]]s || &lt;br /&gt;
*&#039;&#039;Read contents&#039;&#039;: The pipe can output the contents of the individual pipe&lt;br /&gt;
*&#039;&#039;Read pipeline contents&#039;&#039;: The pipe can output the contents of the entire pipeline&lt;br /&gt;
The pipe can output the fluid&#039;s current temperature&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Boiler}} || [[Boiler]] || The boiler can output its current fuel, including the fuel being burned || The boiler can be enabled on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heat exchanger}} || [[Heat exchanger]] || || The heat exchanger can be enabled on a condition||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Land mine}} || [[Land mine]] || || Land mines can be set to explode on a condition. This disables proximity-based triggering. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|400px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection. Wire will not be consumed by connect/disconnect operations.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red wires or two green wires will link if they touch. Use different colored wires to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire connection, place the same color wire over an existing connection.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts values on any of the channels for whatever networks it is connected to.  (It&#039;s not currently possible to specify whether a value should be on the red or green channel; to output different values, use two combinators, one for each color wire.)  Any item channel or [[#Virtual signals|virtual signal]] channel is available for use.&lt;br /&gt;
**Note that using two slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** &#039;&#039;Connecting&#039;&#039;: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** &#039;&#039;Feedback&#039;&#039;: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** &#039;&#039;Each&#039;&#039;:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**&#039;&#039;Multi-network&#039;&#039;: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
[[File:Signal everything.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output a signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
[[File:Signal anything.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precedence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
[[File:Signal each.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. For example, &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; results in an output that includes &amp;quot;X&amp;quot; multiplied by itself.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If a [[decider combinator|decider]] condition is set that inputs and output each, but needs to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower {{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&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 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.&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;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&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.&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;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Military_3_(research)&amp;diff=220038</id>
		<title>Military 3 (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Military_3_(research)&amp;diff=220038"/>
		<updated>2026-09-18T13:18:29Z</updated>

		<summary type="html">&lt;p&gt;Bilka: wording, no item specific info on the tech page (becomes outdated too easily), slowdown capsules do not linger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Military 3 (research)}}&lt;br /&gt;
Unlocks [[piercing shotgun shells]], which are improved [[shotgun]] ammunition, and [[Poison capsule|poison]] and [[Slowdown capsule|slowdown]] capsules.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&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=Factorio:About&amp;diff=220037</id>
		<title>Factorio:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:About&amp;diff=220037"/>
		<updated>2026-09-18T13:10:59Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Properly fixed history order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;!-- From the official pressKit description --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;Factorio&#039;&#039;&#039; is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies.&lt;br /&gt;
&lt;br /&gt;
In the beginning you will find yourself chopping trees, mining ore and crafting mechanical arms and transport belts by hand, but in a short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet&#039;s resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.&lt;br /&gt;
&lt;br /&gt;
Join forces with other players in cooperative [[Multiplayer]], create huge factories, collaborate and delegate tasks between you and your friends.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[Factorio:About|... read more ...]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Add mods to increase your enjoyment, from small tweaks and helper mods to complete game overhauls, Factorio&#039;s ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don&#039;t find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
The [[Roadmap]] is a description of the future goals for Factorio&#039;s development. One may consult it to discover what the developers of Factorio have in store for the game.&lt;br /&gt;
&lt;br /&gt;
Look at [http://www.factorio.com/blog The official blog]; Factorio Friday Facts (FFFs) have become a weekly feature and provide good information about the near future of the game.&lt;br /&gt;
&lt;br /&gt;
== Stats  ==&lt;br /&gt;
* Definition: Factorio is a sci-fi sandbox game.&lt;br /&gt;
* First public release date: Mid 2012.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* October 21, 2024: Factorio 2.0 is released alongside the [[Space Age]]{{SA}} expansion pack.&lt;br /&gt;
* August 25, 2023: [https://factorio.com/blog/post/fff-373 The expansion pack is announced].&lt;br /&gt;
** Weekly Factorio Friday Facts (FFFs) is resumed until [https://factorio.com/blog/post/fff-438 FFF-438], stopping on November 22, 2024.&lt;br /&gt;
* August 14, 2020: Version 1.0 released.&lt;br /&gt;
* Febuary 25, 2016: Released on Steam early access&lt;br /&gt;
* April 1, 2014: [https://forums.factorio.com/3026 Interview of Michal Kovarik in CanardPC]&lt;br /&gt;
* July 29, 2013: [https://forums.factorio.com/1120 Developer Interview]&lt;br /&gt;
* February 5, 2013: [http://steamcommunity.com/sharedfiles/filedetails/?id=125195010 Steam greenlight campaign]&lt;br /&gt;
&lt;br /&gt;
=== What is the game inspired by? ===&lt;br /&gt;
* [[wikipedia:Dwarf Fortress|Dwarf Fortress]]&lt;br /&gt;
* [[wikipedia:Transport Tycoon|Transport Tycoon]]-like games, especially [[wikipedia:OpenTTD|OpenTTD]]&lt;br /&gt;
* [[wikipedia:Minecraft|Minecraft]] (especially the [https://www.curseforge.com/minecraft/mc-mods/buildcraft BuildCraft mod])&lt;br /&gt;
* [[wikipedia:Civilization (series)|Civilization series]]&lt;br /&gt;
* [[wikipedia:SpaceChem|SpaceChem]]&lt;br /&gt;
* [[wikipedia:Creeper_World#Creeper_World_3:_Arc_Eternal|Creeper World 3]]&lt;br /&gt;
* [[wikipedia:Terraria|Terraria]]&lt;br /&gt;
* [[wikipedia:Starbound|Starbound]]&lt;br /&gt;
* [http://grobots.sourceforge.net/ Grobots]&lt;br /&gt;
* [[wikipedia:RimWorld|RimWorld]]&lt;br /&gt;
* [[wikipedia:DayZ (video game)|DayZ]]&lt;br /&gt;
* [[wikipedia:FTL: Faster Than Light|FTL: Faster Than Light]]&lt;br /&gt;
* [http://unclaimedworld-game.com/ Unclaimed World]&lt;br /&gt;
* [https://www.coolmathgames.com/0-into-space Into Space] (shortly mentioned that the game will include elements from there)&lt;br /&gt;
* [https://yogscast.fandom.com/wiki/Dig-N-Rig Dig-N-Rig]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.indiegogo.com/projects/factorio Indiegogo-Campaign] &lt;br /&gt;
Raised €21,626, started 31 January 2013, finished on 3 March 2013.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=122388.0 Dwarf Fortress forum]&lt;br /&gt;
* [[wikipedia:Factorio|Wikipedia page for Factorio]]&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:About&amp;diff=220036</id>
		<title>Factorio:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:About&amp;diff=220036"/>
		<updated>2026-09-18T13:09:08Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed history order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;!-- From the official pressKit description --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&#039;&#039;&#039;Factorio&#039;&#039;&#039; is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies.&lt;br /&gt;
&lt;br /&gt;
In the beginning you will find yourself chopping trees, mining ore and crafting mechanical arms and transport belts by hand, but in a short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet&#039;s resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.&lt;br /&gt;
&lt;br /&gt;
Join forces with other players in cooperative [[Multiplayer]], create huge factories, collaborate and delegate tasks between you and your friends.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[Factorio:About|... read more ...]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Add mods to increase your enjoyment, from small tweaks and helper mods to complete game overhauls, Factorio&#039;s ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don&#039;t find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
The [[Roadmap]] is a description of the future goals for Factorio&#039;s development. One may consult it to discover what the developers of Factorio have in store for the game.&lt;br /&gt;
&lt;br /&gt;
Look at [http://www.factorio.com/blog The official blog]; Factorio Friday Facts (FFFs) have become a weekly feature and provide good information about the near future of the game.&lt;br /&gt;
&lt;br /&gt;
== Stats  ==&lt;br /&gt;
* Definition: Factorio is a sci-fi sandbox game.&lt;br /&gt;
* First public release date: Mid 2012.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* October 21, 2024: Factorio 2.0 is released alongside the [[Space Age]]{{SA}} expansion pack.&lt;br /&gt;
* August 25, 2023: [https://factorio.com/blog/post/fff-373 The expansion pack is announced].&lt;br /&gt;
** Weekly Factorio Friday Facts (FFFs) is resumed until [https://factorio.com/blog/post/fff-438 FFF-438], stopping on November 22, 2024.&lt;br /&gt;
**August 14, 2020: Version 1.0 released.&lt;br /&gt;
* April 1, 2014: [https://forums.factorio.com/3026 Interview of Michal Kovarik in CanardPC]&lt;br /&gt;
* July 29, 2013: [https://forums.factorio.com/1120 Developer Interview]&lt;br /&gt;
* February 5, 2013: [http://steamcommunity.com/sharedfiles/filedetails/?id=125195010 Steam greenlight campaign]&lt;br /&gt;
** Released on steam Early access on 25 Febuary 2016. Developers aim for a full release (ie. 1.0) in summer 2018.&lt;br /&gt;
&lt;br /&gt;
=== What is the game inspired by? ===&lt;br /&gt;
* [[wikipedia:Dwarf Fortress|Dwarf Fortress]]&lt;br /&gt;
* [[wikipedia:Transport Tycoon|Transport Tycoon]]-like games, especially [[wikipedia:OpenTTD|OpenTTD]]&lt;br /&gt;
* [[wikipedia:Minecraft|Minecraft]] (especially the [https://www.curseforge.com/minecraft/mc-mods/buildcraft BuildCraft mod])&lt;br /&gt;
* [[wikipedia:Civilization (series)|Civilization series]]&lt;br /&gt;
* [[wikipedia:SpaceChem|SpaceChem]]&lt;br /&gt;
* [[wikipedia:Creeper_World#Creeper_World_3:_Arc_Eternal|Creeper World 3]]&lt;br /&gt;
* [[wikipedia:Terraria|Terraria]]&lt;br /&gt;
* [[wikipedia:Starbound|Starbound]]&lt;br /&gt;
* [http://grobots.sourceforge.net/ Grobots]&lt;br /&gt;
* [[wikipedia:RimWorld|RimWorld]]&lt;br /&gt;
* [[wikipedia:DayZ (video game)|DayZ]]&lt;br /&gt;
* [[wikipedia:FTL: Faster Than Light|FTL: Faster Than Light]]&lt;br /&gt;
* [http://unclaimedworld-game.com/ Unclaimed World]&lt;br /&gt;
* [https://www.coolmathgames.com/0-into-space Into Space] (shortly mentioned that the game will include elements from there)&lt;br /&gt;
* [https://yogscast.fandom.com/wiki/Dig-N-Rig Dig-N-Rig]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.indiegogo.com/projects/factorio Indiegogo-Campaign] &lt;br /&gt;
Raised €21,626, started 31 January 2013, finished on 3 March 2013.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=122388.0 Dwarf Fortress forum]&lt;br /&gt;
* [[wikipedia:Factorio|Wikipedia page for Factorio]]&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=Template:Translation/zh-tw&amp;diff=220035</id>
		<title>Template:Translation/zh-tw</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Translation/zh-tw&amp;diff=220035"/>
		<updated>2026-09-18T13:01:07Z</updated>

		<summary type="html">&lt;p&gt;Bilka: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1|}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Main Page --&amp;gt;&lt;br /&gt;
| Latest stable version = 最新正式版本&lt;br /&gt;
| Latest experimental version = 最新測試版本&lt;br /&gt;
| The wiki is based on version = 本維基基於版本&lt;br /&gt;
| Planned releases = 計畫發佈版本&lt;br /&gt;
| Planned features = 計畫新增功能&lt;br /&gt;
| Older news... = 往期内容 ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page title --&amp;gt;&lt;br /&gt;
| Achievements = 成就&lt;br /&gt;
| Alerts = 警報&lt;br /&gt;
| Ammo = 彈藥&lt;br /&gt;
| Application directory = 應用程式目錄&lt;br /&gt;
| Armor modules = 裝甲模組&lt;br /&gt;
| Asteroids = 小行星&lt;br /&gt;
| Balancer mechanics = 平衡輸送機制&lt;br /&gt;
| Balancers = 平衡輸送器&lt;br /&gt;
| Belt transport system = 輸送帶運輸系統&lt;br /&gt;
| Blueprint library = 藍圖庫&lt;br /&gt;
| Campaign = 戰役&lt;br /&gt;
| Chunk = 區塊&lt;br /&gt;
| Circuit network = 訊號網&lt;br /&gt;
| Combat = 戰鬥&lt;br /&gt;
| Combat equipment = 戰鬥裝備&lt;br /&gt;
| Command line parameters = 指令行參數&lt;br /&gt;
| Console = 主控台&lt;br /&gt;
| Controls = 游戲控制&lt;br /&gt;
| Copy and paste = 複製貼上&lt;br /&gt;
| Crafting = 製造&lt;br /&gt;
| Damage = 傷害&lt;br /&gt;
| Debug mode = 偵錯模式&lt;br /&gt;
| Defense = 防禦&lt;br /&gt;
| Electric system = 電力系統&lt;br /&gt;
| Electricity = 電力&lt;br /&gt;
| Enemies = 敵人&lt;br /&gt;
| Energy &amp;amp; pipe distribution = 電力和水管運輸&lt;br /&gt;
| Energy and work = 能量與功&lt;br /&gt;
| Equipment modules = 裝備模組&lt;br /&gt;
| Fluid system = 流體系統&lt;br /&gt;
| Fuel = 燃料&lt;br /&gt;
| Galaxy of Fame = 星系名人堂&lt;br /&gt;
| Game modes and options = 游戲模式及選項説明&lt;br /&gt;
| Glossary = 術語表&lt;br /&gt;
| Inserters = 機械臂&lt;br /&gt;
| Install guide = 安裝指南&lt;br /&gt;
| Items = 物品&lt;br /&gt;
| Keyboard bindings = 快捷鍵&lt;br /&gt;
| Log file = 日誌文件&lt;br /&gt;
| Logistic network = 物流網&lt;br /&gt;
| Logistic system = 物流系統&lt;br /&gt;
| Machinery = 機械&lt;br /&gt;
| Machines = 機器&lt;br /&gt;
| Main Page = 首頁 &lt;br /&gt;
| Map editor = 地圖編輯器&lt;br /&gt;
| Map generator = 地圖生成器&lt;br /&gt;
| Map structure = 地圖結構&lt;br /&gt;
| Materials and recipes = 物品與生產配方&lt;br /&gt;
| Military = 軍事學&lt;br /&gt;
| Military units and structures = 軍事單位和建築&lt;br /&gt;
| Mining = 採礦&lt;br /&gt;
| Modding = 模組&lt;br /&gt;
| Module = 組件&lt;br /&gt;
| Multiplayer = 多人遊戲&lt;br /&gt;
| Nintendo Switch version = Nintendo Switch版&lt;br /&gt;
| Nuclear power = 核能&lt;br /&gt;
| Oil processing = 石油加工&lt;br /&gt;
| Permissions = 權限設置&lt;br /&gt;
| Player = 玩家&lt;br /&gt;
| Player augmentation = 玩家强化&lt;br /&gt;
| Pollution = 汙染&lt;br /&gt;
| Power production = 電力生產&lt;br /&gt;
| Production = 生產&lt;br /&gt;
| Production statistics = 生產統計&lt;br /&gt;
| Prototype definitions = 原型定義&lt;br /&gt;
| Quality = 品質&lt;br /&gt;
| Quickbar = 工具列&lt;br /&gt;
| Quick panel = 快選面板&lt;br /&gt;
| Rail planner = 鐵路規劃器&lt;br /&gt;
| Rail signals = 鐵路號誌&lt;br /&gt;
| Railway = 鐵路&lt;br /&gt;
| Region = 區域&lt;br /&gt;
| Replay system = 重播系統&lt;br /&gt;
| Research = 研究&lt;br /&gt;
| Resource extraction = 資源開采&lt;br /&gt;
| Resources and fluids = 資源和流體&lt;br /&gt;
| Rich text = 富文本&lt;br /&gt;
| Roadmap = 開發計畫&lt;br /&gt;
| Roadmap/History = 開發計畫/版本歷程&lt;br /&gt;
| Robotic network = 無人機網路&lt;br /&gt;
| Science pack = 科技包&lt;br /&gt;
| Science packs = 科技包&lt;br /&gt;
| Settings = 設定&lt;br /&gt;
| Shortcut bar = 功能列&lt;br /&gt;
| Solar energy = 太陽能&lt;br /&gt;
| Space Age = 太空時代&lt;br /&gt;
| Spoilage mechanics = 腐爛機制&lt;br /&gt;
| Stack = 堆疊組&lt;br /&gt;
| Storage = 儲藏&lt;br /&gt;
| Technologies = 科技&lt;br /&gt;
| Tile = 地面&lt;br /&gt;
| Time = 時間&lt;br /&gt;
| Train = 火車&lt;br /&gt;
| Railway/Train path finding = 火車尋路機制&lt;br /&gt;
| Transport belts/Physics = 輸送帶物理學&lt;br /&gt;
| Transport network = 輸送帶系統&lt;br /&gt;
| Transportation = 交通運輸&lt;br /&gt;
| Tutorial = 教學&lt;br /&gt;
| Tutorials = 教程&lt;br /&gt;
| Units = 單位&lt;br /&gt;
| Upcoming features = 未来的功能计划&lt;br /&gt;
| Version history = 版本歷程&lt;br /&gt;
| Weaponry = 武器&lt;br /&gt;
| World generator = 世界生成器&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page title: Disambiguations --&amp;gt;&lt;br /&gt;
| Ammunition = 彈藥&lt;br /&gt;
| Armor = 裝甲&lt;br /&gt;
| Artillery = 火炮&lt;br /&gt;
| Assembling machine = 自動組裝機&lt;br /&gt;
| Asteroid chunk = 小行星碎片&lt;br /&gt;
| Burner devices = 熱能設備&lt;br /&gt;
| Capsules = 膠囊&lt;br /&gt;
| Chests = 箱子&lt;br /&gt;
| Combat robot capsules = 戰鬥機器人膠囊&lt;br /&gt;
| Combinators = 運算器&lt;br /&gt;
| Fluids = 流體&lt;br /&gt;
| Furnace = 熔爐&lt;br /&gt;
| Mining drill = 採礦機&lt;br /&gt;
| Oil = 油&lt;br /&gt;
| Planetary science pack = 星球科技包&lt;br /&gt;
| Planets = 星球&lt;br /&gt;
| Provider chest = 供應箱&lt;br /&gt;
| Reactor = 反應堆&lt;br /&gt;
| Robots = 機器人&lt;br /&gt;
| Seed = 種子&lt;br /&gt;
| Splitters = 分離器&lt;br /&gt;
| Transport belts = 輸送帶&lt;br /&gt;
| Turret = 炮塔&lt;br /&gt;
| Underground belts = 地下輸送帶&lt;br /&gt;
| Uranium = 鈾&lt;br /&gt;
| Vehicle = 載具&lt;br /&gt;
| Wagon = 車廂&lt;br /&gt;
| Weapons = 武器&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Navigation --&amp;gt;&lt;br /&gt;
| Agriculture = 農業&lt;br /&gt;
| Base game = 基礎游戲&lt;br /&gt;
| Bonuses = 加成&lt;br /&gt;
| Combat = 戰鬥&lt;br /&gt;
| Combat items = 戰鬥物品&lt;br /&gt;
| Crafting components = 製造元件&lt;br /&gt;
| Environment = 環境&lt;br /&gt;
| Environmental protection = 環境防護&lt;br /&gt;
| Fluid processing = 流體加工&lt;br /&gt;
| Furnaces = 熔爐&lt;br /&gt;
| Generic = 一般&lt;br /&gt;
| Gleba products = 葛萊芭星產物&lt;br /&gt;
| Intermediate product = 中間產物&lt;br /&gt;
| Intermediate products = 中間產物&lt;br /&gt;
| Item = 物品&lt;br /&gt;
| Liquid = 流體&lt;br /&gt;
| Locations = 地點&lt;br /&gt;
| Logic = 邏輯&lt;br /&gt;
| Logistics = 物流&lt;br /&gt;
| Machine = 機器&lt;br /&gt;
| Materials = 原料&lt;br /&gt;
| Modules = 組件&lt;br /&gt;
| Navigation = 巡覽&lt;br /&gt;
| Planetside = 星球表面&lt;br /&gt;
| Processing = 加工&lt;br /&gt;
| Production items = 生產用物品&lt;br /&gt;
| Resources = 資源&lt;br /&gt;
| Rocket cargo = 火箭貨櫃&lt;br /&gt;
| Technology = 科技&lt;br /&gt;
| Terrain = 地形&lt;br /&gt;
| Transport = 運輸&lt;br /&gt;
| Turrets = 炮塔&lt;br /&gt;
| Tool = 工具&lt;br /&gt;
| Tools = 工具&lt;br /&gt;
| Space = 太空&lt;br /&gt;
| Space Age mod = 太空時代&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Items --&amp;gt;&lt;br /&gt;
| Accumulator = 蓄電器&lt;br /&gt;
| Active provider chest = 主動出貨箱&lt;br /&gt;
| Advanced circuit = 高階電路板&lt;br /&gt;
| Agricultural science pack = 農業科技包&lt;br /&gt;
| Agricultural tower = 農業塔&lt;br /&gt;
| Ammonia = 氨&lt;br /&gt;
| Ammoniacal solution = 氨水&lt;br /&gt;
| Arithmetic combinator = 算術運算器&lt;br /&gt;
| Artificial jellynut soil = 人造果凍果土壤&lt;br /&gt;
| Artificial yumako soil = 人造玉瑪果土壤&lt;br /&gt;
| Artillery shell = 火炮炮彈&lt;br /&gt;
| Artillery targeting remote = 火炮遙控瞄準器&lt;br /&gt;
| Artillery turret = 火炮塔&lt;br /&gt;
| Artillery wagon = 火炮車廂&lt;br /&gt;
| Artillery wagon cannon = 火炮&lt;br /&gt;
| Ashland tree = 灰燼樹&lt;br /&gt;
| Assembling machine 1 = 組裝機Ⅰ&lt;br /&gt;
| Assembling machine 2 = 組裝機Ⅱ&lt;br /&gt;
| Assembling machine 3 = 組裝機Ⅲ&lt;br /&gt;
| Asteroid collector = 小行星收集器&lt;br /&gt;
| Atomic bomb = 核火箭彈&lt;br /&gt;
| Automation science pack = 自動化科技包&lt;br /&gt;
| Barrel = 鐵桶&lt;br /&gt;
| Battery = 電池&lt;br /&gt;
| Battery equipment = 裝甲電池&lt;br /&gt;
| Battery mk2 equipment = 裝甲電池Ⅱ型&lt;br /&gt;
| Battery mk3 equipment = 裝甲電池Ⅲ型&lt;br /&gt;
| Beacon = 組件廣播塔&lt;br /&gt;
| Belt immunity equipment = 地錨配備&lt;br /&gt;
| Belt immunity equipment = 地錨裝備&lt;br /&gt;
| Biters = 啃食蟲&lt;br /&gt;
| Big electric pole = 大型電線桿&lt;br /&gt;
| Big mining drill = 大型採礦機&lt;br /&gt;
| Biochamber = 生物室&lt;br /&gt;
| Bioflux = 生物精華&lt;br /&gt;
| Biolab = 生物實驗室&lt;br /&gt;
| Biter egg = 啃食蟲蟲卵&lt;br /&gt;
| Blueprint = 藍圖&lt;br /&gt;
| Blueprint book = 藍圖冊&lt;br /&gt;
| Boiler = 鍋爐&lt;br /&gt;
| Boompuff = 爆裂泡泡&lt;br /&gt;
| Bottomless chest = 無底箱&lt;br /&gt;
| Buffer chest = 轉運箱&lt;br /&gt;
| Bulk inserter = 集運機械臂&lt;br /&gt;
| Burner generator = 熱能發電機&lt;br /&gt;
| Burner inserter = 熱能機械臂&lt;br /&gt;
| Burner mining drill = 熱能採礦機&lt;br /&gt;
| Calcite = 方解石&lt;br /&gt;
| Cannon shell = 穿甲彈&lt;br /&gt;
| Captive biter spawner = 圈養的啃食蟲巢穴&lt;br /&gt;
| Capture robot = 獵捕無人機&lt;br /&gt;
| Capture bot rocket = 獵捕無人機火箭彈&lt;br /&gt;
| Car = 汽車&lt;br /&gt;
| Carbon = 碳&lt;br /&gt;
| Carbon fiber = 碳纖維&lt;br /&gt;
| Carbonic asteroid chunk = 碳化小行星碎片&lt;br /&gt;
| Cargo bay = 貨艙裝卸設施&lt;br /&gt;
| Cargo landing pad = 貨艙著陸點&lt;br /&gt;
| Cargo pod = 貨艙&lt;br /&gt;
| Cargo wagon = 貨運車廂&lt;br /&gt;
| Centrifuge = 離心機&lt;br /&gt;
| Character = 人物&lt;br /&gt;
| Chemical = 可燃燃料&lt;br /&gt;
| Chemical plant = 化工廠&lt;br /&gt;
| Chemical science pack = 化學科技包&lt;br /&gt;
| Chimney vent = 煙囪孔&lt;br /&gt;
| Cliff = 懸崖&lt;br /&gt;
| Cliff explosives = 懸崖炸藥&lt;br /&gt;
| Cluster grenade = 集束手榴彈&lt;br /&gt;
| Coal = 煤&lt;br /&gt;
| Coin = 錢幣&lt;br /&gt;
| Combat shotgun = 戰鬥霰彈槍&lt;br /&gt;
| Concrete = 混凝土&lt;br /&gt;
| Constant combinator = 常數運算器&lt;br /&gt;
| Construction robot = 建設無人機&lt;br /&gt;
| Copper bacteria = 銅細菌&lt;br /&gt;
| Copper cable = 銅電線&lt;br /&gt;
| Copper ore = 銅礦&lt;br /&gt;
| Copper plate = 銅板&lt;br /&gt;
| Copper wire = 銅電線&lt;br /&gt;
| Copy paste tool = 複製貼上工具&lt;br /&gt;
| Crude oil = 原油&lt;br /&gt;
| Crude oil barrel = 原油桶&lt;br /&gt;
| Crusher = 破碎機&lt;br /&gt;
| Cryogenic plant = 低溫處理廠&lt;br /&gt;
| Cryogenic science pack = 低溫科技包&lt;br /&gt;
| Cut paste tool = 剪下貼上工具&lt;br /&gt;
| Cuttlepop = 觸手孢菌&lt;br /&gt;
| Decider combinator = 判斷運算器&lt;br /&gt;
| Deconstruction planner = 拆除規劃器&lt;br /&gt;
| Defender = 防衛者&lt;br /&gt;
| Defender capsule = 防衛者膠囊&lt;br /&gt;
| Demolisher = 裂地獸&lt;br /&gt;
| Depleted uranium fuel cell = 用過鈾燃料棒&lt;br /&gt;
| Destroyer = 毀滅者&lt;br /&gt;
| Destroyer capsule = 毀滅者膠囊&lt;br /&gt;
| Discharge defense equipment = 放電防禦&lt;br /&gt;
| Discharge defense remote = 放電防禦遙控器&lt;br /&gt;
| Display panel = 顯示器&lt;br /&gt;
| Distractor = 干擾者&lt;br /&gt;
| Distractor capsule = 干擾者膠囊&lt;br /&gt;
| Efficiency module = 節能組件&lt;br /&gt;
| Efficiency module 2 = 節能組件Ⅱ&lt;br /&gt;
| Efficiency module 3 = 節能組件Ⅲ&lt;br /&gt;
| Electric energy interface = 導電界面&lt;br /&gt;
| Electric engine unit = 電動引擎機組&lt;br /&gt;
| Electric furnace = 電爐&lt;br /&gt;
| Electric mining drill = 電能採礦機&lt;br /&gt;
| Electrolyte = 電解液&lt;br /&gt;
| Electromagnetic plant = 電磁工廠&lt;br /&gt;
| Electromagnetic science pack = 電磁科技包&lt;br /&gt;
| Electronic circuit = 電子電路板&lt;br /&gt;
| Energy shield equipment = 能量護盾&lt;br /&gt;
| Energy shield mk2 equipment = 能量護盾Ⅱ型&lt;br /&gt;
| Engine unit = 引擎機組&lt;br /&gt;
| Exoskeleton equipment = 動力外骨骼&lt;br /&gt;
| Explosion = 爆炸&lt;br /&gt;
| Explosive cannon shell = 高爆彈&lt;br /&gt;
| Explosive rocket = 高爆火箭彈&lt;br /&gt;
| Explosive uranium cannon shell = 貧鈾高爆彈&lt;br /&gt;
| Explosives = 炸藥&lt;br /&gt;
| Express loader = 極速裝卸機&lt;br /&gt;
| Express splitter = 極速分離器&lt;br /&gt;
| Express transport belt = 極速輸送帶&lt;br /&gt;
| Express underground belt = 極速地下輸送帶&lt;br /&gt;
| Fast inserter = 快速機械臂&lt;br /&gt;
| Fast loader = 快速裝卸機&lt;br /&gt;
| Fast splitter = 快速分離器&lt;br /&gt;
| Fast transport belt = 快速輸送帶&lt;br /&gt;
| Fast underground belt = 快速地下輸送帶&lt;br /&gt;
| Firearm magazine = 制式彈匣&lt;br /&gt;
| Fission reactor equipment = 攜帶式核分裂反應爐&lt;br /&gt;
| Flamethrower = 火焰噴射器&lt;br /&gt;
| Flamethrower ammo = 火焰噴射器燃料&lt;br /&gt;
| Flamethrower turret = 火焰噴射炮塔&lt;br /&gt;
| Fluid wagon = 液罐車廂&lt;br /&gt;
| Fluorine = 氟&lt;br /&gt;
| Fluorine vent = 氟氣裂口&lt;br /&gt;
| Fluoroketone cold = 氟基酮（冷）&lt;br /&gt;
| Fluoroketone hot = 氟基酮（熱）&lt;br /&gt;
| Flying robot frame = 飛行無人機骨架&lt;br /&gt;
| Food = 食物&lt;br /&gt;
| Foundation = 地基&lt;br /&gt;
| Foundry = 鑄造廠&lt;br /&gt;
| Fulgoran lightning attractor = 弗戈拉人閃電吸引器&lt;br /&gt;
| Fulgoran ruin = 弗戈拉人廢墟&lt;br /&gt;
| Fulgoran vault ruin  = 弗戈拉人地窖廢墟&lt;br /&gt;
| Fulgorite = 閃電熔岩&lt;br /&gt;
| Funneltrunk = 漏斗樹菌&lt;br /&gt;
| Fusion = 核融合燃料&lt;br /&gt;
| Fusion generator = 核融合發電機&lt;br /&gt;
| Fusion plasma = 電漿&lt;br /&gt;
| Fusion power cell = 核融合燃料棒&lt;br /&gt;
| Fusion reactor = 核融合反應爐&lt;br /&gt;
| Fusion reactor equipment = 攜帶式核融合反應爐&lt;br /&gt;
| Gate = 自動門&lt;br /&gt;
| Ghost = 預覽&lt;br /&gt;
| Green wire = 綠訊號線&lt;br /&gt;
| Grenade = 手榴彈&lt;br /&gt;
| Gun turret = 機槍炮塔&lt;br /&gt;
| Hairy clubnub = 毛茸棒型菌蓋&lt;br /&gt;
| Hazard concrete = 警戒混凝土&lt;br /&gt;
| Heat exchanger = 熱交換器&lt;br /&gt;
| Heat interface = 導熱界面&lt;br /&gt;
| Heat pipe = 熱導管&lt;br /&gt;
| Heating tower = 加熱塔&lt;br /&gt;
| Heavy armor = 重型裝甲&lt;br /&gt;
| Holmium ore = 鈥礦&lt;br /&gt;
| Holmium plate = 鈥板&lt;br /&gt;
| Holmium solution = 鈥水&lt;br /&gt;
| Ice = 冰塊&lt;br /&gt;
| Ice platform = 浮冰平台&lt;br /&gt;
| Infinity cargo wagon = 貨運百寶車箱&lt;br /&gt;
| Infinity chest = 百寶箱&lt;br /&gt;
| Infinity pipe = 百寶管&lt;br /&gt;
| Inserter = 機械臂&lt;br /&gt;
| Iron bacteria = 鐵細菌&lt;br /&gt;
| Iron chest = 鐵箱&lt;br /&gt;
| Iron gear wheel = 鐵齒輪&lt;br /&gt;
| Iron ore = 鐵礦&lt;br /&gt;
| Iron plate = 鐵板&lt;br /&gt;
| Iron stick = 鐵棒&lt;br /&gt;
| Jelly = 果凍&lt;br /&gt;
| Jellynut = 果凍果&lt;br /&gt;
| Jellynut seed = 果凍果種子&lt;br /&gt;
| Jellystem = 果凍莖&lt;br /&gt;
| Lab = 實驗室&lt;br /&gt;
| Land mine = 地雷&lt;br /&gt;
| Landfill = 人造陸地&lt;br /&gt;
| Lane splitter = 單帶分流器&lt;br /&gt;
| Laser bubble = 雷射泡泡&lt;br /&gt;
| Laser turret = 雷射炮塔&lt;br /&gt;
| Lickmaw = 舌吻花&lt;br /&gt;
| Light armor = 輕型裝甲&lt;br /&gt;
| Lightning = 閃電&lt;br /&gt;
| Lightning collector = 閃電收集器&lt;br /&gt;
| Lightning rod = 避雷針&lt;br /&gt;
| Linked belt = 連結輸送帶&lt;br /&gt;
| Linked chest = 連結箱&lt;br /&gt;
| Lithium = 鋰&lt;br /&gt;
| Lithium brine = 鋰鹽水&lt;br /&gt;
| Lithium ice formation = 鋰冰晶體&lt;br /&gt;
| Lithium plate = 鋰板&lt;br /&gt;
| Loader = 裝卸機&lt;br /&gt;
| Locomotive = 火車頭&lt;br /&gt;
| Logistic robot = 物流無人機&lt;br /&gt;
| Logistic science pack = 物流科技包&lt;br /&gt;
| Long-handed inserter = 加長機械臂&lt;br /&gt;
| Low density structure = 輕量化材料&lt;br /&gt;
| Market = 市場&lt;br /&gt;
| Mech armor = 機械裝甲&lt;br /&gt;
| Medium electric pole = 中型電線桿&lt;br /&gt;
| Metallic asteroid chunk = 金屬小行星碎片&lt;br /&gt;
| Metallurgic science pack = 冶金科技包&lt;br /&gt;
| Military science pack = 軍事科技包&lt;br /&gt;
| Modular armor = 模組化裝甲&lt;br /&gt;
| Molten copper = 熔融銅&lt;br /&gt;
| Molten iron = 熔融鐵&lt;br /&gt;
| Night vision equipment = 夜視鏡&lt;br /&gt;
| Nuclear = 核燃料&lt;br /&gt;
| Nuclear fuel = 核燃料&lt;br /&gt;
| Nuclear reactor = 核能反應爐&lt;br /&gt;
| Nutrients = 養份&lt;br /&gt;
| Offshore pump = 岸邊幫浦&lt;br /&gt;
| Oil refinery = 煉油廠&lt;br /&gt;
| One way valve = 逆止閥&lt;br /&gt;
| Overflow valve = 溢流閥&lt;br /&gt;
| Overgrowth jellynut soil = 增生果凍果土壤&lt;br /&gt;
| Overgrowth yumako soil = 增生玉瑪果土壤&lt;br /&gt;
| Oxide asteroid chunk = 含氧小行星碎片&lt;br /&gt;
| Passive provider chest = 被動出貨箱&lt;br /&gt;
| Pentapods = 五足蟲&lt;br /&gt;
| Pentapod egg = 五足蟲卵&lt;br /&gt;
| Personal laser defense equipment = 個人雷射防禦&lt;br /&gt;
| Personal roboport equipment = 機動無人機調度站&lt;br /&gt;
| Personal roboport mk2 equipment = 機動無人機調度站Ⅱ型&lt;br /&gt;
| Piercing rounds magazine = 穿甲彈匣&lt;br /&gt;
| Piercing shotgun shell = 穿甲霰彈彈匣&lt;br /&gt;
| Pipe = 水管&lt;br /&gt;
| Pipe to ground = 地下水管&lt;br /&gt;
| Pistol = 手槍&lt;br /&gt;
| Plastic bar = 塑膠棒&lt;br /&gt;
| Poison capsule = 劇毒膠囊&lt;br /&gt;
| Power armor = 動力裝甲&lt;br /&gt;
| Power armor MK2 = 動力裝甲Ⅱ型&lt;br /&gt;
| Power switch = 電源開關設施&lt;br /&gt;
| Processing unit = 處理器&lt;br /&gt;
| Production science pack = 生產科技包&lt;br /&gt;
| Productivity module = 產能組件&lt;br /&gt;
| Productivity module 2 = 產能組件Ⅱ&lt;br /&gt;
| Productivity module 3 = 產能組件Ⅲ&lt;br /&gt;
| Programmable speaker = 可程式揚聲器&lt;br /&gt;
| Promethium asteroid chunk = 鉕素小行星碎片&lt;br /&gt;
| Promethium science pack = 鉕素科技包&lt;br /&gt;
| Proxy container = 代理箱&lt;br /&gt;
| Pump = 幫浦&lt;br /&gt;
| Pumpjack = 鑽井幫浦&lt;br /&gt;
| Quality module = 品質組件&lt;br /&gt;
| Quality module 2 = 品質組件Ⅱ&lt;br /&gt;
| Quality module 3 = 品質組件Ⅲ&lt;br /&gt;
| Quantum processor = 量子處理器&lt;br /&gt;
| Radar = 雷達&lt;br /&gt;
| Rail = 鐵軌&lt;br /&gt;
| Rail chain signal = 鐵路連鎖號誌&lt;br /&gt;
| Rail ramp = 鐵軌斜坡&lt;br /&gt;
| Rail signal = 鐵路號誌&lt;br /&gt;
| Rail support = 鐵軌支架&lt;br /&gt;
| Railgun = 磁軌炮&lt;br /&gt;
| Railgun ammo = 磁軌炮彈藥&lt;br /&gt;
| Railgun turret = 磁軌炮塔&lt;br /&gt;
| Raw fish = 生魚&lt;br /&gt;
| Recycler = 回收機&lt;br /&gt;
| Red chest = 紅箱子&lt;br /&gt;
| Red wire = 紅訊號線&lt;br /&gt;
| Refined concrete = 鋼筋混凝土&lt;br /&gt;
| Refined hazard concrete = 警戒鋼筋混凝土&lt;br /&gt;
| Repair pack = 維修工具&lt;br /&gt;
| Requester chest = 進貨箱&lt;br /&gt;
| Roboport = 無人機調度站&lt;br /&gt;
| Rock = 岩石&lt;br /&gt;
| Rocket = 火箭彈&lt;br /&gt;
| Rocket fuel = 火箭燃料&lt;br /&gt;
| Rocket launcher = 火箭發射器&lt;br /&gt;
| Rocket part = 火箭零件&lt;br /&gt;
| Rocket silo = 火箭發射井&lt;br /&gt;
| Rocket turret = 火箭炮塔&lt;br /&gt;
| Satellite = 衛星&lt;br /&gt;
| Scrap = 廢料&lt;br /&gt;
| Selection tool = 選取工具&lt;br /&gt;
| Selector combinator = 選擇運算器&lt;br /&gt;
| Shotgun = 霰彈槍&lt;br /&gt;
| Shotgun shell = 霰彈彈匣&lt;br /&gt;
| Slipstack = 滑溜珊瑚層堆&lt;br /&gt;
| Slowdown capsule = 緩速膠囊&lt;br /&gt;
| Small electric pole = 小型電線桿&lt;br /&gt;
| Small lamp = 電燈&lt;br /&gt;
| Solar panel = 太陽能板&lt;br /&gt;
| Solar panel equipment = 攜帶式太陽能板&lt;br /&gt;
| Solid fuel = 固態燃料&lt;br /&gt;
| Space age = 太空時代&lt;br /&gt;
| Space platform foundation = 太空平台基座&lt;br /&gt;
| Space platform hub = 太空平台樞紐&lt;br /&gt;
| Space platform starter pack = 太空平台基座組&lt;br /&gt;
| Space science pack = 太空科技包&lt;br /&gt;
| Speed module = 加速組件&lt;br /&gt;
| Speed module 2 = 加速組件Ⅱ&lt;br /&gt;
| Speed module 3 = 加速組件Ⅲ&lt;br /&gt;
| Spidertron = 蜘蛛機甲&lt;br /&gt;
| Spidertron remote = 蜘蛛機甲遙控器&lt;br /&gt;
| Spidertron rocket launcher = 蜘蛛機甲火箭發射器&lt;br /&gt;
| Splitter = 分離器&lt;br /&gt;
| Spoilage = 腐爛物&lt;br /&gt;
| Spore = 孢子&lt;br /&gt;
| Stack inserter = 堆疊機械臂&lt;br /&gt;
| Steam engine = 蒸汽發電機&lt;br /&gt;
| Steam turbine = 蒸汽渦輪發電機&lt;br /&gt;
| Steel chest = 鋼箱&lt;br /&gt;
| Steel furnace = 鋼爐&lt;br /&gt;
| Steel plate = 鋼材&lt;br /&gt;
| Stingfrond = 倒刺纖維葉&lt;br /&gt;
| Stone = 石頭&lt;br /&gt;
| Stone brick = 石磚&lt;br /&gt;
| Stone furnace = 石爐&lt;br /&gt;
| Stone wall = 圍牆&lt;br /&gt;
| Storage chest = 回收箱&lt;br /&gt;
| Storage tank = 儲存槽&lt;br /&gt;
| Stromatolite = 疊層石&lt;br /&gt;
| Submachine gun = 衝鋒槍&lt;br /&gt;
| Substation = 變電所&lt;br /&gt;
| Sulfur = 硫磺&lt;br /&gt;
| Sulfuric acid geyser = 硫酸噴泉&lt;br /&gt;
| Sunnycomb = 陽光蜂冠&lt;br /&gt;
| Supercapacitor = 超級電容器&lt;br /&gt;
| Superconductor = 超導體&lt;br /&gt;
| Tank = 坦克&lt;br /&gt;
| Tank cannon = 坦克炮&lt;br /&gt;
| Tank flamethrower = 車載火焰噴射器&lt;br /&gt;
| Tank machine gun = 車載機槍&lt;br /&gt;
| Teflilly = 塑葉樹&lt;br /&gt;
| Tesla ammo = 特斯拉彈藥&lt;br /&gt;
| Tesla turret = 特斯拉炮塔&lt;br /&gt;
| Tesla gun = 特斯拉槍&lt;br /&gt;
| Thruster = 推進器&lt;br /&gt;
| Toolbelt equipment = 工具腰帶配備&lt;br /&gt;
| Top up valve = 補水閥&lt;br /&gt;
| Train stop = 車站&lt;br /&gt;
| Transport belt = 輸送帶&lt;br /&gt;
| Tree = 樹&lt;br /&gt;
| Tree seed = 樹木種子&lt;br /&gt;
| Tungsten carbide = 碳化鎢&lt;br /&gt;
| Tungsten ore = 鎢礦&lt;br /&gt;
| Tungsten plate = 鎢板&lt;br /&gt;
| Turbo loader = 渦輪裝卸機&lt;br /&gt;
| Turbo splitter = 渦輪分離器&lt;br /&gt;
| Turbo transport belt = 渦輪輸送帶&lt;br /&gt;
| Turbo underground belt = 渦輪地下輸送帶&lt;br /&gt;
| Underground belt = 地下輸送帶&lt;br /&gt;
| Upgrade planner = 升級規劃器&lt;br /&gt;
| Uranium cannon shell = 貧鈾穿甲彈&lt;br /&gt;
| Uranium fuel cell = 鈾燃料棒&lt;br /&gt;
| Uranium ore = 鈾礦&lt;br /&gt;
| Uranium rounds magazine = 貧鈾彈匣&lt;br /&gt;
| Uranium-235 = 鈾-235&lt;br /&gt;
| Uranium-238 = 鈾-238&lt;br /&gt;
| Utility science pack = 實用科技包&lt;br /&gt;
| Vehicle machine gun = 車載機槍&lt;br /&gt;
| Water cane = 水竹&lt;br /&gt;
| Water well pump = 水井幫浦&lt;br /&gt;
| Wood = 木頭&lt;br /&gt;
| Wooden chest = 木箱&lt;br /&gt;
| Yumako = 玉瑪果&lt;br /&gt;
| Yumako mash = 玉瑪果泥&lt;br /&gt;
| Yumako seed = 玉瑪果種子&lt;br /&gt;
| Yumako tree = 玉碼果樹&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Recipes --&amp;gt;&lt;br /&gt;
| Acid neutralisation = 酸中和&lt;br /&gt;
| Advanced carbonic asteroid crushing = 進階碳化小行星破碎&lt;br /&gt;
| Advanced metallic asteroid crushing = 進階金屬小行星破碎&lt;br /&gt;
| Advanced oil processing = 高等石油加工&lt;br /&gt;
| Advanced oxide asteroid crushing = 進階含氧小行星破碎&lt;br /&gt;
| Advanced thruster fuel = 先進推進器燃料&lt;br /&gt;
| Advanced thruster oxidizer = 先進推進器氧化劑&lt;br /&gt;
| Ammonia rocket fuel = 氨製火箭燃料&lt;br /&gt;
| Ammoniacal solution separation = 氨水分離&lt;br /&gt;
| Basic oil processing = 基礎石油加工&lt;br /&gt;
| Biolubricant = 生物潤滑油&lt;br /&gt;
| Bioplastic = 生物塑膠&lt;br /&gt;
| Biosulfur = 生物硫磺&lt;br /&gt;
| Burnt spoilage = 火燒腐爛物&lt;br /&gt;
| Carbonic asteroid crushing = 碳化小行星破碎&lt;br /&gt;
| Carbonic asteroid reprocessing = 碳化小行星再處理&lt;br /&gt;
| Casting copper = 鑄模銅板&lt;br /&gt;
| Casting copper cable = 鑄模銅電線&lt;br /&gt;
| Casting iron = 鑄模鐵板&lt;br /&gt;
| Casting iron gear wheel = 鑄模鐵齒輪&lt;br /&gt;
| Casting iron stick = 鑄模鐵棒&lt;br /&gt;
| Casting low density structure = 鑄模輕量化材料&lt;br /&gt;
| Casting pipe = 鑄模水管&lt;br /&gt;
| Casting pipe to ground = 鑄模地下水管&lt;br /&gt;
| Casting steel = 鑄模鋼材&lt;br /&gt;
| Coal liquefaction = 煤液化&lt;br /&gt;
| Coal synthesis = 合成煤&lt;br /&gt;
| Concrete from molten iron = 熔融鐵製混凝土&lt;br /&gt;
| Copper bacteria cultivation = 銅細菌培養&lt;br /&gt;
| Copper ore melting = 銅礦熔化&lt;br /&gt;
| Empty crude oil barrel = 清空原油桶&lt;br /&gt;
| Fish breeding = 養殖漁業&lt;br /&gt;
| Fluoroketone = 氟基酮&lt;br /&gt;
| Cooling hot fluoroketone = 熱氟基酮冷卻&lt;br /&gt;
| Heavy oil cracking = 重油裂解為輕油&lt;br /&gt;
| Ice melting = 融化冰塊&lt;br /&gt;
| Iron bacteria cultivation = 鐵細菌培養&lt;br /&gt;
| Iron ore melting = 鐵礦熔化&lt;br /&gt;
| Jellynut processing = 果凍果加工&lt;br /&gt;
| Kovarex enrichment process = 鈾增殖加工&lt;br /&gt;
| Light oil cracking = 輕油裂解為石油氣&lt;br /&gt;
| Metallic asteroid crushing = 金屬小行星破碎&lt;br /&gt;
| Metallic asteroid reprocessing = 金屬小行星再處理&lt;br /&gt;
| Molten copper from lava = 岩漿製熔融銅&lt;br /&gt;
| Molten iron from lava = 岩漿製熔融鐵&lt;br /&gt;
| Nuclear fuel reprocessing = 核燃料後加工&lt;br /&gt;
| Nutrients from bioflux = 生物精華製養份&lt;br /&gt;
| Nutrients from biter egg = 啃食蟲蟲卵製養份&lt;br /&gt;
| Nutrients from fish = 魚製養份&lt;br /&gt;
| Nutrients from spoilage = 腐爛物製養份&lt;br /&gt;
| Nutrients from yumako mash = 玉瑪果泥製養份&lt;br /&gt;
| Oxide asteroid crushing = 含氧小行星破碎&lt;br /&gt;
| Oxide asteroid reprocessing = 含氧小行星再處理&lt;br /&gt;
| Rocket fuel from jelly = 果凍製火箭燃料&lt;br /&gt;
| Scrap recycling = 廢料回收&lt;br /&gt;
| Simple coal liquefaction = 簡易煤液化&lt;br /&gt;
| Solid fuel from ammonia = 氨製固態燃料&lt;br /&gt;
| Solid fuel from heavy oil = 重油製固態燃料&lt;br /&gt;
| Solid fuel from light oil = 輕油製固態燃料&lt;br /&gt;
| Solid fuel from petroleum gas = 石油氣製固態燃料&lt;br /&gt;
| Steam condensation = 蒸汽冷凝&lt;br /&gt;
| Uranium processing = 鈾濃縮加工&lt;br /&gt;
| Wood processing = 木材加工&lt;br /&gt;
| Yumako processing = 玉瑪果加工&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluids --&amp;gt;&lt;br /&gt;
| Ammonia = 氨&lt;br /&gt;
| Ammoniacal solution = 氨水&lt;br /&gt;
| Crude oil = 原油&lt;br /&gt;
| Electrolyte = 電解液&lt;br /&gt;
| Fluorine = 氟&lt;br /&gt;
| Fluoroketone (cold) = 氟基酮（冷）&lt;br /&gt;
| Fluoroketone (hot) = 氟基酮（熱）&lt;br /&gt;
| Plasma = 電漿&lt;br /&gt;
| Heavy oil = 重油&lt;br /&gt;
| Holmium solution = 鈥水&lt;br /&gt;
| Lava = 岩漿&lt;br /&gt;
| Light oil = 輕油&lt;br /&gt;
| Lithium brine = 鋰鹽水&lt;br /&gt;
| Lubricant = 潤滑油&lt;br /&gt;
| Molten copper = 熔融銅&lt;br /&gt;
| Molten iron = 熔融鐵&lt;br /&gt;
| Petroleum gas = 石油氣&lt;br /&gt;
| Steam = 蒸汽&lt;br /&gt;
| Sulfuric acid = 硫酸&lt;br /&gt;
| Thruster fuel = 推進器燃料&lt;br /&gt;
| Thruster oxidizer = 推進器氧化劑&lt;br /&gt;
| Water = 水&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Locations --&amp;gt;&lt;br /&gt;
| Nauvis = 諾維斯星&lt;br /&gt;
| Aquilo = 阿魁洛星&lt;br /&gt;
| Fulgora = 弗戈拉星&lt;br /&gt;
| Gleba = 葛萊芭星&lt;br /&gt;
| Shattered planet = 破碎星球&lt;br /&gt;
| Solar system edge = 星系邊緣&lt;br /&gt;
| Vulcanus = 武卡努斯星&lt;br /&gt;
| Space platform = 太空平台&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Researches --&amp;gt;&lt;br /&gt;
| Advanced asteroid processing (research) = 進階小行星加工（研究）&lt;br /&gt;
| Advanced circuit (research) = 先進電路（研究）&lt;br /&gt;
| Advanced combinators (research) = 進階運算器（研究）&lt;br /&gt;
| Advanced material processing (research) = 高等材料加工（研究）&lt;br /&gt;
| Advanced oil processing (research) = 高等石油加工（研究）&lt;br /&gt;
| Agricultural science pack (research) = 農業科技包（研究）&lt;br /&gt;
| Agriculture (research) = 農業（研究）&lt;br /&gt;
| Artificial soil (research) = 人造土壤（研究）&lt;br /&gt;
| Artillery (research) = 火炮（研究）&lt;br /&gt;
| Artillery shell damage (research) = 火砲砲彈傷害（研究）&lt;br /&gt;
| Artillery shell range (research) = 火炮炮彈射程（研究）&lt;br /&gt;
| Artillery shell speed (research) = 火炮炮彈射速（研究）&lt;br /&gt;
| Asteroid productivity (research) = 小行星產能（研究）&lt;br /&gt;
| Asteroid reprocessing (research) = 小行星再處理（研究）&lt;br /&gt;
| Atomic bomb (research) = 核彈（研究）&lt;br /&gt;
| Automated rail transportation (research) = 自動化鐵路運輸（研究）&lt;br /&gt;
| Automation (research) = 自動化技術（研究）&lt;br /&gt;
| Automation science pack (research) = 自動化科技包（研究）&lt;br /&gt;
| Automobilism (research) = 汽車駕駛（研究）&lt;br /&gt;
| Bacteria cultivation (research) = 細菌培養（研究）&lt;br /&gt;
| Battery (research) = 電池（研究）&lt;br /&gt;
| Battery equipment (research) = 裝甲電池（研究）&lt;br /&gt;
| Battery mk2 equipment (research) = 裝甲電池Ⅱ型（研究）&lt;br /&gt;
| Battery mk3 equipment (research) = 裝甲電池Ⅲ型（研究）&lt;br /&gt;
| Belt immunity equipment (research) = 地錨配備（研究）&lt;br /&gt;
| Big mining drill (research) = 大型採礦機（研究）&lt;br /&gt;
| Biochamber (research) = 生物室（研究）&lt;br /&gt;
| Bioflux (research) = 生物精華（研究）&lt;br /&gt;
| Bioflux processing (research) = 生物精華加工（研究）&lt;br /&gt;
| Biolab (research) = 生物實驗室（研究）&lt;br /&gt;
| Biter egg handling (research) = 啃食蟲蟲卵控制（研究）&lt;br /&gt;
| Braking force (research) = 制動技術（研究）&lt;br /&gt;
| Bulk inserter (research) = 集運機械臂（研究）&lt;br /&gt;
| Calcite processing (research) = 方解石加工（研究）&lt;br /&gt;
| Captive biter spawner (research) = 圈養啃食蟲巢穴（研究）&lt;br /&gt;
| Captivity (research) = 圈養（研究）&lt;br /&gt;
| Carbon fiber (research) = 碳纖維（研究）&lt;br /&gt;
| Chemical science pack (research) = 化學科技包（研究）&lt;br /&gt;
| Circuit network (research) = 訊號網（研究）&lt;br /&gt;
| Cliff explosives (research) = 懸崖炸藥（研究）&lt;br /&gt;
| Coal liquefaction (research) = 煤液化（研究）&lt;br /&gt;
| Concrete (research) = 混凝土（研究）&lt;br /&gt;
| Construction robotics (research) = 建設無人機工學（研究）&lt;br /&gt;
| Cryogenic plant (research) = 低溫處理廠（研究）&lt;br /&gt;
| Cryogenic science pack (research) = 低溫科技包（研究）&lt;br /&gt;
| Defender (research) = 防衛者（研究）&lt;br /&gt;
| Destroyer (research) = 毀滅者（研究）&lt;br /&gt;
| Discharge defense equipment (research) = 放電防禦（研究）&lt;br /&gt;
| Distractor (research) = 干擾者（研究）&lt;br /&gt;
| Effect transmission (research) = 組件廣播技術（研究）&lt;br /&gt;
| Efficiency module (research) = 節能組件（研究）&lt;br /&gt;
| Electric energy accumulators 1 (research) = 蓄電器（研究）&lt;br /&gt;
| Electric energy distribution (research) = 電力傳輸（研究）&lt;br /&gt;
| Electric engine (research) = 電動引擎（研究）&lt;br /&gt;
| Electric mining drill (research) = 電能採礦機（研究）&lt;br /&gt;
| Electric weapons damage (research) = 電力武器傷害（研究）&lt;br /&gt;
| Electromagnetic plant (research) = 電磁工廠（研究）&lt;br /&gt;
| Electromagnetic science pack (research) = 電磁科技包（研究）&lt;br /&gt;
| Electronics (research) = 電子學（研究）&lt;br /&gt;
| Elevated rail (research) = 鐵路高架化（研究）&lt;br /&gt;
| Energy shield equipment (research) = 能量護盾裝備（研究）&lt;br /&gt;
| Energy shield mk2 equipment (research) = 能量護盾裝備Ⅱ型（研究）&lt;br /&gt;
| Engine (research) = 引擎（研究）&lt;br /&gt;
| Epic quality (research) = 史詩級品質（研究）&lt;br /&gt;
| Exoskeleton equipment (research) = 外骨骼裝備（研究）&lt;br /&gt;
| Explosive rocketry (research) = 高爆火箭學（研究）&lt;br /&gt;
| Explosives (research) = 炸藥（研究）&lt;br /&gt;
| Fast inserter (research) = 快速機械臂（研究）&lt;br /&gt;
| Fish breeding (research) = 養殖漁業（研究）&lt;br /&gt;
| Fission reactor equipment (research) = 攜帶式核分裂反應爐（研究）&lt;br /&gt;
| Flamethrower (research) = 火焰噴射器（研究）&lt;br /&gt;
| Flammables (research) = 易燃物（研究）&lt;br /&gt;
| Fluid handling (research) = 流體處理（研究）&lt;br /&gt;
| Fluid wagon (research) = 液罐車廂（研究）&lt;br /&gt;
| Follower robot count (research) = 追隨無人機數量（研究）&lt;br /&gt;
| Foundation (research) = 地基（研究）&lt;br /&gt;
| Foundry (research) = 鑄造廠（研究）&lt;br /&gt;
| Fusion reactor (research) = 核融合反應爐（研究）&lt;br /&gt;
| Fusion reactor equipment (research) = 攜帶式核融合反應爐（研究）&lt;br /&gt;
| Gate (research) = 自動門（研究）&lt;br /&gt;
| Gun turret (research) = 機槍炮塔（研究）&lt;br /&gt;
| Health (research) = 健康（研究）&lt;br /&gt;
| Heating tower (research) = 加熱塔（研究）&lt;br /&gt;
| Heavy armor (research) = 重型裝甲（研究）&lt;br /&gt;
| Holmium processing (research) = 鈥加工（研究）&lt;br /&gt;
| Inserter capacity bonus (research) = 機械臂運量加成（研究）&lt;br /&gt;
| Jellynut (research) = 果凍果（研究）&lt;br /&gt;
| Kovarex enrichment process (research) = 鈾增殖加工（研究）&lt;br /&gt;
| Lamp (research) = 電燈（研究）&lt;br /&gt;
| Land mine (research) = 地雷（研究）&lt;br /&gt;
| Landfill (research) = 人造陸地（研究）&lt;br /&gt;
| Laser (research) = 雷射（研究）&lt;br /&gt;
| Laser shooting speed (research) = 雷射射速（研究）&lt;br /&gt;
| Laser turret (research) = 雷射炮塔（研究）&lt;br /&gt;
| Laser weapons damage (research) = 雷射武器傷害（研究）&lt;br /&gt;
| Laser weapons damage (research) = 能量武器傷害（研究）&lt;br /&gt;
| Legendary quality (research) = 傳說級品質（研究）&lt;br /&gt;
| Lightning collector (research) = 閃電收集器（研究）&lt;br /&gt;
| Lithium processing (research) = 鋰加工（研究）&lt;br /&gt;
| Logistic robotics (research) = 物流無人機工學（研究）&lt;br /&gt;
| Logistic science pack (research) = 物流科技包（研究）&lt;br /&gt;
| Logistic system (research) = 物流系統（研究）&lt;br /&gt;
| Logistics (research) = 物流學（研究）&lt;br /&gt;
| Low density structure (research) = 輕量化材料（研究）&lt;br /&gt;
| Low density structure productivity (research) = 輕量化材料產能（研究）&lt;br /&gt;
| Lubricant (research) = 潤滑油（研究）&lt;br /&gt;
| Mech armor (research) = 機械裝甲（研究）&lt;br /&gt;
| Metallurgic science pack (research) = 冶金科技包（研究）&lt;br /&gt;
| Military (research) = 軍事學（研究）&lt;br /&gt;
| Military science pack (research) = 軍事科技包（研究）&lt;br /&gt;
| Mining productivity (research) = 開採產能（研究）&lt;br /&gt;
| Modular armor (research) = 模組化裝甲（研究）&lt;br /&gt;
| Modules (research) = 組件（研究）&lt;br /&gt;
| Night vision equipment (research) = 夜視配備（研究）&lt;br /&gt;
| Nuclear fuel reprocessing (research) = 核燃料後加工（研究）&lt;br /&gt;
| Nuclear power (research) = 核能發電（研究）&lt;br /&gt;
| Oil gathering (research) = 原油採集（研究）&lt;br /&gt;
| Oil processing (research) = 石油加工（研究）&lt;br /&gt;
| Overgrowth soil (research) = 增生土壤（研究）&lt;br /&gt;
| Personal laser defense equipment (research) = 個人雷射防禦（研究）&lt;br /&gt;
| Personal roboport equipment (research) = 機動無人機調度站（研究）&lt;br /&gt;
| Personal roboport mk2 equipment (research) = 機動無人機調度站Ⅱ型（研究）&lt;br /&gt;
| Physical projectile damage (research) = 動能武器傷害（研究）&lt;br /&gt;
| Planet discovery aquilo (research) = 發現阿魁洛星（研究）&lt;br /&gt;
| Planet discovery fulgora (research) = 發現弗戈拉星（研究）&lt;br /&gt;
| Planet discovery gleba (research) = 發現葛萊芭星（研究）&lt;br /&gt;
| Planet discovery vulcanus (research) = 發現武卡努斯星（研究）&lt;br /&gt;
| Plastic bar productivity (research) = 塑膠棒產能（研究）&lt;br /&gt;
| Plastics (research) = 塑膠（研究）&lt;br /&gt;
| Power armor (research) = 動力裝甲（研究）&lt;br /&gt;
| Power armor mk2 (research) = 動力護甲Ⅱ型（研究）&lt;br /&gt;
| Processing unit (research) = 處理器（研究）&lt;br /&gt;
| Processing unit productivity (research) = 處理器產能（研究）&lt;br /&gt;
| Production science pack (research) = 生產科技包（研究）&lt;br /&gt;
| Productivity module (research) = 產能組件（研究）&lt;br /&gt;
| Promethium science pack (research) = 鉕素科技包（研究）&lt;br /&gt;
| Quality module (research) = 品質組件（研究）&lt;br /&gt;
| Quantum processor (research) = 量子處理器（研究）&lt;br /&gt;
| Radar (research) = 雷達（研究）&lt;br /&gt;
| Rail support foundations (research) = 鐵軌支架地基（研究）&lt;br /&gt;
| Railgun (research) = 磁軌炮（研究）&lt;br /&gt;
| Railgun damage (research) = 磁軌炮傷害（研究）&lt;br /&gt;
| Railgun shooting speed (research) = 磁軌炮射速（研究）&lt;br /&gt;
| Railway (research) = 鐵路（研究）&lt;br /&gt;
| Recycling (research) = 回收（研究）&lt;br /&gt;
| Refined flammables (research) = 精煉易燃物（研究）&lt;br /&gt;
| Repair pack (research) = 維修工具（研究）&lt;br /&gt;
| Research productivity (research) = 研究產能（研究）&lt;br /&gt;
| Research speed (research) = 實驗室研究速度（研究）&lt;br /&gt;
| Robotics (research) = 無人機工學（研究）&lt;br /&gt;
| Rocket fuel (research) = 火箭燃料（研究）&lt;br /&gt;
| Rocket fuel productivity (research) = 火箭燃料產能（研究）&lt;br /&gt;
| Rocket part productivity (research) = 火箭零件產能（研究）&lt;br /&gt;
| Rocket silo (research) = 火箭發射井（研究）&lt;br /&gt;
| Rocket turret (research) = 火箭炮塔（研究）&lt;br /&gt;
| Rocketry (research) = 火箭學（研究）&lt;br /&gt;
| Scrap recycling productivity (research) = 廢料回收產能（研究）&lt;br /&gt;
| Solar energy (research) = 太陽能（研究）&lt;br /&gt;
| Solar panel equipment (research) = 攜帶式太陽能板（研究）&lt;br /&gt;
| Space platform (research) = 太空平台（研究）&lt;br /&gt;
| Space platform thruster (research) = 太空平台推進器（研究）&lt;br /&gt;
| Space science pack (research) = 太空科技包（研究）&lt;br /&gt;
| Speed module (research) = 加速組件（研究）&lt;br /&gt;
| Spidertron (research) = 蜘蛛機甲（研究）&lt;br /&gt;
| Stack inserter (research) = 堆疊機械臂（研究）&lt;br /&gt;
| Steam power (research) = 蒸汽發電（研究）&lt;br /&gt;
| Steel axe (research) = 鋼斧（研究）&lt;br /&gt;
| Steel plate productivity (research) = 鋼材產能（研究）&lt;br /&gt;
| Steel processing (research) = 鋼材加工（研究）&lt;br /&gt;
| Stone wall (research) = 石牆（研究）&lt;br /&gt;
| Stronger explosives (research) = 強化炸藥（研究）&lt;br /&gt;
| Sulfur processing (research) = 硫磺加工（研究）&lt;br /&gt;
| Tank (research) = 坦克（研究）&lt;br /&gt;
| Tesla weapons (research) = 特斯拉武器（研究）&lt;br /&gt;
| Toolbelt (research) = 工具腰帶（研究）&lt;br /&gt;
| Toolbelt equipment (research) = 工具腰帶配備（研究）&lt;br /&gt;
| Transport belt capacity (research) = 輸送帶堆疊層數（研究）&lt;br /&gt;
| Tree seeding (research) = 種樹（研究）&lt;br /&gt;
| Tungsten carbide (research) = 碳化鎢（研究）&lt;br /&gt;
| Tungsten steel (research) = 鎢鋼（研究）&lt;br /&gt;
| Turbo transport belt (research) = 渦輪輸送帶（研究）&lt;br /&gt;
| Uranium ammo (research) = 貧鈾彈藥（研究）&lt;br /&gt;
| Uranium mining (research) = 鈾礦開採（研究）&lt;br /&gt;
| Uranium processing (research) = 鈾濃縮加工（研究）&lt;br /&gt;
| Utility science pack (research) = 實用科技包（研究）&lt;br /&gt;
| Weapon shooting speed (research) = 武器射速（研究）&lt;br /&gt;
| Worker robots speed (research) = 作業無人機速度（研究）&lt;br /&gt;
| Worker robots storage (research) = 作業無人機運量（研究）&lt;br /&gt;
| Yumako (research) = 玉瑪果（研究）&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Function --&amp;gt;&lt;br /&gt;
| #default = {{{1}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Localisation templates|lang=none}}&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=Factorio:Editor_noticeboard&amp;diff=220034</id>
		<title>Factorio:Editor noticeboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Editor_noticeboard&amp;diff=220034"/>
		<updated>2026-09-18T12:49:09Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Misc Recurring tasks */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}This is the official editor noticeboard for the Factorio wiki. This is a general dispatcher page that editors seeking information about what to do or the state of the wiki can check.&lt;br /&gt;
&lt;br /&gt;
This wiki is the work of a team. The goal is for people to add information or bring it into better context, create images, or design the layout of the pages, with the end goal to provide an easy place for beginners to Factorio to gain information.&lt;br /&gt;
&lt;br /&gt;
The team communicates through the talk-pages (&amp;quot;Discussion&amp;quot; tab at the top) or through [https://forums.factorio.com/viewforum.php?f=50 the forum]. It&#039;s very important to check recent changes (&amp;quot;View History&amp;quot; tab at the top of the page). History will show you all the changes people have made to the page. Additionally, checking &amp;quot;Recent Changes&amp;quot; on the sidebar is also recommended. &#039;&#039;You can change the shown results in  preferences!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you need to contact an admin, the following admin is currently active:&lt;br /&gt;
&lt;br /&gt;
* Bilka ([[User_talk:Bilka|talk]])&lt;br /&gt;
&lt;br /&gt;
== Editor announcements == &lt;br /&gt;
&lt;br /&gt;
* The wiki is being updated to 2.1. We are always targeting the latest experimental version.&lt;br /&gt;
&lt;br /&gt;
== Links to monitor ==&lt;br /&gt;
These are links that should be checked over to ensure nothing strange is going on.&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Pages_with_broken_file_links|Pages with broken file links]] -- There are a few pages here that are here out of necessity (mainly templates and some sandboxes), ensure no new pages or existing main namespace pages pop up.&lt;br /&gt;
* [[Special:BrokenRedirects|Broken redirects]] -- Should only contain pages that are not yet translated, any pages that do not already exist in English should be removed&lt;br /&gt;
* [[Special:DoubleRedirects|Double redirects]] -- Must always stay empty. In the event of A&amp;gt;B&amp;gt;C, make A&amp;gt;C directly.&lt;br /&gt;
* [[Special:UnusedFiles|Unused files]] -- Ensure no new files appear here (from your perspective, some may be used in the future) and mark them for deletion.&lt;br /&gt;
* [[Factorio:Wanted pages|Wanted pages]] -- This page is updated periodically, check it if you&#039;re looking for pages to translate, or solving red links.&lt;br /&gt;
&lt;br /&gt;
== Misc Recurring tasks ==&lt;br /&gt;
These tasks are common maintenance and must be done repeatedly. &lt;br /&gt;
&lt;br /&gt;
; Correction :Read through the pages (of your language) and correct mistakes or bad language usage. Mistakes can include typos, outdated information, wrong information, bad formatting, etc. &lt;br /&gt;
&lt;br /&gt;
;Special page checking :Please be sure to look at special pages often, specifically ones concerning issues such as broken or double redirects, etc. Sorting out these problems makes the wiki more organized and sane.&lt;br /&gt;
&lt;br /&gt;
; Translation :Take an English page, copy the content into a sub-page with the language code (Eg /de for German) and translate it to your language. Please only translate if you speak the language very fluently or natively. Do note that templates like infoboxes and navboxed automatically translate. If they automatically translate incorrectly, edit the translation template for the language. (eg [[Template:Translation/de]] for German)&lt;br /&gt;
:: See also: &#039;&#039;[[Factorio:Translation guide|Translation guide]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Page design :This is about the look and feel of this wiki. Deep knowledge of Mediawiki&#039;s template system is not really needed, but will help. For the beginning just try to understand how the current templates work. Make your own test-page in your user-space and try to program around. It can be really fun because this task is more or less like programming. If you need assistance, be sure to check the &amp;quot;help&amp;quot; link on the sidebar of the Wiki, as it can give lots of information about the markup of the Mediawiki language.&lt;br /&gt;
&lt;br /&gt;
; Context :A context specialist focuses on providing context. Creating links between pages, setting up Navboxes, marking old pages for archive/deletion, etc. &#039;&#039;&#039;Please do not make large changes without consulting an admin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
; Community interaction :You may also field questions and assist other editors, or members of the greater community. If you are unsure, please refer the community member to an Admin.&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=220033</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=220033"/>
		<updated>2026-09-18T12:46:28Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* History */ Used official changelog line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|the liquid storage container|the armored combat vehicle|Tank}}&lt;br /&gt;
{{:Infobox:Storage tank}}&lt;br /&gt;
The &#039;&#039;&#039;storage tank&#039;&#039;&#039; is a building that can store up to 25,000 units of a [[Fluid system|fluid]]. It is a passive [[storage]] — it has no input and no output, essentially acting as volume increase of the [[pipe]] segment it is connected to. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
The storage tank is often used to store raw materials and excess products from [[oil processing]], allowing a [[oil refinery|refinery]] to run without interruptions. It can be used as short term buffer to keep up throughput for high volume recipes such as [[acid neutralisation]]{{SA}} and [[steam condensation]]{{SA}} to avoid the machines getting full or empty. It can also be connected to the [[circuit network]], sending the fluid contents as a signal to the network.&lt;br /&gt;
&lt;br /&gt;
Storage tanks are part of the fluid segment they are connected to, so they are always filled to the same percentage of capacity as the pipes that lead to it. As there is no real flow in the pipes, a storage tank is always filled evenly with the segment it is connected to, regardless of how far away an inflow is. If there are multiple storage tanks connected to the same pipe segment, they all have exactly the same fill state.&lt;br /&gt;
&lt;br /&gt;
The fluid inside the storage tank can be destroyed by flushing the storage tank or the whole fluid system in the GUI, or by mining and rebuilding the storage tank. The storage tank can be emptied without destroying the contained fluid by draining it with a [[pump]]. Mining a storage tank will send its contents to the next nearest storage tanks, if the fluids match.&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See also: [[Electric system#Steam tanks as power storage|Steam tanks as power storage]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Storage tanks can also be used as a replacement for [[accumulator|accumulators]]. If steam consumption by [[steam engine]]s or [[steam turbine|turbines]] changes a lot over a daily cycle (for example due to [[solar panel]]s or [[laser turret]]s), storage tanks can be filled with steam during low power usage and then emptied during heavy load.&lt;br /&gt;
&lt;br /&gt;
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C steam stores 750MJ.&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
* 1 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; can store 25,000 units of 500ºC steam.&lt;br /&gt;
* 1 [[Steam turbine]] can output 5,820kW = 5,820kJ/s using 60 units of 500ºC steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 steam turbine working at full capacity for 25,000 ∕ 60 ≈ 416.6667s&lt;br /&gt;
* A Storage tank can store up to 25,000 ∕ 60 × 5,820 = &#039;&#039;&#039;2,425,000kJ&#039;&#039;&#039; using 500ºC steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; can store 25,000 units of 165ºC steam.&lt;br /&gt;
* 1 [[Steam engine]] can output 900kW = 900kJ/s using 30 units of 165ºC steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 steam engine working for 25,000 ∕ 30 ≈ 833.3333s&lt;br /&gt;
* A Storage tank can store up to 25,000 ∕ 30 × 900 = &#039;&#039;&#039;750,000kJ&#039;&#039;&#039; using 165ºC steam.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px heights=200px&amp;gt;&lt;br /&gt;
File:Storage tank GUI.png|The storage tank&#039;s GUI with the ability to clear the contained fluid.&lt;br /&gt;
File:storagetank.png|Four storage tanks linked together to form a large storage facility.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Storage tank fluid volume increases with quality.}}&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.12|&lt;br /&gt;
* Fluid icon now scales with size of tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Liquid inside can be seen through a small window.&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Storage tank has 2.5 times bigger capacity (25000 litres) and takes longer to mine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_wagon&amp;diff=220032</id>
		<title>Fluid wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_wagon&amp;diff=220032"/>
		<updated>2026-09-18T12:45:30Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* History */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Fluid wagon}}&lt;br /&gt;
The &#039;&#039;&#039;fluid wagon&#039;&#039;&#039;, also known as the &#039;&#039;&#039;rail tanker&#039;&#039;&#039;, is capable of transporting [[fluid system|fluids]] by [[rail]]. Fluids can be pumped in and out of the wagon using a [[pump]], each fluid wagon can have a maximum of 3 pumps attached at one time, 1 per tank section.&lt;br /&gt;
Similar to [[cargo wagon]]s, a [[locomotive]] is required to move the liquid wagon.&lt;br /&gt;
&lt;br /&gt;
The fluid wagon can carry 50,000 units of fluid. It weighs the same of the regular cargo wagon but holds more fluid; a cargo wagon filled with [[barrel]]s can carry 20,000 units of fluid.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
To get fluid into the fluid wagon, you need a [[Railway#Stations|train station]] with pumps.&lt;br /&gt;
&lt;br /&gt;
The wagon needs to be aligned with the rail grid; do this by using a [[train stop]] as a [[Railway#Train_schedule|train schedule]] destination, and a fueled locomotive.&lt;br /&gt;
&lt;br /&gt;
Also make sure that the [[rail]]s under the Fluid wagon are &#039;&#039;&#039;straight rails&#039;&#039;&#039; and not &#039;&#039;&#039;curved rails&#039;&#039;&#039;. The pumps will only work if the wagon is perfectly orthogonal to the grid.&lt;br /&gt;
&lt;br /&gt;
[[File:Fluid wagon load.gif|frame|none|Pump transferring fluids to a fluid wagon.]]&lt;br /&gt;
&lt;br /&gt;
== Load and unload times ==&lt;br /&gt;
Using more [[pump]]s per wagon reduces (un)loading time. A maximum of 3 pumps can be used for each wagon. Pump [[quality]]{{SA}} affects pumping speed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Time in seconds to transfer a full fluid-wagon&lt;br /&gt;
! Pump quality !! 1 pump !! 2 pumps !! 3 pumps&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_normal.png|24px|alt=Normal]] || 42 || 29 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_uncommon.png|24px|alt=Uncommon]] || 33 || 17 || 11&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_rare.png|24px|alt=Rare]] || 27 || 14 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_epic.png|24px|alt=Epic]] || 22 || 11 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quality_legendary.png|24px|alt=Legendary]]  || 17 || 9 || 6&lt;br /&gt;
|}&lt;br /&gt;
Times given are rounded up.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Fluid wagon fluid storage volume increases with quality.}}&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Capacity increased from 25000 to 50000 to make fluid wagons more compelling compared to the new pipe mechanics.&lt;br /&gt;
}}&lt;br /&gt;
{{History|0.16.8|&lt;br /&gt;
* Changed fluid wagon capacity from 75k to 25k (same as storage tank).&lt;br /&gt;
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).&lt;br /&gt;
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.}}&lt;br /&gt;
{{History|0.16.7|&lt;br /&gt;
* Simplified to contain just 1 fluid instead of having 3 different fluid tanks.}}&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;br /&gt;
{{C|Rolling stock}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:SpaceNav&amp;diff=220031</id>
		<title>Template:SpaceNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:SpaceNav&amp;diff=220031"/>
		<updated>2026-09-18T11:29:33Z</updated>

		<summary type="html">&lt;p&gt;Bilka: 2.1.19&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 bay}}&lt;br /&gt;
* {{NavboxIconLink|Landing pad unloading bay}}&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|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:Inventory&amp;diff=220030</id>
		<title>Template:Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Inventory&amp;diff=220030"/>
		<updated>2026-09-18T11:29:30Z</updated>

		<summary type="html">&lt;p&gt;Bilka: 2.1.19&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 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:Landing pad unloading bay.png|32px|link=Landing pad unloading bay{{If language suffix}}|{{Translation|Landing pad unloading 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: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: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=Version_history/2.1.0&amp;diff=220028</id>
		<title>Version history/2.1.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/2.1.0&amp;diff=220028"/>
		<updated>2026-09-18T10:20:09Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed changelog based on upcoming fix in the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.1.19 ==&lt;br /&gt;
Date: 16.09.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed unable to throw grenades and other capsules. ([https://forums.factorio.com/136149 more])&lt;br /&gt;
== 2.1.18 ==&lt;br /&gt;
Date: 16.09.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Custom minimum payload of a platform request is now respected by rockets carrying multiple different items. ([https://forums.factorio.com/134654 more])&lt;br /&gt;
* {{SA}} Removed &amp;quot;Military science pack&amp;quot; technology prerequisite from the &amp;quot;Health&amp;quot; technology.&lt;br /&gt;
* Updated working sounds for assembling machines.&lt;br /&gt;
* Updated Steamworks SDK to v1.65.&lt;br /&gt;
* Changed chat coloring so only player names are colored.&lt;br /&gt;
* Added side button for opening alerts configuration GUI.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Improved performance of inserters with spoil priority.&lt;br /&gt;
* Improved performance of pollution update when all trees on a chunk no longer accept pollution damage.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that map-preview-planet would silently ignore invalid planets. ([https://forums.factorio.com/135896 more])&lt;br /&gt;
* Fixed furnaces could void fluid product when output fluid box is occupied by another fluid. ([https://forums.factorio.com/135912 more])&lt;br /&gt;
* Fixed that go-to-mod was off by one when searching in some cases. ([https://forums.factorio.com/135939 more])&lt;br /&gt;
* Fixed LuaPlayer::drag_wire return value. ([https://forums.factorio.com/135292 more])&lt;br /&gt;
* Fixed that upgrading locomotives didn&#039;t preserve colors. ([https://forums.factorio.com/135962 more])&lt;br /&gt;
* Fixed a rare crash when removing platform requests already assigned to rocket silos. ([https://forums.factorio.com/135958 more])&lt;br /&gt;
* Fixed electric network bars in electric pole tooltip did not match behavior of bars in network statistics gui. ([https://forums.factorio.com/135966 more])&lt;br /&gt;
* Fixed that items would be auto-looted while flying in rockets/cargo pods. ([https://forums.factorio.com/135791 more])&lt;br /&gt;
* Fixed offshore pump ghost being revivable before required tile ghost is revived. ([https://forums.factorio.com/119110 more])&lt;br /&gt;
* Fixed incorrect agricultural tower tile visualisations in some modded cases. ([https://forums.factorio.com/135865 more])&lt;br /&gt;
* Fixed debug adapter not showing correct information when tailcall is involved. ([https://forums.factorio.com/136016 more])&lt;br /&gt;
* Fixed a crash when using swap-players while one of them had the technology GUI open. ([https://forums.factorio.com/136007 more])&lt;br /&gt;
* Fixed that the fluid GUI would stretch vertically when it didn&#039;t need to. ([https://forums.factorio.com/136000 more])&lt;br /&gt;
* Fixed that GPS pings would persist after using player.clear_console(). ([https://forums.factorio.com/136052 more])&lt;br /&gt;
* Fixed that biters could fail to attack diagonal entities. ([https://forums.factorio.com/135783 more])&lt;br /&gt;
* Fixed that the on_rocket_launch_ordered event did not contain player_index. ([https://forums.factorio.com/136077 more])&lt;br /&gt;
* Fixed a crash when clicking the active-technology button when saving in multiplayer. ([https://forums.factorio.com/136067 more])&lt;br /&gt;
* Fixed a crash when using LuaSimulation::control_press(). ([https://forums.factorio.com/136043 more])&lt;br /&gt;
* Fixed that platform asteroid impacts didn&#039;t work correctly when hitting platforms from the sides. ([https://forums.factorio.com/136047 more])&lt;br /&gt;
* Fixed a crash when segmented unit node count is small. ([https://forums.factorio.com/136081 more])&lt;br /&gt;
* Fixed that LuaEntity::set_fluid and add_fluid would put fluid into ghosts. ([https://forums.factorio.com/136066 more])&lt;br /&gt;
* Fixed a desync related to setting tree progress using LuaEntity::tree_stage_index.&lt;br /&gt;
* Fixed automatic rocket requests not ordering extra items when custom minimum payload was equal to the requested amount.&lt;br /&gt;
* Fixed a desync when spidertrons are killed and rebuilt in some cases. ([https://forums.factorio.com/136114 more])&lt;br /&gt;
* Fixed that construction robots in a network with full storage chests and holding items rocket silos used for crafting were blocking automated rocket silos which wanted items held by the robots. ([https://forums.factorio.com/135478 more])&lt;br /&gt;
* Fixed color signal order in GUI to match order in color signal mapping. ([https://forums.factorio.com/136095 more])&lt;br /&gt;
* Fixed that remote-removal requests didn&#039;t show properly in the inserter GUI. ([https://forums.factorio.com/136126 more])&lt;br /&gt;
* Fixed that blueprint selection counts didn&#039;t account for entities to be upgraded. ([https://forums.factorio.com/136106 more])&lt;br /&gt;
* Fixed that upgrade planners let entities bypass surface conditions. ([https://forums.factorio.com/136102 more])&lt;br /&gt;
* Fixed that LuaRendering::dash_offset did not work nicely for short lines. ([https://forums.factorio.com/136006 more])&lt;br /&gt;
* Fixed that hidden technologies still made some visible noise when researched. ([https://forums.factorio.com/135997 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;migrates_from&amp;quot; to info.json, allows mod to take ownership of storage, script inventories, gui elements and render objects of removed mod.&lt;br /&gt;
* Added ItemPrototype::science_capacity.&lt;br /&gt;
* Added QualityPrototype::science_capacity_multiplier.&lt;br /&gt;
* Added ItemPrototype::quality_affects_spoil_ticks.&lt;br /&gt;
* Removed PollutionSettings::max_pollution_to_restore_trees.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaGuiElement::secondary_number read/write.&lt;br /&gt;
* Added LuaTransportLine::get_item_position().&lt;br /&gt;
* Added LuaRenderObject::tall read/write.&lt;br /&gt;
== 2.1.17 ==&lt;br /&gt;
Date: 26.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that in some cases labs &amp;quot;set research&amp;quot; wouldn&#039;t mark the active research as set-by-lab-behavior. ([https://forums.factorio.com/135855 more])&lt;br /&gt;
* Fixed that some some tooltips were too hard to show in graph widgets. ([https://forums.factorio.com/135859 more])&lt;br /&gt;
* Fixed cannot build sound playing twice for underground belts and pipes. ([https://forums.factorio.com/135851 more])&lt;br /&gt;
* Fixed that Steam achievements did not unlock due to updating the Steamworks SDK. ([https://forums.factorio.com/135856 more])&lt;br /&gt;
* Fixed issue with autofilling tiles for blueprints where entities share a tile. ([https://forums.factorio.com/135667 more])&lt;br /&gt;
* Fixed some artifacts with some transition images. ([https://forums.factorio.com/134507 more])&lt;br /&gt;
* Fixed that the disabled-achievements-confirmation message wouldn&#039;t show when using the peaceful mode or no enemies options. ([https://forums.factorio.com/135162 more])&lt;br /&gt;
* Fixed unreliable performance of control behavior update. ([https://forums.factorio.com/134218 more])&lt;br /&gt;
* Fixed that elevated rail ends didn&#039;t render correctly. ([https://forums.factorio.com/135809 more])&lt;br /&gt;
* Fixed that non-neutral robots would attempt to build neutral ghosts. ([https://forums.factorio.com/135740 more])&lt;br /&gt;
== 2.1.16 ==&lt;br /&gt;
Date: 24.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when opening the production statistics GUI when the previous selected tab was the &amp;quot;all&amp;quot; tab. ([https://forums.factorio.com/135843 more])&lt;br /&gt;
* Potentially fixed an issue with trackpad scrolling on macOS. ([https://forums.factorio.com/135842 more])&lt;br /&gt;
== 2.1.15 ==&lt;br /&gt;
Date: 24.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Added technology prerequisite to &amp;quot;Transport belt capacity 2&amp;quot;: it now requires &amp;quot;Inserter capacity bonus 7&amp;quot; to be researched.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that go-to-mod didn&#039;t work when searching hid the mod-to-go-to in the manage mods GUI. ([https://forums.factorio.com/134687 more])&lt;br /&gt;
* Fixed that many machines with passthrough ports would continue to produce and consume fluid from overextended pipelines.&lt;br /&gt;
* Fixed upgrading lamps would not preserve color. ([https://forums.factorio.com/135519 more])&lt;br /&gt;
* Fixed a crash when rendering linked belt without structure sprites.&lt;br /&gt;
* Fixed technology effect tooltips were showing incorrect values. ([https://forums.factorio.com/116018 more])&lt;br /&gt;
* Fixed that equipping armor with the shift-click shortcut would also send the next item in your inventory to a logistic trash slot. ([https://forums.factorio.com/135497 more])&lt;br /&gt;
* Fixed that nuclear ground was not counted as unlocked in Factoriopedia when unlocking atomic bombs. ([https://forums.factorio.com/135604 more])&lt;br /&gt;
* Fixed that the map preview GUI did not scale with GUI scale. ([https://forums.factorio.com/135623 more])&lt;br /&gt;
* Fixed that shift-click to select-and-confirm in the lab technology selection GUI did not work correctly. ([https://forums.factorio.com/135527 more])&lt;br /&gt;
* Fixed that rich-text recipe-with-quality tooltips did not work correctly. ([https://forums.factorio.com/135450 more])&lt;br /&gt;
* Fixed that changing fluid prototype temperature limits would not apply the new temperature limits to existing in-game fluids.&lt;br /&gt;
* Fixed asteroid collectors with filters set by control behavior could fail to track asteroid chunks when signals changed during tracking update cooldown. ([https://forums.factorio.com/135678 more])&lt;br /&gt;
* Fixed character legs were moving wrong way when walking and shooting. ([https://forums.factorio.com/132780 more])&lt;br /&gt;
* Fixed issues with the surface list GUI and scrolling. ([https://forums.factorio.com/135683 more])&lt;br /&gt;
* Fixed that space platform trash could over-fill landing pads. ([https://forums.factorio.com/135336 more])&lt;br /&gt;
* Fixed that the entity preview for the tesla turret was too small. ([https://forums.factorio.com/135570 more])&lt;br /&gt;
* Fixed that the capture robot rocket was shown in the technology bonus tooltip. ([https://forums.factorio.com/135628 more])&lt;br /&gt;
* Fixed that reordering shortcuts did not work correctly when some were hidden. ([https://forums.factorio.com/135658 more])&lt;br /&gt;
* Fixed tile buildability rules would not check all rules for rule overlaps when building entities in some cases. ([https://forums.factorio.com/135178 more])&lt;br /&gt;
* Fixed blueprint library quickbar interaction when the player inventory is 100% full. ([https://forums.factorio.com/131285 more])&lt;br /&gt;
* Fixed that confirming the maximum value field in orbital requests did not always work. ([https://forums.factorio.com/132071 more])&lt;br /&gt;
* Fixed that Factoriopedia wouldn&#039;t show fluid recycling recipes if not merged with a recipe. ([https://forums.factorio.com/135491 more])&lt;br /&gt;
* Fixed that chart rendering did not render all layers. ([https://forums.factorio.com/135368 more])&lt;br /&gt;
* Fixed that underground belt contents would get counted twice in deconstruction planner tooltips. ([https://forums.factorio.com/135587 more])&lt;br /&gt;
* Fixed a crash when mods replace cargo bays during cargo bay fast-replace. ([https://forums.factorio.com/135586 more])&lt;br /&gt;
* Fixed a soft-lock when dying while the undo-confirmation GUI is open. ([https://forums.factorio.com/135665 more])&lt;br /&gt;
* Fixed that multiplayer latency would think your main inventory had items from your ammo/weapons/armor. ([https://forums.factorio.com/134278 more])&lt;br /&gt;
* Fixed a crash when crafting machine with burner energy source is deactivated by script during update. ([https://forums.factorio.com/135736 more])&lt;br /&gt;
* Fixed recipe crafting speed prediction was not accounting for quality upgrades. ([https://forums.factorio.com/135764 more])&lt;br /&gt;
* Fixed that the graph widget did not handle negative values. ([https://forums.factorio.com/135583 more])&lt;br /&gt;
* Fixed remotely driven car in latency colliding with character with mecharmer causing a crash. ([https://forums.factorio.com/134544 more])&lt;br /&gt;
* Fixed a crash when super force building modded enemy spawners using blueprints. ([https://forums.factorio.com/135804 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added EntityPrototype::ghost_build_sound.&lt;br /&gt;
* RocketSiloPrototype::rocket_parts_storage_cap accepts all values down to 0. This can be used to disable crafting of second rocket.&lt;br /&gt;
* Added CircuitConnectorSprites::render_layer and secondary_draw_order.&lt;br /&gt;
* Circuit connector for inserter no longer defaults to drawing on &amp;quot;floor&amp;quot; render layer.&lt;br /&gt;
* Circuit connector for train stops no longer defaults to drawing on &amp;quot;train-stop-top&amp;quot; render layer.&lt;br /&gt;
* Circuit connector for asteroid collector no longer defaults to drawing on &amp;quot;higher-object-under&amp;quot; render layer.&lt;br /&gt;
* Circuit connector for rocket silo no longer defaults to drawing with secondary draw order of 70.&lt;br /&gt;
* Removed LoaderPrototype::circuit_connector_layer. Use CircuitConnectorSprites::render_layer instead.&lt;br /&gt;
* Removed RailSignalPictureSet::circuit_connector_render_layer. Use CircuitConnectorSprites::render_layer instead.&lt;br /&gt;
* Removed CraftingMachineGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.&lt;br /&gt;
* Removed MiningDrillGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Changed LuaControl::opened to support reading/writing the opened tile when in the map editor.&lt;br /&gt;
* Changed LuaControl::opened to support opening the permissions GUI, and server config GUI, and player management GUI when allowed.&lt;br /&gt;
* Changed LuaControl::opened to support opening the alerts GUI.&lt;br /&gt;
* Added LuaEntity::potential_effects read.&lt;br /&gt;
* Added LuaSpacePlatform::completed_trips read/write.&lt;br /&gt;
* Reworked LuaSimulation::get_widget_position() - it no longer accepts data/data2 strings and now uses 1-based indexing.&lt;br /&gt;
* Added &amp;quot;simple-item-with-quality-slot&amp;quot; to SimulationWidgetType.&lt;br /&gt;
* Replaced LuaGroup with LuaItemGroup and LuaItemSubGroup.&lt;br /&gt;
* Added on_next_day_started event.&lt;br /&gt;
== 2.1.14 ==&lt;br /&gt;
Date: 06.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a space platform consistency error when loading saves games with platforms at non-planet space locations. ([https://forums.factorio.com/135464 more])&lt;br /&gt;
* Fixed achievements being failed on update due to expansion setting changes. ([https://forums.factorio.com/135462 more])&lt;br /&gt;
* Fixed a crash when upgrading entities in some cases. ([https://forums.factorio.com/135470 more])&lt;br /&gt;
* Fixed biter expansion bases could sometimes be all worms or all spawners. ([https://forums.factorio.com/134800 more])&lt;br /&gt;
* Fixed underground belt building over belt was not rotating cursor. ([https://forums.factorio.com/135468 more])&lt;br /&gt;
* Fixed a crash when loading save file with &amp;quot;no storage&amp;quot; alert pinned.&lt;br /&gt;
* Fixed substation red and green circuit connectors were swapped in some orientations. ([https://forums.factorio.com/135474 more])&lt;br /&gt;
* Fixed mod explore pane scroll bars were not appearing. ([https://forums.factorio.com/135477 more])&lt;br /&gt;
== 2.1.13 ==&lt;br /&gt;
Date: 05.08.2026&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added interface setting for zooming towards the cursor in contexts that support it.&lt;br /&gt;
* Added an alert when an expansion base is built in a chunk with active radar coverage.&lt;br /&gt;
* {{SA}} Added support for platform transfers at non-planet space locations (e.g solar system edge). ([https://forums.factorio.com/134216 more])&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Adjusted space parallax such that stars move less than planet.&lt;br /&gt;
* {{SA}} Fulfilled platform construction requests will no longer block platform to platform transfers. ([https://forums.factorio.com/135042 more])&lt;br /&gt;
* {{SA}} Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.&lt;br /&gt;
* {{SA}} Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).&lt;br /&gt;
* {{SA}} Fulgoran ruins will be selectable by deconstruction planners with &#039;Trees/rocks only&#039; enabled.&lt;br /&gt;
* Increased expansion group build base cooldown from 5 seconds to 30 seconds.&lt;br /&gt;
* Reduced early game max enemy expansion group size from 20 to 10.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed captive biter spawners and burner mining drills would show potential beacons when not affected by them. ([https://forums.factorio.com/135240 more])&lt;br /&gt;
* Fixed that migrating container entity inventory types would not preserve the bar limit when in blueprints. ([https://forums.factorio.com/134866 more])&lt;br /&gt;
* Fixed a layering issue with the cargo landing pad unloader. ([https://forums.factorio.com/134158 more])&lt;br /&gt;
* Fixed a tooltip layout issue related to multiline text. ([https://forums.factorio.com/132592 more])&lt;br /&gt;
* Fixed recipe tooltip showing incorrect value when custom tooltip fields were used. ([https://forums.factorio.com/135249 more])&lt;br /&gt;
* Fixed factoriopedia was not showing some tiles as possible source of fluid. ([https://forums.factorio.com/135239 more])&lt;br /&gt;
* Fixed some buttons in factoriopedia related to spoil results would not open related entity page. ([https://forums.factorio.com/135238 more])&lt;br /&gt;
* Fixed a crash when clearing assembler trash slots in some cases. ([https://forums.factorio.com/135224 more])&lt;br /&gt;
* Fixed inserter arrow would point at incorrect spot of underground belt when rendering a blueprint preview. ([https://forums.factorio.com/135220 more])&lt;br /&gt;
* Fixed capitalisation of locale for station related conditions. ([https://forums.factorio.com/135236 more])&lt;br /&gt;
* Fixed potential effects were not accounting for beacon quality upgrades. ([https://forums.factorio.com/134337 more])&lt;br /&gt;
* Fixed building parametrised blueprint with train stops could fail to copy color of existing train stop. ([https://forums.factorio.com/135106 more])&lt;br /&gt;
* Fixed some miniscule problems with medium volcanic rock decorative. ([https://forums.factorio.com/134892 more])&lt;br /&gt;
* Fixed ProductionHealthEffect::damage_type was not loaded properly.&lt;br /&gt;
* Fixed auto trash was not working with car burner. ([https://forums.factorio.com/135303 more])&lt;br /&gt;
* Fixed that multi-level technologies would let you set a trigger although it never worked. ([https://forums.factorio.com/135304 more])&lt;br /&gt;
* Fixed numpad text entry on macOS. ([https://forums.factorio.com/135195 more])&lt;br /&gt;
* Fixed a crash when hidden shortcuts are clicked through other means. ([https://forums.factorio.com/135273 more])&lt;br /&gt;
* Fixed that manual fast-replacing rolling stocks would not snap with different prototypes. ([https://forums.factorio.com/134694 more])&lt;br /&gt;
* Fixed a crash when rolling stock tries to connect to another rolling stock over an occupied rail connection. ([https://forums.factorio.com/135302 more])&lt;br /&gt;
* Fixed misleading quality control tooltip when quality change and min quality are used at the same time. ([https://forums.factorio.com/135319 more])&lt;br /&gt;
* Fixed inconsistend turning direction when reversing a train while not in a locomotive, in steering driving mode.&lt;br /&gt;
* Fixed incorrect and inconsistent movement when driving a train while not in a locomotive, in heading driving mode. ([https://forums.factorio.com/134814 more])&lt;br /&gt;
* Fixed foundation glow in the dark transition between lava and default ([https://forums.factorio.com/134300 more])&lt;br /&gt;
* Fixed an issue with switching between remote view and normal view when holding items in trains. ([https://forums.factorio.com/132586 more])&lt;br /&gt;
* Fixed a crash when a script would modify unit group or group commands during the `on_build_base_arrived` event. ([https://forums.factorio.com/135356 more])&lt;br /&gt;
* Fixed expansion groups would try to build too close to player buildings. ([https://forums.factorio.com/135335 more])&lt;br /&gt;
* Fixed an issue with parameters and removing entities from blueprints. ([https://forums.factorio.com/135301 more])&lt;br /&gt;
* Fixed construction robots from a stationary network could sometimes build roboports without consuming roboport item. ([https://forums.factorio.com/135379 more])&lt;br /&gt;
* Fixed inserter could get stuck when trying to insert wrong item when assembler has different wrong item in dump inventory. ([https://forums.factorio.com/135345 more])&lt;br /&gt;
* Fixed that train stop lengths were using the wrong limits. ([https://forums.factorio.com/126764 more])&lt;br /&gt;
* Fixed rocket rush scenario lobby not placing out-of-map tiles when playing base only. ([https://forums.factorio.com/135343 more])&lt;br /&gt;
* Fixed an issue with drag building buildable-off-grid entities. ([https://forums.factorio.com/135191 more])&lt;br /&gt;
* Fixed that the game menu would be behind the technology GUI if opened while the game was paused. ([https://forums.factorio.com/134173 more])&lt;br /&gt;
* Fixed that fluid input scaling didn&#039;t scale enough. ([https://forums.factorio.com/135436 more])&lt;br /&gt;
* Fixed that space platform request tooltips would show irrelevant information in some cases. ([https://forums.factorio.com/135219 more])&lt;br /&gt;
* Fixed a migration crash related to roboport charge spots. ([https://forums.factorio.com/134933 more])&lt;br /&gt;
* Improved fuel top speed modifies with cars/tanks. ([https://forums.factorio.com/134551 more])&lt;br /&gt;
* Fixed upgrading undergrounds was flipping the cursor. ([https://forums.factorio.com/116547 more])&lt;br /&gt;
* Fixed failing to build undergrounds could flip the cursor. ([https://forums.factorio.com/133833 more])&lt;br /&gt;
* Fixed that clicked_sprite and hovered_sprite overwrote each other. ([https://forums.factorio.com/135446 more])&lt;br /&gt;
* Fixed that super-force-building did not respect the map editor ignore tile conditions setting. ([https://forums.factorio.com/133632 more])&lt;br /&gt;
* Fixed that clicking outside of the combinator description edit would close the GUI. ([https://forums.factorio.com/134455 more])&lt;br /&gt;
* Fixed a fluid burning boiler not playing its working sound. ([https://forums.factorio.com/133741 more])&lt;br /&gt;
* Fixed Nauvis planted tree not being as effective for absorbing polution because it had less &amp;quot;damaged leaves&amp;quot; stages compared to 2.0. ([https://forums.factorio.com/134307 more])&lt;br /&gt;
* Fixed that equipment in vehicle grids was not preserved through undo/redo when mining the vehicle. ([https://forums.factorio.com/134505 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added UtilitySounds::machine_gui_open and machine_gui_close.&lt;br /&gt;
* Added FluidEnergySourcePrototype::hide_from_stats.&lt;br /&gt;
* Added BurnerPrototype::hide_from_stats.&lt;br /&gt;
* Added EffectReceiver::uses_local_effect.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added on_player_super_forced_selected_area event. ([https://forums.factorio.com/127217 more])&lt;br /&gt;
* Added LuaQualityPrototype::get_roll_chances().&lt;br /&gt;
* Added LuaBurnerPrototype::burner_usage read.&lt;br /&gt;
* Added LuaForce::get_space_platforms().&lt;br /&gt;
* Added LuaEntity::local_effect read/write.&lt;br /&gt;
== 2.1.12 ==&lt;br /&gt;
Date: 21.07.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed rocket silo circuit &#039;Read orbital requests&#039; to not include platform only requests.&lt;br /&gt;
* Changed platform requests importing from platforms to allow providing the item to cargo landing pads.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that the browse games GUI wouldn&#039;t show the vertical scroll bar in some cases. ([https://forums.factorio.com/134607 more])&lt;br /&gt;
* Fixed that ghost fuel requests could exceed the fuel stack size. ([https://forums.factorio.com/134841 more])&lt;br /&gt;
* Fixed music and wind sounds being affected by low pass filter. ([https://forums.factorio.com/134791 more])&lt;br /&gt;
* Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)&lt;br /&gt;
* Fixed that expansion groups would wait indefinitely for all members to arrive. ([https://forums.factorio.com/134848 more])&lt;br /&gt;
* Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. ([https://forums.factorio.com/134761 more])&lt;br /&gt;
* Fixed that select-all and other text shortcuts didn&#039;t work on non-QWERTY keyboard layouts. ([https://forums.factorio.com/134235 more])&lt;br /&gt;
* Fixed a desync when LuaSurface::override_pollution_type was used.&lt;br /&gt;
* Fixed burner generators were not producing pollution. ([https://forums.factorio.com/135050 more])&lt;br /&gt;
* Fixed that upgrading trains on junctions didn&#039;t always work correctly. ([https://forums.factorio.com/135057 more])&lt;br /&gt;
* Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. ([https://forums.factorio.com/135062 more])&lt;br /&gt;
* Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. ([https://forums.factorio.com/135085 more])&lt;br /&gt;
* Fixed that map editor instant blueprint building didn&#039;t work for equipment grid ghosts. ([https://forums.factorio.com/135084 more])&lt;br /&gt;
* Fixed that reverse rotate did not work nicely with things that rotation-snapped. ([https://forums.factorio.com/134968 more])&lt;br /&gt;
* Fixed that LuaEntity::set_filter() did not work for logistic storage chests. ([https://forums.factorio.com/134758 more])&lt;br /&gt;
* Fixed a layout issue related to tooltips and wrapped lines. ([https://forums.factorio.com/132598 more])&lt;br /&gt;
* Fixed a second layout issue related to tooltips and wrapped lines. ([https://forums.factorio.com/131923 more])&lt;br /&gt;
* Fixed a crash when queued construction robot orders are invalidated. ([https://forums.factorio.com/135108 more])&lt;br /&gt;
* Fixed that the electric energy interface equipment showed energy usage strangely. ([https://forums.factorio.com/135127 more])&lt;br /&gt;
* Fixed pumpjack frozen patches. ([https://forums.factorio.com/134652 more])&lt;br /&gt;
* Fixed cropped animation on assembling machine 2. ([https://forums.factorio.com/134636 more])&lt;br /&gt;
* Fixed some images failing to load on Macs with 8GB of unified memory. ([https://forums.factorio.com/135055 more])&lt;br /&gt;
* Fixed that enabling native resolution rendering on Mac required a restart.&lt;br /&gt;
* Fixed that number input fields may not be focused depending on the GUI size. ([https://forums.factorio.com/132924 more])&lt;br /&gt;
* Fixed enemy spawners unable to spawn defensive units under certain configurations. ([https://forums.factorio.com/135148 more])&lt;br /&gt;
* Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. ([https://forums.factorio.com/134328 more])&lt;br /&gt;
* Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. ([https://forums.factorio.com/135197 more])&lt;br /&gt;
* Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. ([https://forums.factorio.com/134510 more])&lt;br /&gt;
* Fixed that simulation clamping was a little too strict. ([https://forums.factorio.com/134811 more])&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added ScriptTriggerEffectItem::custom_event.&lt;br /&gt;
* Added RecipePrototype::raise_on_crafted.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaQualityPrototype::roll_quality().&lt;br /&gt;
* Added LuaBootstrap::get_event_name().&lt;br /&gt;
* Added LuaPlayer::editor_settings read/write.&lt;br /&gt;
== 2.1.11 ==&lt;br /&gt;
Date: 14.07.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Assembling machines with passthrough ports will consider the entire fluid segment as available for crafting. ([https://forums.factorio.com/134309 more])&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Stop drawing in-GUI simulations when the window is hidden or occluded.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when enabling pollution through the map editor &#039;force editor&#039; - &#039;edit map settings&#039; option. ([https://forums.factorio.com/134994 more])&lt;br /&gt;
* Fixed that upgrading single-locomotive trains with interrupts didn&#039;t work correctly. ([https://forums.factorio.com/134997 more])&lt;br /&gt;
* Fixed agricultural tower&#039;s harvesting and planting conditions were checked even when circuit wire was disconnected. ([https://forums.factorio.com/135023 more])&lt;br /&gt;
* Fixed graphical issues on macOS. ([https://forums.factorio.com/135019 more])&lt;br /&gt;
* Fixed memory usage spiking dramatically on macOS when window is hidden or occluded and in-GUI simulations are present.&lt;br /&gt;
* Fixed that logistic cell connections would not render when off screen. ([https://forums.factorio.com/134929 more])&lt;br /&gt;
* Fixed that open-prototype-gui didn&#039;t work for things in the blueprint library. ([https://forums.factorio.com/134927 more])&lt;br /&gt;
* Fixed a crash due to incorrectly migrated automatic rocket silo requests. ([https://forums.factorio.com/134716 more])&lt;br /&gt;
== 2.1.10 ==&lt;br /&gt;
Date: 13.07.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Added several new notes to Miscellaneous Programmable speaker instrument. ([https://forums.factorio.com/134325 more])&lt;br /&gt;
* Renamed `Global` Programmable speaker playback mode to `Universe`. ([https://forums.factorio.com/134370 more])&lt;br /&gt;
* Blueprint parametrisation allows selecting recipe product as dependant parameter.&lt;br /&gt;
* Merging and renaming various tiles in Factoriopedia. ([https://forums.factorio.com/134045 more])&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* Improved VRAM usage on macOS, allowing the system to reclaim unneeded memory.&lt;br /&gt;
* Reduced startup sprite loading time on macOS.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed automatic space platform requests when max count was limited but still higher than requested count. ([https://forums.factorio.com/134306 more])&lt;br /&gt;
* Fixed that mixed train wildcards did not work when there were multiple values for the wildcards to pick from. ([https://forums.factorio.com/129372 more])&lt;br /&gt;
* Fixed that teleporting cars and spidertrons between surfaces would not preserve the bonus inventory size from equipment. ([https://forums.factorio.com/134621 more])&lt;br /&gt;
* Fixed building flipped blueprint over existing entities could move items over belts onto other side of a belt. ([https://forums.factorio.com/134255 more])&lt;br /&gt;
* Fixed platforms with low request amount not receiving items from other platforms when high-throughput platforms request the same item. ([https://forums.factorio.com/134590 more])&lt;br /&gt;
* Fixed that map editor instant-blueprint-building would not put items into dynamic inventories. ([https://forums.factorio.com/134239 more])&lt;br /&gt;
* Fixed that script-set logistic filters wouldn&#039;t show the correct request-from in the GUI in some cases. ([https://forums.factorio.com/134498 more])&lt;br /&gt;
* Fixed that drag-building blueprints didn&#039;t always build as soon as possible. ([https://forums.factorio.com/129426 more])&lt;br /&gt;
* Fixed a rendering performance issue related to vulcanus decoratives. ([https://forums.factorio.com/134118 more])&lt;br /&gt;
* Fixed some effect values were not round enough. (https://forums.factorio.com/134380, https://forums.factorio.com/134709)&lt;br /&gt;
* Fixed a crash when script tries to write data in control&#039;s top scope. ([https://forums.factorio.com/134701 more])&lt;br /&gt;
* Fixed a crash when using LuaInventory::transfer_from_stack() with item-on-ground. ([https://forums.factorio.com/134704 more])&lt;br /&gt;
* Fixed a crash related to construction robots and moving out of range of their work orders. ([https://forums.factorio.com/134712 more])&lt;br /&gt;
* Fixed electric network could sometimes report not fully satisifed due to floating point math errors. ([https://forums.factorio.com/134695 more])&lt;br /&gt;
* Fixed that LuaEntity::create_entity + fast_replace of rolling stock didn&#039;t work in some cases. ([https://forums.factorio.com/134697 more])&lt;br /&gt;
* Fixed that bulk inserters in tips and tricks used hand capacity 1. ([https://forums.factorio.com/134354 more])&lt;br /&gt;
* Fixed space platform hub circuit connection tooltips referring to chest. ([https://forums.factorio.com/134456 more])&lt;br /&gt;
* Fixed that LuaEntity::get_fluid_filter() did not work on fluid wagons. ([https://forums.factorio.com/134688 more])&lt;br /&gt;
* Fixed that LuaItemStack::set_entity_filter(), LuaItemStack::set_tile_filter(), LuaRecord::set_entity_filter(), and LuaRecord::set_tile_filter() did not allow editing filters beyond the highest existing filter index.&lt;br /&gt;
* Fixed a crash when upgrading ghosts on space platforms. ([https://forums.factorio.com/134806 more])&lt;br /&gt;
* Fixed that the logistic item condition GUI would let you set non-item signals. ([https://forums.factorio.com/134805 more])&lt;br /&gt;
* Fixed that quality icons did not show in display panel wildcard text. ([https://forums.factorio.com/134799 more])&lt;br /&gt;
* Fixed that the hotkey suggestions GUI didn&#039;t show flip controls for flippable things to be built. ([https://forums.factorio.com/134785 more])&lt;br /&gt;
* Fixed that the lab conditions GUI did not live update researched state when open. ([https://forums.factorio.com/134742 more])&lt;br /&gt;
* Fixed that decider combinators wouldn&#039;t show some signals in the GUI. ([https://forums.factorio.com/134780 more])&lt;br /&gt;
* Fixed that construction robots could remove the wrong items. ([https://forums.factorio.com/133123 more])&lt;br /&gt;
* Fixed that the CreatePollutionTriggerEffectItem did not create pollution in all cases. ([https://forums.factorio.com/134767 more])&lt;br /&gt;
* Fixed a crash when building parameterized blueprints in map view. ([https://forums.factorio.com/130198 more])&lt;br /&gt;
* Fixed that Factoriopedia wouldn&#039;t show accepted fluids for generic fluid burning generators. ([https://forums.factorio.com/133517 more])&lt;br /&gt;
* Fixed that trash-unrequested could highlight the wrong items as will-be-removed. ([https://forums.factorio.com/133597 more])&lt;br /&gt;
* Fixed that building concrete next to water could remove fish. ([https://forums.factorio.com/134856 more])&lt;br /&gt;
* Fixed circuit controlled land mines would deal extra damage. ([https://forums.factorio.com/134878 more])&lt;br /&gt;
* Fixed Gleba fog shader sampling lightmap at wrong position. ([https://forums.factorio.com/134679 more])&lt;br /&gt;
* Fixed rocket silos trying to deliver zero items when item weight was bigger than rocket lift weight. ([https://forums.factorio.com/134493 more])&lt;br /&gt;
* Fixed automatic rocket silos becoming stuck when a platform request was changed to get items only from other platforms. ([https://forums.factorio.com/134715 more])&lt;br /&gt;
* Fixed that lua paths with explict &#039;this folder&#039; relative sections didn&#039;t get deduplicated correctly. ([https://forums.factorio.com/134899 more])&lt;br /&gt;
* Fixed a crash when mods change construction robot inventory contents while they&#039;re deconstructing things. ([https://forums.factorio.com/134865 more])&lt;br /&gt;
* Fixed assembler&#039;s set recipe would not select recipe with a product quality control when provided item signal. ([https://forums.factorio.com/134977 more])&lt;br /&gt;
* Fixed that on_gui_closed was not called when canceling new blueprints. ([https://forums.factorio.com/134970 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaPlayer::toggle_menu_leaves_remote_view read/write.&lt;br /&gt;
* Changed LuaEntity::apply_upgrade() to allow direct upgrading an entity without first needing to mark it for upgrade.&lt;br /&gt;
* Added LuaEntity::request_missing_construction_materials read/write.&lt;br /&gt;
* Added LuaEntity::providing_to_other_platforms read/write.&lt;br /&gt;
* Added LuaEntityPrototype::show_fluid_visualization_when_in_cursor read.&lt;br /&gt;
* Added LuaPin.&lt;br /&gt;
* Changed LuaPlayer::add_pin() to return LuaPin.&lt;br /&gt;
* Added LuaPlayer::get_pins() and clear_pins().&lt;br /&gt;
== 2.1.9 ==&lt;br /&gt;
Date: 30.06.2026&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Factoriopedia &amp;quot;show unresearched&amp;quot; state is preserved separately per save file. ([https://forums.factorio.com/134114 more])&lt;br /&gt;
* Decider combinator supports else-output.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.&lt;br /&gt;
* Trains on elevated rails are treated as &amp;quot;tall&amp;quot; for the purpose of &amp;quot;hide tall entities&amp;quot;.&lt;br /&gt;
* Inserters dropping items into lava drop the entire stack in one go instead of one per tick.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed that TilePrototype::destroys_dropped_items did not work if the dropped item trigger was not set. ([https://forums.factorio.com/134289 more])&lt;br /&gt;
* Fixed that upgrading trains that used interrupts and or groups did not always work correctly. ([https://forums.factorio.com/134254 more])&lt;br /&gt;
* Fixed platforms providing to other platforms with unload unchecked would block transitional requests. ([https://forums.factorio.com/134273 more])&lt;br /&gt;
* Fixed that rich-text fields did not accept signal cursors. ([https://forums.factorio.com/134275 more])&lt;br /&gt;
* Fixed that asteroids would not render with some debug settings enabled. ([https://forums.factorio.com/134153 more])&lt;br /&gt;
* Fixed that spidertron quality indicators would render tinted in map view. ([https://forums.factorio.com/132281 more])&lt;br /&gt;
* Fixed a crash when modded mining drills without fluid output mine a resource with fluid output. ([https://forums.factorio.com/134237 more])&lt;br /&gt;
* Fixed that LuaEntity::get_fluid_box_prototype() did not work correctly for ghosts. ([https://forums.factorio.com/134361 more])&lt;br /&gt;
* Fixed tips and tricks simulations not scaling correctly. ([https://forums.factorio.com/134346 more])&lt;br /&gt;
* Fixed that ghost-upgrading cargo landing pads didn&#039;t work. ([https://forums.factorio.com/134322 more])&lt;br /&gt;
* Fixed that the production statistics GUI filter dropdown would show hidden qualities. ([https://forums.factorio.com/132877 more])&lt;br /&gt;
* Fixed that blueprint rendering in map view would sometimes obscure not-buildable portions of the blueprint. ([https://forums.factorio.com/133644 more])&lt;br /&gt;
* Fixed that rail signals on elevated rails when hidden as &#039;tall&#039; would still be selectable. ([https://forums.factorio.com/134376 more])&lt;br /&gt;
* Fixed that LuaControl::mine_tile() did not work for non-player-characters. ([https://forums.factorio.com/134326 more])&lt;br /&gt;
* Fixed that moving technologies in the research queue did not always display the correct level was moved. ([https://forums.factorio.com/134047 more])&lt;br /&gt;
* Fixed that unlocking recycler recipes would cause the rush-to-space achievement to fail. ([https://forums.factorio.com/134384 more])&lt;br /&gt;
* Fixed legendary stack inserters became one tick slower due to floating point math errors. ([https://forums.factorio.com/134301 more])&lt;br /&gt;
* Fixed current research info tooltip would not populate values for 1 tick. ([https://forums.factorio.com/134440 more])&lt;br /&gt;
* Fixed enemy expansion candidate chunks were pruned with only 1 player building. ([https://forums.factorio.com/134444 more])&lt;br /&gt;
* Fixed early game enemy expansions would spawn nests without any worms. ([https://forums.factorio.com/134446 more])&lt;br /&gt;
* Fixed labs could stack non stackable items. ([https://forums.factorio.com/134449 more])&lt;br /&gt;
* Fixed a crash when deleting logistic groups in multiplayer latency. ([https://forums.factorio.com/134472 more])&lt;br /&gt;
* Fixed resource patch info did not include additional properties of mined resources. ([https://forums.factorio.com/134310 more])&lt;br /&gt;
* Fixed that furnaces could get stuck during some migrations. ([https://forums.factorio.com/134414 more])&lt;br /&gt;
* Fixed blueprint parametrisaion of logistic enable condition would break signal on right side of condition. ([https://forums.factorio.com/134491 more])&lt;br /&gt;
* Fixed a hang when clearing a surface with lab tile generation, when chunks were manually marked as already generated by mods.&lt;br /&gt;
* Fixed that directly changing the active recipe on a crafting machine with passthrough fluid could void connected fluid storage. ([https://forums.factorio.com/134522 more])&lt;br /&gt;
* Fixed that hidden mining drills would show in resource entity &amp;quot;mined by&amp;quot; tooltips. ([https://forums.factorio.com/134533 more])&lt;br /&gt;
* Fixed that upgrading ghosts on space platforms didn&#039;t update missing construction items. ([https://forums.factorio.com/134174 more])&lt;br /&gt;
* Fixed a blueprint GUI issue when making special blueprints in the map editor. ([https://forums.factorio.com/134549 more])&lt;br /&gt;
* Fixed that spider vehicle leg movement didn&#039;t work correctly. ([https://forums.factorio.com/134441 more])&lt;br /&gt;
* Fixed that game-interaction didn&#039;t work in remote view while Factoriopedia was pinned. ([https://forums.factorio.com/134548 more])&lt;br /&gt;
* Fixed that automatic rocket silos with mixed requests could get stuck when the platform didn&#039;t want any of the requests anymore. (https://forums.factorio.com/134256 and https://forums.factorio.com/134411)&lt;br /&gt;
* Fixed that script-created trains could be created colliding with each other which would crash the game. ([https://forums.factorio.com/134189 more])&lt;br /&gt;
* Fixed that fast-replacing combinators would not copy the description. ([https://forums.factorio.com/133804 more])&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaPlayer::hide_locked_prototypes_in_factoriopedia read/write.&lt;br /&gt;
== 2.1.8 ==&lt;br /&gt;
Date: 25.06.2026&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Changed the technology price multiplier limit from 1000 to 100000.&lt;br /&gt;
* Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. ([https://forums.factorio.com/133602 more])&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
&lt;br /&gt;
* Added per-entity timings to the benchmark-verbose command line option when using &amp;quot;all&amp;quot; or &amp;quot;entities&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* Hovering fixed item slot highlights items in inventory. ([https://forums.factorio.com/134199 more])&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. ([https://forums.factorio.com/134119 more])&lt;br /&gt;
* Fixed several rock types playing incorrect mining_sound. ([https://forums.factorio.com/134103 more])&lt;br /&gt;
* Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. ([https://forums.factorio.com/134126 more])&lt;br /&gt;
* Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. ([https://forums.factorio.com/134132 more])&lt;br /&gt;
* Fixed Gun turrets with target priorities not shooting asteroids in some cases. ([https://forums.factorio.com/134141 more])&lt;br /&gt;
* Fixed inconsistent inserter throughput based on direction. ([https://forums.factorio.com/134117 more])&lt;br /&gt;
* Fixed that remote view auto switching didn&#039;t cancel cut/copy/deconstruct operations. ([https://forums.factorio.com/133829 more])&lt;br /&gt;
* Removed confusing &amp;quot;low fluid&amp;quot; entity status from the boiler.&lt;br /&gt;
* Fixed that upgrading rolling stocks around elevated rails did not always work correctly. ([https://forums.factorio.com/134143 more])&lt;br /&gt;
* Fixed a crash when rendering train status for trains with only temporary stops. ([https://forums.factorio.com/134163 more])&lt;br /&gt;
* Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.&lt;br /&gt;
* Fixed that LuaGuiElement::slots_per_row did not work. ([https://forums.factorio.com/134168 more])&lt;br /&gt;
* Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. ([https://forums.factorio.com/134176 more])&lt;br /&gt;
* Fixed that selection tools did not work in remote view/map view with rebound controls. ([https://forums.factorio.com/134181 more])&lt;br /&gt;
* Fixed missing keys in map-settings.example.json. ([https://forums.factorio.com/134130 more])&lt;br /&gt;
* Fixed small logistic group multiplier values were inconsistently applied and displayed. ([https://forums.factorio.com/134202 more])&lt;br /&gt;
* Fixed that &#039;hide tall entities&#039; did not hide elevated rail signals. ([https://forums.factorio.com/134166 more])&lt;br /&gt;
* Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. ([https://forums.factorio.com/134172 more])&lt;br /&gt;
* Fixed that the missing materials for construction alert could show the wrong amounts. ([https://forums.factorio.com/134249 more])&lt;br /&gt;
* Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. ([https://forums.factorio.com/134195 more])&lt;br /&gt;
* Fixed Fulgora would generate too much land when migrated from 2.0 save games. ([https://forums.factorio.com/134161 more])&lt;br /&gt;
== 2.1.7 ==&lt;br /&gt;
Date: 23.06.2026&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
* Added pumpjack and burner mining drill flipping.&lt;br /&gt;
* Inserters can be flipped to make blueprint flipping reliable.&lt;br /&gt;
* Circuit connectable entities with control gui on side now have settings groupped into &amp;quot;Input&amp;quot; and &amp;quot;Output&amp;quot; section.&lt;br /&gt;
* Added option to select which wires (red, green or both) should be used by a circuit connectable entity for input, and separately for output.&lt;br /&gt;
* Requester and buffers chests can now set requests and read contents at the same time.&lt;br /&gt;
* {{SA}} Entities on a space platform that have logistic connection to enabled will use space platform hub&#039;s content.&lt;br /&gt;
* Pipes and pipes to ground can be connected to the circuit network.&lt;br /&gt;
* Added circuit network reads for pipeline contents and fluid temperature to pipes, pipes to ground, and storage tanks.&lt;br /&gt;
* Boilers and heat exchangers can be connected to the circuit network.&lt;br /&gt;
* Labs can be connected to the circuit network, read contents, read current research cost, read technology level and set current research based on conditions.&lt;br /&gt;
* Land mines can be connected to the circuit network.&lt;br /&gt;
* Heat pipes can be connected to the circuit network.&lt;br /&gt;
* {{SA}} Added separate circuit network controls for disabling harvesting and planting to agricultural towers.&lt;br /&gt;
* Added &amp;quot;universe&amp;quot; mode of operation to radar circuit connections for transfer of cross-surface signals.&lt;br /&gt;
* {{SA}} Space platform hub can set requests from circuit network.&lt;br /&gt;
* {{SA}} Orbital requests can be set to import from any planet.&lt;br /&gt;
* {{SA}} Orbital requests can request from other space platforms.&lt;br /&gt;
* {{SA}} Added logic to batch small platform requests into one rocket and use mixed rockets which are filled manually (or with inserters) for automated launches.&lt;br /&gt;
* {{SA}} Added ruins and decoratives to Fulgora oil sands.&lt;br /&gt;
* {{SA}} Storage tank fluid volume increases with quality.&lt;br /&gt;
* {{SA}} Cargo wagon inventory size increases with quality.&lt;br /&gt;
* {{SA}} Locomotive power and max speed increases with quality.&lt;br /&gt;
* {{SA}} Allowed placement of elevated rails over cargo bays and blocked them from receiving cargo pods in this state.&lt;br /&gt;
* {{SA}} Added landing pad unloading bay.&lt;br /&gt;
* Pumps can now connect to fluid wagons on both ends.&lt;br /&gt;
* Flamethrower turrets can now be rotated 8 ways instead of 4.&lt;br /&gt;
* Added latency hiding for remotely driven cars.&lt;br /&gt;
* Added patrol support to spidertrons.&lt;br /&gt;
* Fast transferring modules to entity ghosts will add them as module requests.&lt;br /&gt;
* Locomotives will auto-pull fuel from passengers if needed.&lt;br /&gt;
* Added pin to Factoriopedia which enables it to stay opened when working on other stuff.&lt;br /&gt;
* Added a button to Factoriopedia to hide unresearched content.&lt;br /&gt;
* Added fluid mixing warnings. If you attempt to connect two pipes with different fluids, a warning will be shown until the conflict is resolved.&lt;br /&gt;
* Added an interface setting to disable visualization of fluid pipelines when holding a fluid-related entity.&lt;br /&gt;
* Added a checkbox and a hotkey (unbound by default) to visualize fluid pipelines that an entity is a member of.&lt;br /&gt;
* {{SA}} Added &amp;quot;Toggle visibility of tall entities&amp;quot; shortcut which makes elevated rails translucent and unselectable.&lt;br /&gt;
* Right-clicking a pin with a spidertron remote in hand will send the spiders to the pin location.&lt;br /&gt;
* Added a hotkey to toggle snap-to-grid on the currently held blueprint. Unbound by default.&lt;br /&gt;
* Added support for language IME on macOS and Linux.&lt;br /&gt;
* Added support for on-screen keyboards on Windows and Linux desktops.&lt;br /&gt;
* Added &amp;quot;auto&amp;quot; Linux video driver setting, which will prefer Wayland if the compositor implements fifo-v1, but will otherwise prefer X11.&lt;br /&gt;
* Added support for blueprint string drag-and-drop on Wayland.&lt;br /&gt;
* Added &amp;quot;Time&amp;quot; mode to selector combinator. It allows to read game tick, time of day and duration of a day.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Disallow quality modules to be applied to crushers with asteroid reprocessing recipes.&lt;br /&gt;
* {{SA}} Reduced acid neutralisation fluids and crafting time by 10x.&lt;br /&gt;
* Reduced biter/spitter spawner spawning range and increased spawning precision.&lt;br /&gt;
* Shotguns no longer slow the player when shooting.&lt;br /&gt;
* Reduced price of piercing shotgun shell recipe.&lt;br /&gt;
* Moved piercing shotgun shells from military 4 to military 3.&lt;br /&gt;
* Moved combat shotgun from military 3 to military 4.&lt;br /&gt;
* Increased piercing shotgun shell damage from 8 to 12.&lt;br /&gt;
* Increased combat shotgun damage bonus from 20% to 50%.&lt;br /&gt;
* Shotgun pellet hit effect will slow down enemies briefly.&lt;br /&gt;
* Increased shotgun shooting speed from 1/s to 1.5/s.&lt;br /&gt;
* {{SA}} Increased rocket turret base health from 400 to 1500.&lt;br /&gt;
* {{SA}} Increased tesla turret base health from 1000 to 2000.&lt;br /&gt;
* Reworked enemy expansion planner to reduce expansions in already infested areas.&lt;br /&gt;
* Reduced centrifuge stack size to 10.&lt;br /&gt;
* {{SA}} Increased Space platform hub max health 1000 -&amp;gt; 5000.&lt;br /&gt;
* {{SA}} Added Space platform hub impact damage resistance of 50%.&lt;br /&gt;
* {{SA}} Increased asteroid crushing asteroid chunk yield from 20% to 30%.&lt;br /&gt;
* {{SA}} Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.&lt;br /&gt;
* {{SA}} Fixed asteroid chunks were not marked as lossy catalyst.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
&lt;br /&gt;
* Inserters dropping items onto splitter always insert on the input lines.&lt;br /&gt;
* {{SA}} Changed hazard concrete and refined hazard concrete to recycle into the recipe ingredients of concrete/refined concrete.&lt;br /&gt;
* Rocket launch animation times scale slightly with rocket silo quality.&lt;br /&gt;
* Made it easier to click on moving entities in Remote View.&lt;br /&gt;
* Made Remote View dragging more stable in multiplayer.&lt;br /&gt;
* Remote view will activate chunks when zoomed in, so biters and fish move around.&lt;br /&gt;
* Updated to SDL 3.&lt;br /&gt;
* Updated minimum macOS version to 10.13.&lt;br /&gt;
* Added macOS 26 Tahoe-compatible app icon.&lt;br /&gt;
* Reduced steam&#039;s max temperature to 500 degrees, as that is the highest temperature that can be produced in Space Age.&lt;br /&gt;
* Removed unused temperature ranges and heat capacities from many fluids.&lt;br /&gt;
* Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.&lt;br /&gt;
* Added fluidbox_index to simple coal liquefaction in the same way basic oil processing has.&lt;br /&gt;
* Pumps can now connect to non-aligned wagons and to wagons on curved rails.&lt;br /&gt;
* Rolling stock can now be manually fast-replaced.&lt;br /&gt;
* Rolling stock can now be marked for upgrade with the upgrade planner. Robots will only be dispatched to upgrade trains in manual mode or automatic trains waiting at a stop. Automatic trains waiting at a stop cannot depart if a robot is on the way to upgrade them.&lt;br /&gt;
* Rolling stock can now be overbuilt with super force build.&lt;br /&gt;
* Renaming last train stop does not update train schedules unless its a rename all.&lt;br /&gt;
* Logistic section name can be parametrised. ([https://forums.factorio.com/133515 more])&lt;br /&gt;
* Programmable speaker sounds played in Global or Surface playback mode no longer play for all forces. ([https://forums.factorio.com/133555 more])&lt;br /&gt;
* {{SA}} Asteroid collector no longer ignores its own circuit output when updating filters from circuit network.&lt;br /&gt;
* Assemblers no longer ignore their own circuit output when selecting recipe to craft from circuit network.&lt;br /&gt;
* {{SA}} Asteroid collectors can use logistic connection.&lt;br /&gt;
* Changed cargo landing pad circuit connection read contents and set requests to no longer be exclusive options.&lt;br /&gt;
* Replaced &amp;quot;Include fuel&amp;quot; with &amp;quot;Read fuel&amp;quot; in for assembler (biochamber) and furnace.&lt;br /&gt;
* {{SA}} Reworked asteroid damage - asteroids take damage when they collide with entities and tiles, and they no longer slow down.&lt;br /&gt;
* Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.&lt;br /&gt;
* {{SA}} Locked the ability for characters to travel to space platforms until the first planet technology is researched.&lt;br /&gt;
* {{SA}} Pistols now recycle back into themselves instead of the recipe ingredients.&lt;br /&gt;
* {{SA}} Added separate recycler mod.&lt;br /&gt;
* {{SA}} Converted space age mod&#039;s dependency on the quality mod to a recommendation. This means the quality mod can be disabled while keeping the space age mod enabled.&lt;br /&gt;
* {{SA}} Made rocket silo&#039;s rocket inventory size dynamic, so it is only weight-restricted.&lt;br /&gt;
* {{SA}} Changed space platforms to wait in orbit until all drop slots are empty. ([https://forums.factorio.com/133332 more])&lt;br /&gt;
* {{SA}} Changed space platform construction requests to include unbuildable ghosts again and added a request priority system for foundation tiles and cargo bays. Effectively reverts the fix for https://forums.factorio.com/122185.&lt;br /&gt;
* {{SA}} Changed platform missing construction items to remove completed (count = 0) entries when the platform arrives to planet orbit.&lt;br /&gt;
* {{SA}} Disallowed scheduling new deliveries to a space platform with all wait conditions fulfilled. ([https://forums.factorio.com/120285 more])&lt;br /&gt;
* {{SA}} Changed space platform inactivity wait condition to stay at zero when items are on the way.&lt;br /&gt;
* {{SA}} Allowed planting trees on Nauvis sand tiles.&lt;br /&gt;
* {{SA}} Biter egg and Nutrients from biter egg recipes are now unlocked by Biter egg handling technology. ([https://forums.factorio.com/121507 more])&lt;br /&gt;
* {{SA}} Moved coal synthesis recipe unlock from rocket turret to bioflux processing technology.&lt;br /&gt;
* {{SA}} Moved solar system edge space location unlock to new separate technology.&lt;br /&gt;
* Fluid pipeline visualization when holding a fluid-related entity will only show in alt mode.&lt;br /&gt;
* Removed automatic fluid pipeline visualization on entity hover. Use the pipe GUI or the configurable hotkey to persistently visualize specific pipelines instead.&lt;br /&gt;
* Removed drawing of edge arrows related to fluid extents.&lt;br /&gt;
* When a beacon is selected while in alt mode, module icons for that beacon are rendered.&lt;br /&gt;
* Changed equipment ghosts to render the same as entity/tile ghosts.&lt;br /&gt;
* Changed tooltips to take ghosts into account when calculating potential crafting speed.&lt;br /&gt;
&lt;br /&gt;
=== Gui ===&lt;br /&gt;
&lt;br /&gt;
* Improved the pipe and storage tank GUIs to show real-time fluid statistics and pipeline information.&lt;br /&gt;
* Added horizontal scrolling in scroll panes using Shift + Mouse wheel up/down.&lt;br /&gt;
* Side menu minimap can be zoomed with SHIFT + Mouse wheel.&lt;br /&gt;
* Pressing return in a search textfield will unfocus the textfield.&lt;br /&gt;
* Several number inputs now clamp their values properly instead of wrapping around or ignoring numbers past their limits. ([https://forums.factorio.com/116956 more])&lt;br /&gt;
* When using a controller, don&#039;t activate a quick panel slot when hiding the quick panel, if the slot was already previously pressed manually, either using A or using a mouse. ([https://forums.factorio.com/132167 more])&lt;br /&gt;
* Added recipe info widget to furnace GUI.&lt;br /&gt;
* Removed the invalid mod configuration dialog. (https://forums.factorio.com/133684, https://forums.factorio.com/133106)&lt;br /&gt;
* Added a GUI to the /alerts command.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* New assembling machine graphics.&lt;br /&gt;
* New oil refinery graphics.&lt;br /&gt;
* Added robot door to rocket silo and working visualisation improvements.&lt;br /&gt;
* New pump-wagon connector graphics.&lt;br /&gt;
* Updated graphics and working visualisations for heat exchanger.&lt;br /&gt;
* {{SA}} Added planets in the background of space platforms.&lt;br /&gt;
* {{SA}} Improved plant growth animation and added mounds to make freshly-planted trees more visible.&lt;br /&gt;
* {{SA}} Improved demolisher graphics.&lt;br /&gt;
* {{SA}} Reworked graphics of Stromatolites (Gleba ore rocks).&lt;br /&gt;
* {{SA}} Reworked the foundation tiles, their transitions, and included frozen version of foundation.&lt;br /&gt;
* Added transitions to water and out of map to all tiles which were missing them.&lt;br /&gt;
* New distinct water and out of map transitions for stone path, concrete, refined concrete.&lt;br /&gt;
* New icons for rail items.&lt;br /&gt;
* Improved water reflection graphics of many entities.&lt;br /&gt;
* Made wire shadows actual shadows instead of transparent sprites. (https://factorio.com/blog/post/fff-379)&lt;br /&gt;
* Added outlines to virtual signals for better visibility on bright backgrounds. ([https://forums.factorio.com/126702 more])&lt;br /&gt;
* Reworked some of the older achievement icons.&lt;br /&gt;
* {{SA}} Made all reasonable transitions to lava work in a proper way.&lt;br /&gt;
* {{SA}} Reworked Vulcanus rocks so they fit the planet better.&lt;br /&gt;
* {{SA}} Tesla, rocket and railgun turrets now have correctly defined explosions.&lt;br /&gt;
* {{SA}} Added fluid glow in pipe windows for lava and molten metals.&lt;br /&gt;
* {{SA}} Halved fog and space dust shader resolution to improve performance.&lt;br /&gt;
&lt;br /&gt;
=== Sounds ===&lt;br /&gt;
&lt;br /&gt;
* New sounds of crude oil, lithium brine and fluorite vent.&lt;br /&gt;
* New sounds of refinery, rocket silo.&lt;br /&gt;
* New sound of building and deconstructing huge entities (rocket silo, landing pad etc.).&lt;br /&gt;
* New sound specific to manual stone mining (it was using the generic ore mining before).&lt;br /&gt;
* Specific (types of) console messages play their own sound.&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
&lt;br /&gt;
* {{SA}} Improved asteroid rendering performance in CPU-bound scenarios.&lt;br /&gt;
* Improved minimap rendering performance.&lt;br /&gt;
* Improved performance of the robots and crafting machine recipe overlays.&lt;br /&gt;
* Improved ghost shader rendering performance with many ghosts on screen.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
* Added mod dependency modifier &amp;quot;+&amp;quot;, which marks the mod as optional but recommended. Mod gets enabled by default but can be turned off.&lt;br /&gt;
* {{SA}} Renamed recipe prototypes: &amp;quot;molten-iron&amp;quot; into &amp;quot;iron-ore-melting&amp;quot;; &amp;quot;molten-copper&amp;quot; into &amp;quot;copper-ore-melting&amp;quot;.&lt;br /&gt;
* Reworked recipe categories: added `hand-crafting` and removed `basic-crafting`, `recycling-or-hand-crafting`, `chemistry-or-cryogenics`, `pressing`, `crafting-with-fluid-or-metallurgy`, `metallurgy-or-assembling`, `organic-or-hand-crafting`, `organic-or-assembling`, `organic-or-chemistry`, `electronics-or-assembling`, `electronics`, `electronics-with-fluid` and `cryogenics-or-assembling`; instead using multiple categories per recipe where applicable.&lt;br /&gt;
* Moved &amp;quot;recycling&amp;quot; recipe category from base mod to recycler mod.&lt;br /&gt;
* Added support to define new languages through mod locale.&lt;br /&gt;
* {{SA}} Added &amp;quot;expansion&amp;quot; feature flag.&lt;br /&gt;
* TechnologyPrototype and LabPrototype now accept any item type as research ingredients. Changed all science packs to be plain items.&lt;br /&gt;
* Increased collision layer prototype count limit from 55 to 256.&lt;br /&gt;
* Added logistic mode selector to infinity containers.&lt;br /&gt;
* Added module support to the agricultural tower. Added AgriculturalTowerPrototype::module_slots, quality_affects_module_slots, allowed_effects, allowed_module_categories, effect_receiver.&lt;br /&gt;
* Changed how SelectionModeFlags &amp;quot;blueprint&amp;quot;, &amp;quot;deconstruct&amp;quot;, &amp;quot;cancel-deconstruct&amp;quot;, &amp;quot;upgrade&amp;quot;, &amp;quot;cancel-upgrade&amp;quot; and &amp;quot;downgrade&amp;quot; work: they no longer imply &amp;quot;any-entity&amp;quot; nor &amp;quot;any-tile&amp;quot;.&lt;br /&gt;
* Module effects now have resolution of 0.01%.&lt;br /&gt;
* QualityPrototype::beacon_power_usage_multiplier now has to be &amp;gt;= 0.01. ([https://forums.factorio.com/133579 more])&lt;br /&gt;
* Quality effect values in prototype definitions were divided by 10. Also, quality effect percentages shown in GUIs are no longer multiplied by next_probability. This results in GUI and Lua API values now matching.&lt;br /&gt;
* Multiplied quality next_probability values by 10 (to a value of 1). This means a 100% quality effect guarantees a quality increase.&lt;br /&gt;
* Flying robot energy usage modifier is no longer based on gravity to pressure ratio, instead it uses a dedicated &amp;quot;robot-energy-usage&amp;quot; surface property.&lt;br /&gt;
* Added ElectricEnergyInterfaceEquipmentPrototype.&lt;br /&gt;
* Added LuaDebugAdapter for Debug Adapter Protocol compatible tools.&lt;br /&gt;
* Removed extra CustomInputEvent for inputs that collide with the map-drag control. ([https://forums.factorio.com/124398 more])&lt;br /&gt;
* Removed support for deprecated and undocumented key names from CustomInputPrototype::key_sequence and alternative_key_sequence.&lt;br /&gt;
* Added AmbientSound::title.&lt;br /&gt;
* Extended AmbientSound surface binding. Replaced planet property with planets, added surface_names, play_on_all_surfaces, exclude_planets, exclude_surface_names. ([https://forums.factorio.com/131730 more])&lt;br /&gt;
* Added &amp;quot;script-track&amp;quot; AmbientSoundType.&lt;br /&gt;
* Added EntityPrototypeFlag &amp;quot;no-logistic-connection&amp;quot;.&lt;br /&gt;
* Removed AssemblingMachinePrototype::enable_logistic_control_behavior, use &amp;quot;no-logistic-connection&amp;quot; EntityPrototypeFlag instead.&lt;br /&gt;
* Removed AsteroidPrototype::mass. Use AsteroidPrototype::damage_per_hp instead.&lt;br /&gt;
* Added BoilerPrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Added CarPrototype::immune_to_all_impacts.&lt;br /&gt;
* Added CarPrototype::driving_sound_volume_modifier. ([https://forums.factorio.com/133782 more])&lt;br /&gt;
* Added CargoBayPrototype::has_direction, allow_unloading, use_unloading_distance_limit.&lt;br /&gt;
* Moved CargoLandingPadPrototype::robot_animation, robot_landing_location_offset, robot_opened_duration and robot_animation_sound to CargoLandingPadPrototype::robot_door.&lt;br /&gt;
* Moved LogisticContainerPrototype::animation, landing_location_offset, opened_duration, animation_sound to LogisticContainerPrototype::robot_door.&lt;br /&gt;
* Added RocketSiloPrototype::robot_door.&lt;br /&gt;
* Added CombatRobotPrototype::separation_range, max_separation_force, separation_force_factor.&lt;br /&gt;
* Added ContainerPrototype::direction_count. Changed picture into a Sprite4Way. Changed circuit_connector into an array.&lt;br /&gt;
* Removed CraftingMachinePrototype::forced_symmetry. Added CraftingMachinePrototype::use_mirroring.&lt;br /&gt;
* Changed deconstruction planners to have dynamic filter counts. Removed DeconstructionItemPrototype::tile_filter_count, entity_filter_count.&lt;br /&gt;
* Added DisplayPanelPrototype::max_text_length, max_records_count.&lt;br /&gt;
* Added EnemySpawnerPrototype::spawn_blocked_trigger.&lt;br /&gt;
* Added EntityPrototype::show_fluid_visualization_when_in_cursor.&lt;br /&gt;
* Added EntityPrototype::tall.&lt;br /&gt;
* Removed EntityPrototype::build_base_evolution_requirement.&lt;br /&gt;
* Changed EntityWithHealthPrototype::loot into an array of ItemProductPrototype.&lt;br /&gt;
* EntityWithHealthPrototype::healing_per_tick now works for any entity with health.&lt;br /&gt;
* Added FluidPrototype::draw_as_glow.&lt;br /&gt;
* Added FluidPrototype::spent_fluid.&lt;br /&gt;
* Added FluidEnergySourcePrototype::output_fluid_box, spent_fluid.&lt;br /&gt;
* Added GeneratorPrototype::output_fluid_box, spent_fluid.&lt;br /&gt;
* Changed FluidTurretPrototype::enough_fuel_indicator_picture, not_enough_fuel_indicator_picture into Sprite8Way.&lt;br /&gt;
* Added FluidWagonPrototype::tank_spacing. FluidWagonPrototype::tank_count upper bound was removed.&lt;br /&gt;
* Added FluidWagonPrototype::valve_to_valve_offset_when_horizontal, valve_to_valve_offset_when_vertical, base_valve_xy_offset_when_horizontal, base_valve_xy_offset_when_vertical, base_valve_offset_when_horizontal, base_valve_offset_when_vertical.&lt;br /&gt;
* Added GeneratorPrototype::two_direction_only.&lt;br /&gt;
* Moved GeneratorPrototype::horizontal_animation, vertical_animation, horizontal_frozen_patch, vertical_frozen_patch to GeneratorPrototype::pictures.&lt;br /&gt;
* Added HeatPipePrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Added InserterPrototype::use_mirroring, circuit_connector_flipped, platform_picture_flipped, platform_frozen_flipped.&lt;br /&gt;
* {{SA}} Added ItemPrototype::spoil_quality_min, spoil_quality_max, spoil_quality_change.&lt;br /&gt;
* Added ItemPrototype::lab_ignores_spoil_percent.&lt;br /&gt;
* Added ItemPrototype::space_platform_request_priority.&lt;br /&gt;
* Added ItemWithInventoryPrototype::quality_affects_inventory_size.&lt;br /&gt;
* Added LabPrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Added LandMinePrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires.&lt;br /&gt;
* Changed LightningPrototype::damage from double to DamageParameters.&lt;br /&gt;
* Removed MapSettings::steering. Added UnitPrototype::steering, SpiderUnitPrototype::steering.&lt;br /&gt;
* Added MapSettings::min_expansion_distance.&lt;br /&gt;
* Added MiningDrillPrototype::require_resources_to_place.&lt;br /&gt;
* Moved MiningDrillPrototype::base_picture, base_render_layer to MiningDrillPrototype::working_visualisations.&lt;br /&gt;
* Added MiningDrillPrototype::use_mirroring, graphics_set_flipped, wet_mining_graphics_set_flipped, circuit_connector_flipped and migrate_horizontal_mirroring.&lt;br /&gt;
* Added ModulePrototype::consumption_quality_multiplier, speed_quality_multiplier, productivity_quality_multiplier, pollution_quality_multiplier, quality_quality_multiplier. These properties control how the quality multiplier is applied to the effect, and default to 1.0 (quality applies normally) for beneficial effects and 0.0 (not affected by quality) for detrimental effects.&lt;br /&gt;
* Added PipePrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires, default_fluid_temperature_signal.&lt;br /&gt;
* Added PipeToGroundPrototype::circuit_connector, circuit_wire_max_distance, draw_copper_wires, draw_circuit_wires, default_fluid_temperature_signal.&lt;br /&gt;
* Added PlantPrototype::growth_variations, growth_mounds.&lt;br /&gt;
* Added PumpPrototype::fluid_wagon_tank_valve_max_distance, wagon_connection_graphics, base_lifting_sound, arm_orienting_sound, clamp_sound. Removed PumpPrototype::fluid_wagon_connector_alignment_tolerance, fluid_wagon_connector_graphics.&lt;br /&gt;
* Added QualityPrototype::chain_probability. next_probability now only affects first step of quality roll.&lt;br /&gt;
* Added QualityPrototype::previous_probability, previous_chain_probability. Only meaningful for entities with quality_limits allowing negative values.&lt;br /&gt;
* Added QualityPrototype::cargo_wagon_inventory_size_multiplier, locomotive_power_multiplier, rolling_stock_max_speed_multiplier.&lt;br /&gt;
* Added QualityPrototype::module_consumption_multiplier, module_speed_multiplier, module_productivity_multiplier, module_pollution_multiplier, module_quality_multiplier.&lt;br /&gt;
* Added QualityPrototype::spoil_ticks_multiplier.&lt;br /&gt;
* Added RadarPrototype::default_universe_channel.&lt;br /&gt;
* Added ReactorPrototype::temperature_to_suppress_energy_icons.&lt;br /&gt;
* Added ReactorPrototype::neighbour_connectable. Reactors are no longer connecting to neighbours based on reactor edges touching.&lt;br /&gt;
* Removed RecipePrototype::category, additional_categories. Use RecipePrototype::categories instead.&lt;br /&gt;
* Removed RecipePrototype::always_show_products, show_amount_in_title.&lt;br /&gt;
* Added RecipePrototype::requires_ingredients_to_unlock_results, sort_item_ingredients, can_set_quality.&lt;br /&gt;
* Moved RecipePrototype::result_is_always_fresh to ItemProductPrototype::always_fresh.&lt;br /&gt;
* Moved RecipePrototype::reset_freshness_on_craft to ItemProductPrototype::reset_freshness_on_craft.&lt;br /&gt;
* Added ItemIngredientPrototype::quality_min, quality_max, quality_change.&lt;br /&gt;
* Added ItemIngredientPrototype::spoil_weight.&lt;br /&gt;
* Added ItemProductPrototype::quality_min, quality_max, quality_change, affected_by_quality.&lt;br /&gt;
* Added ItemProductPrototype::always_fresh, reset_freshness_on_craft.&lt;br /&gt;
* Added FluidIngredientPrototype::optional_fluidbox_indexes.&lt;br /&gt;
* Added FluidProductPrototype::optional_fluidbox_indexes.&lt;br /&gt;
* Added FluidProductPrototype::fluidbox_multiplier, defaults to 3.&lt;br /&gt;
* Changed default FluidIngredientPrototype::fluidbox_multiplier to 3.&lt;br /&gt;
* Removed UtilityConstants::max_fluid_flow, as the max flow is now derived from FluidBox volume.&lt;br /&gt;
* Added RobotWithLogisticsInterface::require_charge_to_mine.&lt;br /&gt;
* Added RocketSiloPrototype::rocket_rising_speed_modifier_per_quality_level, rocket_engine_starting_speed_modifier_per_quality_level and arms_speed_modifier_per_quality_level.&lt;br /&gt;
* Changed RocketSiloPrototype::to_be_inserted_to_rocket_inventory_size to be ignored when launch_to_space_platforms is true.&lt;br /&gt;
* Added RollingStockPrototype::quality_affects_max_speed.&lt;br /&gt;
* Added SelectorCombinatorPrototype::time_symbol_sprites, default_game_tick_output_signal, default_day_tick_output_signal, default_day_length_output_signal.&lt;br /&gt;
* Added SimpleEntityPrototype::shuffled_variation_on_chunk_generated.&lt;br /&gt;
* {{SA}} Moved platform_surface_render_parameters from SpacePlatformHubPrototype to SpaceLocationPrototype.&lt;br /&gt;
* Removed SpacePlatformHubPrototype::dump_container.&lt;br /&gt;
* Added SpiderUnitPrototype::buildable_entities.&lt;br /&gt;
* Added StorageTankPrototype::default_fluid_temperature_signal.&lt;br /&gt;
* Added TurretPrototype::leave_attacking_if_shoot_fails.&lt;br /&gt;
* Added UnitPrototype::buildable_entities.&lt;br /&gt;
* Added UtilityConstants::tall_entity_tint, tall_entity_smoke_tint, ghost_product_count_tint, equipment_disabled_background_tint, equipment_disabled_tint, huge_area_size, default_platform_surface_render_parameters, far_way_chunk_generation_radius, sound_fade_ticks. Removed UtilityConstants::minimap_slot_clicked_tint, minimap_slot_hovered_tint.&lt;br /&gt;
* Added RocketSiloPrototype::lift_weight.&lt;br /&gt;
* Renamed UtilityConstants::rocket_lift_weight to default_rocket_lift_weight.&lt;br /&gt;
* Added UtilitySounds::gui_toggle, gui_tab, build_behemoth, deconstruct_behemoth, heat_pipe_walking_sound, toggle_show_entity_info, cycle_blueprint_book, blueprint_preview_build, blueprint_preview_mine, adjust_blueprint_snapping, change_quality.&lt;br /&gt;
* Added UtilitySounds::console_player_joined, console_player_respawned, console_player_left, console_player_paused_game, console_player_resumed_game, console_player_died, console_player_research, console_platform_created, console_platform_destroyed, console_player_changed_logistic_group.&lt;br /&gt;
* Added UtilitySprites::recipe_ghost_arrow, recipe_potential_arrow, cargo_bay_too_far_from_source_icon, fluid_mixing_icon, max_cargo_bay_unloading_distance_modifier_icon, max_cargo_bay_unloading_distance_modifier_constant, unlock_logistic_network_modifier_icon, unlock_logistic_network_modifier_constant, unlock_travel_to_space_platforms_modifier_icon, unlock_travel_to_space_platforms_modifier_constant.&lt;br /&gt;
* Removed VehiclePrototype::braking_power, friction. Use braking_force, friction_force instead.&lt;br /&gt;
* {{SA}} Added SurfaceRenderParameters::platform_backdrop. Added PlatformBackdrop, PlatformBackdropCloud.&lt;br /&gt;
* Added &amp;quot;tall-entities-hidden&amp;quot; SoundModifierType.&lt;br /&gt;
* Added UnlockLogisticNetworkModifier modifier that is used by entity GUI to enable a &amp;quot;logistic network&amp;quot; button.&lt;br /&gt;
* Added TravelToSpacePlatformsModifier.&lt;br /&gt;
* Added MaxCargoBayUnloadingDistanceModifier.&lt;br /&gt;
* Added AnimationParameters::allow_reducing_frames.&lt;br /&gt;
* Added AmmoType::force_clamp_to_max_range.&lt;br /&gt;
* Added BaseAttackParameters::threatening_asteroid_penalty.&lt;br /&gt;
* Added BurnerEnergySource::auto_refuel for automatic refueling of burner equipment.&lt;br /&gt;
* Reworked CargoBayConnections tile graphics definitions.&lt;br /&gt;
* Added CreateEntityTriggerEffectItem::preserve_ghosts_and_corpses, show_ghosts_in_tooltip.&lt;br /&gt;
* Added &amp;quot;create-pollution&amp;quot; trigger effect item.&lt;br /&gt;
* Added EffectReceiver::consumption_limits, speed_limits, productivity_limits, pollution_limits, quality_limits.&lt;br /&gt;
* Added &amp;quot;dynamic&amp;quot; ElectricUsagePriority.&lt;br /&gt;
* Added EnemyExpansionSettings::evolution_group_size_factor, MapGenPresetEnemyExpansionSettings::evolution_group_size_factor.&lt;br /&gt;
* Added EnemyExpansionSettings::min_expansion_distance read.&lt;br /&gt;
* Added &amp;quot;always-show&amp;quot;, &amp;quot;not-in-bonus-gui&amp;quot;, &amp;quot;not-in-mined-by&amp;quot; EntityPrototypeFlags.&lt;br /&gt;
* Added &amp;quot;waiting-to-clear-drop-slots&amp;quot;, &amp;quot;too-far-from-pad-to-unload&amp;quot;, &amp;quot;waiting-for-upgrade&amp;quot;, &amp;quot;armed&amp;quot; EntityStatus.&lt;br /&gt;
* Added GameViewSettings::show_pins_gui, hide_tall_entities.&lt;br /&gt;
* Added &amp;quot;excluded-from-character-lift-weight&amp;quot;, &amp;quot;hide-health-bar-in-world&amp;quot;, &amp;quot;hide-spoilage-bar-in-world&amp;quot; ItemPrototypeFlags.&lt;br /&gt;
* Added MainSound::play_for_directions, SoundAccent::play_for_directions.&lt;br /&gt;
* Changed MineEntityTechnologyTrigger::entity into MineEntityTechnologyTrigger::entities.&lt;br /&gt;
* Added PipeConnectionDefinition::alt_position, alt_direction.&lt;br /&gt;
* Added PipeConnectionDefinition::hide_connection_info.&lt;br /&gt;
* Removed FluidBox::hide_connection_info.&lt;br /&gt;
* Changed ProductPrototype into ProductPrototypeBase. Added independent_probability, replacing ItemProductPrototype::probability and FluidProductPrototype::probability. Moved ItemProductPrototype::show_details_in_recipe_tooltip and FluidProductPrototype::show_details_in_recipe_tooltip to ProductPrototypeBase::show_details_in_recipe_tooltip.&lt;br /&gt;
* Added ProductPrototypeBase::shared_probability.&lt;br /&gt;
* Added ProductionHealthEffect::damage_type. ([https://forums.factorio.com/131928 more])&lt;br /&gt;
* Added ProjectileTriggerDelivery::inherit_speed.&lt;br /&gt;
* Added RadiusVisualisationSpecification::distance_quality_scaling.&lt;br /&gt;
* Added SelectionModeData::ignore_cannot_select_entities, ignore_cannot_select_tiles.&lt;br /&gt;
* Added SignalIDConnector::quality.&lt;br /&gt;
* Added &amp;quot;procession-cover&amp;quot;, &amp;quot;group=procession&amp;quot;, &amp;quot;group=procession-cover&amp;quot; SpriteFlags.&lt;br /&gt;
* Added SpriteSource::color_channels.&lt;br /&gt;
* Removed StateSteeringSettings::force_unit_fuzzy_goto_behavior.&lt;br /&gt;
* Removed SteeringSettings::moving, default.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
* Added LuaNotificationQueue, LuaBootstrap::new_notification_queue().&lt;br /&gt;
* Added LuaBurnerPrototype::auto_refuel read.&lt;br /&gt;
* Added LuaControlBehavior::input_networks and output_networks read/write.&lt;br /&gt;
* Added LuaLogisticContainerControlBehavior::set_requests read/write.&lt;br /&gt;
* Added LuaLogisticContainerControlBehavior::read_contents read/write.&lt;br /&gt;
* Removed LuaLogisticContainerControlBehavior::circuit_exclusive_mode_of_operation. Use set_requests and read_contents instead.&lt;br /&gt;
* Removed defines.control_behavior.logistic_container.exclusive_mode.&lt;br /&gt;
* Moved LuaEntity::mining_progress to LuaControl::mining_progress and made it read/write.&lt;br /&gt;
* Removed LuaEntity::fluidbox and LuaFluidBox. All fluid interaction is now done directly through LuaEntity.&lt;br /&gt;
* Renamed LuaEntity::remove_fluid() to extract_fluid.&lt;br /&gt;
* Changed LuaEntity::set_fluid() to make its second argument mandatory. The method now returns a FluidAmount instead of Fluid.&lt;br /&gt;
* Added LuaEntity::clear_fluids(), add_fluid(), remove_fluid(), clear_fluid(), get_fluid_filter(), set_fluid_filter(), get_fluid_capacity(), get_fluid_box_prototype(), get_fluid_box_neighbours(), get_fluid_box_pipe_connections(), add_fluid_box_linked_connection(), remove_fluid_box_linked_connection(), get_fluid_box_linked_connection(), get_fluid_box_linked_connections(), has_fluid_segment(), get_fluid_segment_fluid(), set_fluid_segment_fluid(), add_fluid_segment_fluid(), clear_fluid_segment_fluid(), remove_fluid_segment_fluid(), get_fluid_segment_filter(), get_fluid_segment_capacity(), get_fluid_segment_extent_bounding_box(), get_fluid_segment_id().&lt;br /&gt;
* Added mirrored parameter to LuaEntity::get_item_insert_specification().&lt;br /&gt;
* LuaEntity::get_item_insert_specification supports entity ghosts.&lt;br /&gt;
* Added LuaEntity::flip.&lt;br /&gt;
* Added LuaEntity::clear_stored_durability(), get_stored_durability(), set_stored_durability().&lt;br /&gt;
* Added LuaEntity::clear_tooltip_fields(), get_tooltip_fields(), clear_tooltip_field(), get_tooltip_field(), set_tooltip_field().&lt;br /&gt;
* Added LuaEntity::protected read/write.&lt;br /&gt;
* Added LuaEntity::script_reservations_count read/write; train_reservations_count read.&lt;br /&gt;
* Added LuaEntity::input_flow_limit, output_flow_limit read/writes.&lt;br /&gt;
* Added LuaEntity::electric_interface_mode read/write.&lt;br /&gt;
* Added LuaEntity::override_logistic_mode, saved_request_from_buffers, saved_request_filters, saved_storage_filters read/write.&lt;br /&gt;
* Added LuaEntity::saved_set_requests read/write.&lt;br /&gt;
* Added LuaEntity::autopilot_patrol_size read/write.&lt;br /&gt;
* Added optional entity specification to LuaEntity::create_cargo_pod and LuaCargoHatch::create_cargo_pod.&lt;br /&gt;
* Changed LuaEntity::display_panel_text to no longer support LocalisedString. Use string instead.&lt;br /&gt;
* Changed LuaEntity::allow_dispatching_robots to work on vehicles as well as characters.&lt;br /&gt;
* Changed LuaEntity::inserter_spoil_priority to use dashes in its return type instead of underscores.&lt;br /&gt;
* Removed LuaEntity::neighbors read. Added LuaEntity::fluidbox_neighbours, underground_belt_neighbour, wall_neighbours, cliff_neighbours, neighbour_connectable_connections read. Use those and belt_neighbours, heat_neighbours instead.&lt;br /&gt;
* Removed LuaEntity::pump_rail_target read. Added LuaEntity::pump_input_rail_targets, pump_output_rail_targets read.&lt;br /&gt;
* Removed LuaEntity::active write. Use LuaEntity::disabled_by_script instead.&lt;br /&gt;
* Removed LuaEntity::minable write. Use LuaEntity::minable_flag instead.&lt;br /&gt;
* Added LuaEntityPrototype::get_max_speed(), get_duration(), get_inventory_size_bonus().&lt;br /&gt;
* Added LuaEntityPrototype::attack_target_mask, ignore_target_mask reads.&lt;br /&gt;
* Added LuaEntityPrototype::fold_turret_corpses, turret_prepare_range reads.&lt;br /&gt;
* Added LuaEntityPrototype::platform_weight, platform_repair_speed_modifier reads.&lt;br /&gt;
* Added LuaEntityPrototype::require_resources_to_place, require_charge_to_mine reads.&lt;br /&gt;
* Added LuaEntityPrototype::spent_fluid read.&lt;br /&gt;
* Added LuaEntityPrototype::fixed_quality read.&lt;br /&gt;
* Added LuaEntityPrototype::disable_automatic_firing, ammo_stack_limit reads.&lt;br /&gt;
* Added LuaEntityPrototype::randomize_planting_tile, random_growth_offset reads.&lt;br /&gt;
* Added LuaEntityPrototype::use_mirroring read.&lt;br /&gt;
* Added LuaEntityPrototype::separation_range, max_separation_force, separation_force_factor reads.&lt;br /&gt;
* Added LuaEntityPrototype::alert_after_time, rocket_dying_explosion, grounded_landing_search_radius, tool_attack_distance, flying_collision_mask, tool_attack_result, footstep_particle_triggers, synced_footstep_particle_triggers, footprint_particles reads.&lt;br /&gt;
* Added LuaEntityPrototype::lift_weight read.&lt;br /&gt;
* Added LuaEntityPrototype::rocket_rising_speed_modifier_per_quality_level, rocket_engine_starting_speed_modifier_per_quality_level and arms_speed_modifier_per_quality_level reads.&lt;br /&gt;
* Added a whole host of previously missing LuaEntityPrototype reads.&lt;br /&gt;
* Changed LuaEntityPrototype::fixed_recipe to return a LuaRecipePrototype instead of a string.&lt;br /&gt;
* Removed LuaEntityPrototype::fluid_usage_per_tick read. Use LuaEntityPrototype::get_fluid_usage_per_tick instead.&lt;br /&gt;
* Removed LuaEntityPrototype::max_power_output read. Use LuaEntityPrototype::get_max_power_output instead.&lt;br /&gt;
* Removed LuaEntityPrototype::pumping_speed read. Use LuaEntityPrototype::get_pumping_speed instead.&lt;br /&gt;
* Removed LuaEntityPrototype::build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEquipment::power_production, power_usage, electric_buffer_size read/writes.&lt;br /&gt;
* Added LuaEquipmentPrototype::gui_mode, darkness_to_turn_on reads.&lt;br /&gt;
* Added LuaFlowStatistic::get_current_input_sample(), set_current_input_sample(), get_current_output_sample(), set_current_output_sample(); input_quality_counts, current_input_quality_samples, output_quality_counts, current_output_quality_samples, storage_quality_counts reads.&lt;br /&gt;
* Added the ability to specify FluidBox temperature filters without an explicit fluid ID.&lt;br /&gt;
* Removed LuaFluidBoxPrototype::volume read. Use LuaFluidBoxPrototype::get_volume() instead.&lt;br /&gt;
* Added LuaFluidEnergySourcePrototype::output_fluid_box, spent_fluid reads.&lt;br /&gt;
* Added LuaFluidPrototype::spent_fluid read.&lt;br /&gt;
* Added LuaForce::is_visible(), set_script_visible(), get_script_visible().&lt;br /&gt;
* Added LuaForce::add_alert(), add_custom_alert(), remove_alert().&lt;br /&gt;
* Added LuaForce::unlock_logistic_network, unlock_travel_to_space_platforms read/writes.&lt;br /&gt;
* Added LuaForce::cargo_landing_pad_limit read/write.&lt;br /&gt;
* Added LuaForce::max_cargo_bay_unloading_distance read/write.&lt;br /&gt;
* Added allow_in_replay parameter to LuaGameScript::take_technology_screenshot and auto_save.&lt;br /&gt;
* Added LuaGameScript::delete_blueprint_library(). ([https://forums.factorio.com/132357 more])&lt;br /&gt;
* Removed LuaGameScript::create_profiler(). Use LuaHelpers::create_profiler() instead.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;inventory&amp;quot;. Added LuaGuiElement::inventory, slots_per_row, empty_slot_info, handle_cursor_transfer, handle_cursor_split, handle_open_item, handle_open_mod_item, handle_send_stack_to_trash, hand_send_stacks_to_trash read/writes. Added on_gui_inventory_action event.&lt;br /&gt;
* Added airborne-pollutant, ammo-category, quality, shortcut, space-connection, surface, and virtual-signal to &amp;quot;choose-elem-button&amp;quot; types.&lt;br /&gt;
* Added LuaHelpers::is_valid_ambient_sound(), LuaHelpers::is_valid_animation_path().&lt;br /&gt;
* Added LuaHelpers::stage read.&lt;br /&gt;
* Added LuaInventory::transfer_from_stack(), transfer_from_inventory().&lt;br /&gt;
* Added LuaItemCommon::get_tag_names().&lt;br /&gt;
* Added LuaItemCommon::planner_description read/write.&lt;br /&gt;
* Removed LuaItemPrototype::inventory_size read. Use get_inventory_size() instead.&lt;br /&gt;
* Added LuaItemPrototype::spoil_quality_min, spoil_quality_max, spoil_quality_change reads.&lt;br /&gt;
* Added LuaItemPrototype::consumption_quality_multiplier, speed_quality_multiplier, productivity_quality_multiplier, pollution_quality_multiplier, quality_quality_multiplier reads.&lt;br /&gt;
* Added LuaItemPrototype::lab_ignores_spoil_percent, space_platform_request_priority, color_hint, spoil_level, shoot_protected, quality_affects_inventory_size reads.&lt;br /&gt;
* Removed LuaItemPrototype::tile_filter_slots, entity_filter_slots reads.&lt;br /&gt;
* Added LuaItemPrototype::used_by_labs read.&lt;br /&gt;
* Added &amp;quot;used-by-labs&amp;quot; item prototype filter.&lt;br /&gt;
* Changed LuaPlayer::get_quick_bar_slot and set_quick_bar_slot to take quick bar slot location as page index and slot index.&lt;br /&gt;
* Changed LuaPlayer::get_quick_bar_slot and set_quick_bar_slot to cover other types of slots (blueprint record, spidertron remote, specific item instances).&lt;br /&gt;
* Added LuaPlayer::quick_bar_width read.&lt;br /&gt;
* Added LuaPlayer::stack_transfers(), cursor_transfers(), cursor_split().&lt;br /&gt;
* Added LuaPlayer::saved_logistic_filters read/write.&lt;br /&gt;
* Added LuaPlayer::respawn_quality read/write.&lt;br /&gt;
* Added LuaPlayer::disable_space_map read/write.&lt;br /&gt;
* Changed LuaPlayer::entity_copy_source to be read/write. ([https://forums.factorio.com/132681 more])&lt;br /&gt;
* Changed LuaPlayer::teleport() to no longer implicitly exit remote view.&lt;br /&gt;
* Changed LuaPlayer::request_translation() and request_translations() so requests can be made while a player is offline. Also, requests will now always (eventually) arrive, even if a player disconnects and reconnects.&lt;br /&gt;
* Removed LuaPlayer::pipette_entity(). Use LuaPlayer::pipette() instead.&lt;br /&gt;
* Added LuaProcessionPrototype::timeline, ground_timeline, usage, procession_style reads.&lt;br /&gt;
* Added full documentation for LuaPrototypes::utility_constants.&lt;br /&gt;
* Added LuaQualityPrototype::chain_probability, previous, previous_probability, previous_chain_probability reads.&lt;br /&gt;
* Added LuaQualityPrototype::cargo_wagon_inventory_size_multiplier, locomotive_power_multiplier, rolling_stock_max_speed_multiplier reads.&lt;br /&gt;
* Added LuaQualityPrototype::module_consumption_multiplier, module_speed_multiplier, module_productivity_multiplier, module_pollution_multiplier, module_quality_multiplier reads.&lt;br /&gt;
* Added LuaQualityPrototype::spoil_ticks_multiplier read.&lt;br /&gt;
* Removed LuaRecipe::category, additional_categories reads. Use LuaRecipe::categories instead.&lt;br /&gt;
* Added LuaRecipePrototype::get_ingredient_quality(), get_product_quality(), get_product_amount().&lt;br /&gt;
* Added LuaRecipePrototype::can_set_quality read.&lt;br /&gt;
* Removed LuaRecipePrototype::category, additional_categories reads. Use LuaRecipe::categories instead.&lt;br /&gt;
* Removed LuaRecipePrototype::is_parameter read. Use LuaPrototypeBase::parameter instead.&lt;br /&gt;
* Removed LuaRecipePrototype::show_amount_in_title, result_is_always_fresh, reset_freshness_on_craft, always_show_products reads.&lt;br /&gt;
* Added LuaRecord::label, planner_description read/writes.&lt;br /&gt;
* Removed LuaRecord::is_blueprint_preview read. Use LuaRecord::is_preview instead.&lt;br /&gt;
* Added LuaStyle::get_style() to get sub-styles.&lt;br /&gt;
* Added LuaStyle::name write to set the parent style for a given LuaStyle.&lt;br /&gt;
* Added LuaSurface::override_pollution_type read/write.&lt;br /&gt;
* Added auto_connect parameter to LuaSurface::create_entity when creating rolling stocks.&lt;br /&gt;
* Added LuaTerritory::visibility_condition read/write.&lt;br /&gt;
* Added silent parameter to LuaSpacePlatform::apply_starter_pack().&lt;br /&gt;
* Added LuaElectricNetwork and LuaElectricSubNetwork.&lt;br /&gt;
* Added LuaEntity::electric_network, electric_networks reads.&lt;br /&gt;
* Added LuaWireConnector::electric_network read.&lt;br /&gt;
* Added LuaSurface::global_electric_network read.&lt;br /&gt;
* Added LuaPlayer::play_music, LuaForce::play_music, LuaGameScript::play_music, LuaSurface::play_music. ([https://forums.factorio.com/131082 more])&lt;br /&gt;
* Added LuaPlayer::current_music read. Added on_player_music_changed event.&lt;br /&gt;
* Added light_mode parameter to LuaRendering::draw_animation() and LuaRendering::draw_sprite().&lt;br /&gt;
* Added LuaRenderObject::light_mode read/write.&lt;br /&gt;
* Changed lights created via LuaRendering::draw_light() to lower resolution gradient lights.&lt;br /&gt;
* Added ScriptRenderMode &amp;quot;build-cursor&amp;quot; for drawing objects only when player holds buildable item trying to build it.&lt;br /&gt;
* Added &amp;quot;cursor&amp;quot; and &amp;quot;build-cursor&amp;quot; target types to ScriptRenderTargetTable.&lt;br /&gt;
* Added LuaBoilerControlBehavior, LuaLabControlBehavior, LuaLandMineControlBehavior, LuaSingleFluidBoxControlBehavior, LuaHeatPipeControlBehavior.&lt;br /&gt;
* Added LuaAgriculturalTowerControlBehavior::enable_harvesting_condition, harvesting_condition, enable_planting_condition, planting_condition.&lt;br /&gt;
* Renamed LuaAssemblingMachineControlBehavior::include_fuel and LuaFurnaceControlBehavior::include_fuel to read_fuel.&lt;br /&gt;
* Added LuaCargoLandingPadControlBehavior::read_contents, set_requests. Removed LuaCargoLandingPadControlBehavior::circuit_exclusive_mode_of_operation.&lt;br /&gt;
* Reworked LuaDisplayPanelControlBehavior: Added add_record(), remove_record(), move_record(), get_record(), set_record(); max_records_count, records_count reads; records read/write. Removed get_message, set_message, messages.&lt;br /&gt;
* Added LuaRadarControlBehavior::mode, universe_channel read/writes.&lt;br /&gt;
* Added LuaSpacePlatformHubControlBehavior::set_requests read/write.&lt;br /&gt;
* Changed UndoRedoAction to always include the type and tags, even if the action is invalid.&lt;br /&gt;
* Renamed defines.control_behavior.type.storage_tank to defines.control_behavior.type.single_fluid_box.&lt;br /&gt;
* Added defines.control_behavior.radar.mode.surface, .universe.&lt;br /&gt;
* Added defines.control_behavior.type.lab, .boiler, .land_mine, .heat_pipe.&lt;br /&gt;
* Removed defines.control_behavior.cargo_landing_pad.exclusive_mode.&lt;br /&gt;
* Added on_blueprint_settings_pasted, on_player_color_changed events.&lt;br /&gt;
* Added previous_mirroring parameter to on_player_rotated_entity event.&lt;br /&gt;
* Added defines.alert_type.fluid_mixing.&lt;br /&gt;
* Renamed defines.default_icon_size to defines.constant.default_icon_size.&lt;br /&gt;
* Added defines.electric_interface_mode.&lt;br /&gt;
* Added defines.entity_status.hatches_blocked_by_elevated_rail, .too_far_from_pad_to_unload, .waiting_for_upgrade, .waiting_to_clear_drop_slots, .armed.&lt;br /&gt;
* Added defines.gui_type.alerts_config.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_input, furnace_source, and rocket_silo_input. Use defines.inventory.crafter_input instead.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_output, furnace_result, and rocket_silo_output. Use defines.inventory.crafter_output instead.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_modules, furnace_modules, and rocket_silo_modules. Use defines.inventory.crafter_modules instead.&lt;br /&gt;
* Removed defines.inventory.assembling_machine_trash and furnace_trash. Use defines.inventory.crafter_trash instead.&lt;br /&gt;
* Added defines.inventory_actions.&lt;br /&gt;
* Added defines.relative_gui_type.alerts_config_gui, .boiler_gui, .electric_energy_interface_equipment_gui, .radar_gui.&lt;br /&gt;
* Removed defines.relative_gui_type.storage_tank_gui.&lt;br /&gt;
* Added defines.target_type.electric_network, .electric_sub_network, .force.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed lava animation artifacts. ([https://forums.factorio.com/128172 more])&lt;br /&gt;
* Fixed that fusion generators could output plasma into fusion reactors which caused unintuitive behavior with certain reactor layouts. ([https://forums.factorio.com/129371 more])&lt;br /&gt;
* Fixed that starting resource autoplace was using a legacy &amp;quot;lakes&amp;quot; map generation expression instead of the planet&#039;s actual elevation. ([https://forums.factorio.com/127763 more])&lt;br /&gt;
* Fixed being unable to copy/paste large amounts of text on X11 (again).&lt;br /&gt;
* Fixed that the game would not let the compositor position the window when launching in fullscreen on Wayland. ([https://forums.factorio.com/118391 more])&lt;br /&gt;
* Fixed (super)forcing miners would produce autofilled tile ghosts even when the ghost of the miner itself was not built due to lack of resources. ([https://forums.factorio.com/118732 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;
* Fixed remotely driven tank not being attacked by biters unless they took damage. ([https://forums.factorio.com/129482 more])&lt;br /&gt;
* Fixed sound restarting when selecting some entries in Factoriopedia while the game is paused. ([https://forums.factorio.com/116821 more])&lt;br /&gt;
* Fixed apply_runtime_tint property not working correctly for additive blend mode. ([https://forums.factorio.com/129905 more])&lt;br /&gt;
* Fixed cancelling deconstruction of a plant would not remove colliding players tile ghosts (second pic https://forums.factorio.com/131087)&lt;br /&gt;
* Fixed that the game would drop to 20 FPS when the window was not visible on Wayland. Fix requires the compositor to support xdg_shell version 6 or above.&lt;br /&gt;
* Fixed blueprinted walls with circuit connection would not create the connection in some cases of applicable overbuilds. ([https://forums.factorio.com/117919 more])&lt;br /&gt;
* Added instruction for reverse alternative selection for deconstruction planner. ([https://forums.factorio.com/119285 more])&lt;br /&gt;
* Fixed multiple issues with undoing and redoing tiles or tileghosts. ([https://forums.factorio.com/128421 more])&lt;br /&gt;
* Fixed that holmium solution&#039;s fluid color was wrong. ([https://forums.factorio.com/131509 more])&lt;br /&gt;
* Fixed that in-progress recipe fluid ingredients would be voided when changing assembling machine recipes. ([https://forums.factorio.com/131281 more])&lt;br /&gt;
* Fixed that tile ghosts would show incorrectly on the map when near curved rails. ([https://forums.factorio.com/131572 more])&lt;br /&gt;
* Fixed that platforms requesting custom minimal amounts could get sent less than the custom minimal amount. ([https://forums.factorio.com/131563 more])&lt;br /&gt;
* Fixed that some large numbers would not be thousands-split. ([https://forums.factorio.com/131584 more])&lt;br /&gt;
* Fixed a crash when showing the blueprint library GUI in tips and tricks. ([https://forums.factorio.com/131635 more])&lt;br /&gt;
* Fixed that cloning entities with fluid could result in too much fluid being cloned. ([https://forums.factorio.com/131648 more])&lt;br /&gt;
* Fixed modded drills with resource filters would show quality condition when not relevant. ([https://forums.factorio.com/131114 more])&lt;br /&gt;
* Fixed that construction robots could put the wrong item into storage chests when canceling module upgrades. ([https://forums.factorio.com/131543 more])&lt;br /&gt;
* Fixed that it was possible to pass any fluid through input-output ports on entities regardless of which fluid icon they showed.&lt;br /&gt;
* Fixed that it was impossible to see all of the fluid inside of an entity with input-output ports.&lt;br /&gt;
* Fixed that setting fluid filters on pipes would not actually do anything.&lt;br /&gt;
* Fixed random penalty noise expression being incorrectly folded to a constant value if all arguments were constant. ([https://forums.factorio.com/131117 more])&lt;br /&gt;
* Fixed inserter clone would attempt to pickup more items in some cases. ([https://forums.factorio.com/131294 more])&lt;br /&gt;
* Fixed that `--run-replay` would get stuck on the victory screen. ([https://forums.factorio.com/131375 more])&lt;br /&gt;
* Fixed rich text icons occluding detail lights. ([https://forums.factorio.com/131417 more])&lt;br /&gt;
* Fixed fluid catalyst lost due to fluid product probability was not tracked as consumed.&lt;br /&gt;
* Fixed a crash related to construction robots, tile ghosts, and mod events. ([https://forums.factorio.com/131783 more])&lt;br /&gt;
* Fixed superforce blueprint overbuild with crafters with modules in instant blueprint mode would misbehave in some cases. ([https://forums.factorio.com/131562 more])&lt;br /&gt;
* Fixed forcing a blueprint with foundation tile and a cover tile on the same tile would cause a crash in some cases. ([https://forums.factorio.com/131743 more])&lt;br /&gt;
* Fixed LuaPlayer::build_from_cursor() ignoring cursor_ghost. ([https://forums.factorio.com/131575 more])&lt;br /&gt;
* Fixed that LuaEntity::register_tree(...) did not wake up agricultural towers. ([https://forums.factorio.com/131832 more])&lt;br /&gt;
* Fixed recipe tooltip showing incorrect item product amounts when item product uses ignored_by_productivity. ([https://forums.factorio.com/131864 more])&lt;br /&gt;
* Fixed some issues around undo/redo of frozen/unfrozen tiles.&lt;br /&gt;
* Fixed fast-turning cars oscillating around inputted heading when driven in heading mode.&lt;br /&gt;
* Fixed vehicles with toolbelts in their equipment grid losing filters in the extra slots after placement. ([https://forums.factorio.com/131853 more])&lt;br /&gt;
* Fixed dropping fishes to water to be more resilient to low cursor stack item counts. ([https://forums.factorio.com/131815 more])&lt;br /&gt;
* Fixed that the vulcanus briefing description mentioned the wrong rock. ([https://forums.factorio.com/131964 more])&lt;br /&gt;
* Fixed that inserters disabled by control behavior could take an extra tick to pick up items in some cases. ([https://forums.factorio.com/131265 more])&lt;br /&gt;
* Fixed that the destroy-decoratives trigger effect would not properly handle decals being removed. ([https://forums.factorio.com/131965 more])&lt;br /&gt;
* Fixed that display panels would reset partially edited text when changing other settings. ([https://forums.factorio.com/130647 more])&lt;br /&gt;
* Fixed recipe description showing unnecessary &amp;quot;/s&amp;quot; when recipe has no ingredients but many products. ([https://forums.factorio.com/131982 more])&lt;br /&gt;
* Fixed description of heal effect could show a negative sign. ([https://forums.factorio.com/132005 more])&lt;br /&gt;
* Fixed vehicle friction modifier was not handled correctly in sticker description. ([https://forums.factorio.com/132006 more])&lt;br /&gt;
* Fixed a crash when edit interrupt discard change notification was confirmed while changes were already saved. ([https://forums.factorio.com/131934 more])&lt;br /&gt;
* Fixed a crash when using some mods on a dedicated server. ([https://forums.factorio.com/131997 more])&lt;br /&gt;
* Fixed that disabled/enabling space platform hubs logistic points through script did not work correctly. ([https://forums.factorio.com/131263 more])&lt;br /&gt;
* Fixed a crash when canceling deconstruction of an item entity through undo when the item is sitting above a belt. ([https://forums.factorio.com/131981 more])&lt;br /&gt;
* Fixed that fluid stream drew parts of other sprites if its prototype definition had layers with different dimensions. ([https://forums.factorio.com/132017 more])&lt;br /&gt;
* Fixed that the chart search would flash rapidly when searching took a long time.&lt;br /&gt;
* Fixed that the insert quality module achievement wouldn&#039;t trigger when adding with right click. ([https://forums.factorio.com/131645 more])&lt;br /&gt;
* Fixed some falsely positive double coverable tile autofill buildability check results. ([https://forums.factorio.com/132008 more])&lt;br /&gt;
* Fixed that roboports wouldn&#039;t show their charge rate when the quality mod was not enabled. ([https://forums.factorio.com/132049 more])&lt;br /&gt;
* Fixed that entities built using EntityEditor cursor didn&#039;t keep their mirrored state.&lt;br /&gt;
* Fixed a requester issue with personal construction robots and them dying. ([https://forums.factorio.com/132087 more])&lt;br /&gt;
* Fixed a crash when using --dump-icon-sprites when texture streaming was enabled. ([https://forums.factorio.com/132093 more])&lt;br /&gt;
* Fixed hovering over undo/redo button would sometimes cause a crash when in remote view. ([https://forums.factorio.com/131855 more])&lt;br /&gt;
* Fixed a crash when trying to draw asteroid collector arms that don&#039;t have animations defined. ([https://forums.factorio.com/132067 more])&lt;br /&gt;
* Fixed a lab could draw as active while being marked for deconstruction.&lt;br /&gt;
* Fixed a crash when disabling logistic robots waiting to charge. ([https://forums.factorio.com/132112 more])&lt;br /&gt;
* Fixed modded plants with negative harvest emissions could create pollution in some cases. ([https://forums.factorio.com/132176 more])&lt;br /&gt;
* Fixed trains failed to track player kills. ([https://forums.factorio.com/132269 more])&lt;br /&gt;
* Fixed that splitters and loaders would not apply the frozen LUT when frozen. ([https://forums.factorio.com/132287 more])&lt;br /&gt;
* Fixed a crash related to inventory highlights and vehicles. ([https://forums.factorio.com/132233 more])&lt;br /&gt;
* Fixed underground belts resulting from superforce building over belts would not have the same quality as the belt. ([https://forums.factorio.com/132158 more])&lt;br /&gt;
* Fixed fusion reactor tooltip when neighbour bonus was different than 1. ([https://forums.factorio.com/132322 more])&lt;br /&gt;
* Fixed that LuaLogisticNetwork::can_satisfy_request() did not work correctly when available items were negative. ([https://forums.factorio.com/132321 more])&lt;br /&gt;
* Fixed sprite sorting issues with latency state and LuaRendering objects. (https://forums.factorio.com/131856, https://forums.factorio.com/131914)&lt;br /&gt;
* Fixed train stop rich text tag showing &amp;quot;Train&amp;quot; for invalid stops. ([https://forums.factorio.com/132221 more])&lt;br /&gt;
* Fixed factoriopedia was showing assembling machines with fixed recipes as able to also craft other recipes. ([https://forums.factorio.com/132463 more])&lt;br /&gt;
* Fixed additional tiles sometimes appearing near character when manual building tiles. ([https://forums.factorio.com/132440 more])&lt;br /&gt;
* Fixed blueprint superforce overbuild entity over the same entity marked for upgrade would not remove the upgrade order. ([https://forums.factorio.com/132382 more])&lt;br /&gt;
* Fixed that inserters would pick sub-optimial pickup targets when near rails and ghosts in some cases. ([https://forums.factorio.com/132493 more])&lt;br /&gt;
* Fixed that construction jobs didn&#039;t correctly detect when chains of robots would eventually finish a given task. ([https://forums.factorio.com/132537 more])&lt;br /&gt;
* Fixed that cannon shell range modifier wasn&#039;t being applied correctly. ([https://forums.factorio.com/131497 more])&lt;br /&gt;
* Fixed that dying vehicles with equipment grids would not persist equipment in ghost form.&lt;br /&gt;
* Fixed that marking entities for deconstruction which were part of a fluid segment would result in voiding fluids more often than necessary. ([https://forums.factorio.com/132492 more])&lt;br /&gt;
* Fixed that marking entities for deconstruction would not push fluid away.&lt;br /&gt;
* Improved signal tooltip clarity by showing which quality the signal is. ([https://forums.factorio.com/132438 more])&lt;br /&gt;
* Fixed that LuaControl::mine_entity flying text did not work correctly for entities on other surfaces. ([https://forums.factorio.com/132634 more])&lt;br /&gt;
* Fixed that selection tools could be inaccurate when in low UPS conditions. ([https://forums.factorio.com/132629 more])&lt;br /&gt;
* Fixed that trains map view wouldn&#039;t show the correct key bindings when add-stop and add-temporary-stop were re-bound. ([https://forums.factorio.com/132403 more])&lt;br /&gt;
* Fixed that search in the technology GUI would include hidden effects. ([https://forums.factorio.com/132638 more])&lt;br /&gt;
* Fixed that space platforms would auto-trash with no planet filter when flying between planets. ([https://forums.factorio.com/131874 more])&lt;br /&gt;
* Fixed creating entity ghosts by script would not apply control behavior parameters. ([https://forums.factorio.com/132659 more])&lt;br /&gt;
* Fixed that egg items would show damage amounts in tooltips. ([https://forums.factorio.com/131697 more])&lt;br /&gt;
* Fixed render layer issues with stickers and floating entities. ([https://forums.factorio.com/132229 more])&lt;br /&gt;
* Fixed reading ElemID would provide wrong type in case of a signal. ([https://forums.factorio.com/132679 more])&lt;br /&gt;
* Fixed that item removal markers weren&#039;t shown for crafting machine trash inventory after reopening the GUI. ([https://forums.factorio.com/132671 more])&lt;br /&gt;
* Fixed fast-replacing underground belts by dragging not placing the belts correctly.  ([https://forums.factorio.com/116547 more])&lt;br /&gt;
* Fixed that dragging electric poles onto ghost electric poles could leave them disconnected. ([https://forums.factorio.com/132585 more])&lt;br /&gt;
* Fixed that the Steam version of the game would overwrite the local player-data.json file even though it never used it. ([https://forums.factorio.com/131164 more])&lt;br /&gt;
* Fixed that rotating entities with blueprints would not generate a player rotated event. ([https://forums.factorio.com/131355 more])&lt;br /&gt;
* Fixed that undo applied would not fire if the undo resulted in no change. ([https://forums.factorio.com/131704 more])&lt;br /&gt;
* Fixed that turrets would disregard ammo target filters if they acquired a target before ammo was present. ([https://forums.factorio.com/132831 more])&lt;br /&gt;
* Fixed moving vehicles not showing delayed tooltips. ([https://forums.factorio.com/117215 more])&lt;br /&gt;
* Fixed decider would not reject some of the special signals on the right side of conditions. ([https://forums.factorio.com/132894 more])&lt;br /&gt;
* Fixed that alt-click did not work to open Factoriopedia for inventory ghost requests. ([https://forums.factorio.com/132911 more])&lt;br /&gt;
* Fixed that appending spidertron waypoints did not work correctly if the last command was to follow an entity. ([https://forums.factorio.com/132904 more])&lt;br /&gt;
* Fixed a crash when multiple players attempt to confirm deletion of the same blueprint book. ([https://forums.factorio.com/132952 more])&lt;br /&gt;
* Fixed that turret shooting speed didn&#039;t work at higher speeds depending on the turret animations.&lt;br /&gt;
* Fixed that recipes producing &amp;gt; 0 but &amp;lt; 1 item would show as making 0. ([https://forums.factorio.com/132992 more])&lt;br /&gt;
* Fixed that alerts from hidden surfaces were hidden. ([https://forums.factorio.com/132910 more])&lt;br /&gt;
* Fixed it was not possible to parametrize display panel text when it was connected to circuit network. ([https://forums.factorio.com/132995 more])&lt;br /&gt;
* Fixed expansion planner would consistently fail on Gleba. ([https://forums.factorio.com/131425 more])&lt;br /&gt;
* Fixed space platform hub GUI would stretch with certain translations. ([https://forums.factorio.com/130921 more])&lt;br /&gt;
* Fixed stateless visualisations on a moving units would appear as having high animation speed. ([https://forums.factorio.com/133135 more])&lt;br /&gt;
* Fixed a crash when activating interrupts in some cases. ([https://forums.factorio.com/133037 more])&lt;br /&gt;
* Fixed that furnace tooltips would show recipes they couldn&#039;t use. ([https://forums.factorio.com/133034 more])&lt;br /&gt;
* Fixed inserter flipping when it has fluid energy source. ([https://forums.factorio.com/131736 more])&lt;br /&gt;
* Fixed a crash in the technology GUI related to hiding all technologies. ([https://forums.factorio.com/133188 more])&lt;br /&gt;
* Fixed splitter flipping was moving items to wrong lanes. ([https://forums.factorio.com/132978 more])&lt;br /&gt;
* Fixed placing blueprints with requester chests could sometimes create undo actions for copy settings even if no settings were changed. ([https://forums.factorio.com/133148 more])&lt;br /&gt;
* Fixed that relative snap to grid blueprints with parameters would build in absolute grid in some cases. ([https://forums.factorio.com/132915 more])&lt;br /&gt;
* Fixed snapped blueprints placing car ghosts over equivalent real cars. ([https://forums.factorio.com/132760 more])&lt;br /&gt;
* Fixed that undo_index did not work when trying to add to empty undo actions. ([https://forums.factorio.com/132714 more])&lt;br /&gt;
* Fixed that the constant combinator GUI didn&#039;t properly reject duplicate entries. ([https://forums.factorio.com/133191 more])&lt;br /&gt;
* Fixed having parameter requests in Space platform hub would emit platform storage warnings. ([https://forums.factorio.com/133257 more])&lt;br /&gt;
* Fixed that elem_tooltip with type &#039;signal&#039; did not work correctly. ([https://forums.factorio.com/133278 more])&lt;br /&gt;
* Fixed that spidertron would not trigger inventory sort after trunk was resized due to toolbelt equipment. ([https://forums.factorio.com/132319 more])&lt;br /&gt;
* Fixed that space platforms could send cargo pods to incompatible hatches. ([https://forums.factorio.com/132664 more])&lt;br /&gt;
* Fixed that logistic request input fields would lose focus when research completed. ([https://forums.factorio.com/133342 more])&lt;br /&gt;
* Fixed a crash when loading a 1.1 save file with a fluidbox whose fluid content is very close to zero.&lt;br /&gt;
* Fixed alerts in chart view were not being refreshed if warning icons blinking was disabled. ([https://forums.factorio.com/132074 more])&lt;br /&gt;
* Fixed that sprite loading didn&#039;t report an error for out-of-bounds sprites if they already had a value stored in crop cache. ([https://forums.factorio.com/129575 more])&lt;br /&gt;
* Fixed that quickbar related hotkeys did not work if the quickbar was not visible. ([https://forums.factorio.com/133377 more])&lt;br /&gt;
* Fixed that cargo bay graphics would render incorrectly when removing adjacent cargo bays in blueprints. ([https://forums.factorio.com/133386 more])&lt;br /&gt;
* Fixed that the pins GUI wouldn&#039;t show correctly in some cases. ([https://forums.factorio.com/133423 more])&lt;br /&gt;
* Fixed burner energy source with high effectivity could request more fuel than it needs. ([https://forums.factorio.com/133436 more])&lt;br /&gt;
* Fixed that in some cases trains waypoint logic would fail to find a path extension while the train was inside of intersection and first signal after waypoint was a chain signal that is red. ([https://forums.factorio.com/133309 more])&lt;br /&gt;
* Fixed superforcing entities over belts would not generate on_entity_built events for the created underground belt ghosts ([https://forums.factorio.com/119951 more])&lt;br /&gt;
* Fixed that marking underground belts for upgrade could upgrade them twice in some cases. ([https://forums.factorio.com/133427 more])&lt;br /&gt;
* Fixed that space platforms didn&#039;t automatically request items if there was a rocket silo which had the wanted items but didn&#039;t have the rocket ready. ([https://forums.factorio.com/132597 more])&lt;br /&gt;
* Fixed that rocket silos which had requests with low custom minimum payload launched even if robots were on the way to deliver more items. ([https://forums.factorio.com/120756 more])&lt;br /&gt;
* Fixed that space platform construction requests didn&#039;t remove old requests when new requests were placed in the same inventory slot. ([https://forums.factorio.com/131268 more])&lt;br /&gt;
* Fixed a cursor swap could trigger in some cases where it should not. ([https://forums.factorio.com/133461 more])&lt;br /&gt;
* Fixed that team production scenario would crash when items were dropped on ground. ([https://forums.factorio.com/133376 more])&lt;br /&gt;
* Fixed factoriopedia was not reporting which items to launch to obtain opened launch product. ([https://forums.factorio.com/133226 more])&lt;br /&gt;
* Fixed that transport belt madness scenario would crash when starting level with belts that have items on top. ([https://forums.factorio.com/133181 more])&lt;br /&gt;
* Fixed that some steps of advanced rail signals tutorial were incorrectly detecting goal as completed. ([https://forums.factorio.com/133012 more])&lt;br /&gt;
* Fixed cargo pod would render without engine in factoriopedia. ([https://forums.factorio.com/132657 more])&lt;br /&gt;
* Fixed burner inserter not refueling itself when taking items out of entity with multiple inventories. ([https://forums.factorio.com/133478 more])&lt;br /&gt;
* Fixed that &#039;the hand&#039; did not work right for item-with-inventory types. ([https://forums.factorio.com/133481 more])&lt;br /&gt;
* Fixed blueprint parametrization could set recipe quality in cases where recipe quality is ignored. ([https://forums.factorio.com/133490 more])&lt;br /&gt;
* Fixed camera widget was attempting to draw cursor selection. ([https://forums.factorio.com/132379 more])&lt;br /&gt;
* Fixed tutorial level 5 using deprecated entities. ([https://forums.factorio.com/117897 more])&lt;br /&gt;
* Fixed vehicle toolbar being sometimes visible when disabled or not visible when enabled. ([https://forums.factorio.com/133497 more])&lt;br /&gt;
* Fixed inventory highlights sometimes getting stuck when items are moved out of trash inventory. ([https://forums.factorio.com/132715 more])&lt;br /&gt;
* Fixed schedule conditions operator rendering incorrectly while dragging. ([https://forums.factorio.com/117020 more])&lt;br /&gt;
* Fixed placing blueprint with parameters on top of existing train stop could cause some trains to change schedule unexpectedly. ([https://forums.factorio.com/128218 more])&lt;br /&gt;
* Fixed it was possible to smuggle construction robots between rounds in a team production scenario. ([https://forums.factorio.com/115065 more])&lt;br /&gt;
* Fixed bonus gui when using merged productivity cards would order cards based on lexicographic order of bonus value, instead of ordering them by the bonus value. ([https://forums.factorio.com/133509 more])&lt;br /&gt;
* Fixed activating paste was working when filling blueprint parameters. ([https://forums.factorio.com/132415 more])&lt;br /&gt;
* Fixed gui for loader entity not updating filter mode when settings are changed by script. ([https://forums.factorio.com/133514 more])&lt;br /&gt;
* Fixed failed ghost upgrade of captive biter spawner would cause undo merging to insert subsequent undo items into wrong undo action. ([https://forums.factorio.com/128453 more])&lt;br /&gt;
* Fixed that transitional requests could be active even if a rocket silo didn&#039;t support launching items to space platforms.&lt;br /&gt;
* Fixed that remote item requests could be lost if modules were getting upgraded at the same time. ([https://forums.factorio.com/131579 more])&lt;br /&gt;
* Fixed that remote item requests and pickups weren&#039;t cleared from GUI when the item request proxy was removed while the GUI was open.&lt;br /&gt;
* Fixed that rocket silo GUI showed &amp;quot;Send to orbit automatically&amp;quot; checkbox when it was migrated to Space age even if there were no items which could be launched to orbit. ([https://forums.factorio.com/127120 more])&lt;br /&gt;
* Fixed that rocket silo GUI didn&#039;t show &amp;quot;Send to orbit automatically&amp;quot; checkbox when there were items which could be sent to orbit automatically but didn&#039;t have any launch products. ([https://forums.factorio.com/119842 more])&lt;br /&gt;
* Fixed that recently installed/update mods didn&#039;t show differently in the cancel error message. ([https://forums.factorio.com/133475 more])&lt;br /&gt;
* Fixed underground belt ghost flipping was not working. ([https://forums.factorio.com/131252 more])&lt;br /&gt;
* Fixed rocket silo was not using crafting machine&#039;s energy usage quality multiplier for rocket silo specific processes. ([https://forums.factorio.com/133559 more])&lt;br /&gt;
* Fixed that changing &amp;quot;allow commands&amp;quot; through the config GUI did not work. ([https://forums.factorio.com/133617 more])&lt;br /&gt;
* Fixed a crash when attempting to upgrade not-minable ghosts in latency. ([https://forums.factorio.com/133600 more])&lt;br /&gt;
* Fixed missing ammo category links in Factoriopedia. ([https://forums.factorio.com/133634 more])&lt;br /&gt;
* Fixed that growing plants could animate very quickly at certain positions and zoom levels due to the distortion effect. ([https://forums.factorio.com/119534 more])&lt;br /&gt;
* Fixed that spot noise with different inner expressions could be considered identical and return the same result. ([https://forums.factorio.com/131528 more])&lt;br /&gt;
* Fixed that the &amp;quot;not-in-made-in&amp;quot; entity prototype flag wasn&#039;t respected by Factoriopedia. ([https://forums.factorio.com/119002 more])&lt;br /&gt;
* Fixed that LightningProperties::multiplier_surface_property was not taken into account by Factoriopedia. ([https://forums.factorio.com/133588 more])&lt;br /&gt;
* Fixed that Factoriopedia did not show yield for entities that have a recipe. ([https://forums.factorio.com/133518 more])&lt;br /&gt;
* Fixed that Factoriopedia did not show accepted science packs for labs that don&#039;t have a recipe.&lt;br /&gt;
* Fixed thrust being displayed incorrectly in tooltips. ([https://forums.factorio.com/120393 more])&lt;br /&gt;
* Fixed elem_tooltip in simulations appearing next to real cursor. ([https://forums.factorio.com/132967 more])&lt;br /&gt;
* Fixed a crash when closing a simulation which was showing recipe elem_tooltip. ([https://forums.factorio.com/132967 more])&lt;br /&gt;
* Fixed voronoi noise expressions not finding the closest point in high-jitter situations. ([https://forums.factorio.com/130905 more])&lt;br /&gt;
* Fixed that flying robots could visually jump due to move intentions being planned for too long. ([https://forums.factorio.com/120784 more])&lt;br /&gt;
* Fixed a crash when providing not-a-deconstruction-item to LuaSurface::deconstruct(). ([https://forums.factorio.com/133710 more])&lt;br /&gt;
* Fixed that rail building in remote view thought it was not building ghosts unless force-build was held. ([https://forums.factorio.com/133642 more])&lt;br /&gt;
* Fixed that setting quality_affects_energy_usage would cause emissions per joule consumed to be default zero. ([https://forums.factorio.com/132191 more])&lt;br /&gt;
* Fixed a crash when a self-closing rich text tag was closed. ([https://forums.factorio.com/133661 more])&lt;br /&gt;
* Fixed chat output jumping up and down due to changing health/shield bar or shortcut list frame visiblity. ([https://forums.factorio.com/95121 more])&lt;br /&gt;
* Fixed logistic enable condition could become inconsistent due to blueprint parametrisation replacing item with non-item.&lt;br /&gt;
* Lowered rocket inside a silo to fix issue with shadow.&lt;br /&gt;
* Fixed that agricultural towers did not properly reserve inventory space when harvesting variable-output plants. ([https://forums.factorio.com/133851 more])&lt;br /&gt;
* Fixed main menu simulation could zoom out too far. ([https://forums.factorio.com/119431 more])&lt;br /&gt;
* Fixed turrets would significantly prioritise lower health asteroids over closer ones.&lt;br /&gt;
* Fixed railguns would significantly prioritise higher health asteroids over closer ones.&lt;br /&gt;
* Fixed that pins of flying players would bob up and down.&lt;br /&gt;
* Fixed quality cycling with certain GUIs open and holding an item in the cursor.&lt;br /&gt;
* Fixed that low power and beacons could result in inserters getting stuck. ([https://forums.factorio.com/133873 more])&lt;br /&gt;
* {{SA}} Fixed that certain recipes could become bottlenecked by fluid flow when using many beacons and modules with high qualities. ([https://forums.factorio.com/118644 more])&lt;br /&gt;
* Fixed that numpad alt-modes did not work. ([https://forums.factorio.com/133992 more])&lt;br /&gt;
* Fixed that recipe migration removal would leave crafting machines stuck when using set-recipe.&lt;br /&gt;
* Fixed that LuaGuiElement textbox properties did not work on textfields. ([https://forums.factorio.com/134055 more])&lt;br /&gt;
* Fixed that a KillTipTrigger with no damage_type would never trigger.&lt;br /&gt;
* Fixed that resource paths like sprite and sound filenames could be relative.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}__NOTOC__&lt;br /&gt;
[[Category:Version history]]&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=219907</id>
		<title>User talk:Bilka</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:Bilka&amp;diff=219907"/>
		<updated>2026-09-10T15:01:45Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* About Vulcanus&amp;#039; translation into Spanish. */ Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;Factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:07, 17 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Templates that might need CSS cleanup ==&lt;br /&gt;
* [[Template:Outdated image]]&lt;br /&gt;
** Consider adding css for &#039;&#039;.boilerplate&#039;&#039; classes. This will put all the css of [[Template:Game image]], [[Template:Move]], [[Template:Screenshot]], etc. in one place and reduce loading times --[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]])&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
* [[Template:Game image]]&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
--[[User:Longtomjr|Longtomjr]] ([[User talk:Longtomjr|talk]]) 11:37, 29 April 2017 (UTC)&lt;br /&gt;
=== Cleanup done ===&lt;br /&gt;
* [[Template:Key]]&lt;br /&gt;
* [[Template:Move]]&lt;br /&gt;
* [[Template:Disambiguation]]&lt;br /&gt;
* [[Template:Cleanup]]&lt;br /&gt;
* [[Template:Delete]]&lt;br /&gt;
--[[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) 11:52, 29 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: CSS has been merged into .factorio-boilerplate for all templates that use [[Template:Boilerplate]]. [[Template:Outdated image]], [[Template:Game image]], and [[Template:Screenshot]] still use .boilerplate. -- [[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; 12:48, 9 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Navigation box links ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I found the misfunction on [[Factorio:Navigation|Navigation]] page. There are links to Navboxes in lower row of each Navbox but in all languages it links to English template. I&#039;m going to change links. Please see the [[User:Snowball_II/Sandbox/ru|example]]. Is it OK to create pages [[Template:ProductionNav/ru]], [[Template:CombatNav/ru]] and so on? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 22:50, 11 May 2017 (UTC)&lt;br /&gt;
&amp;lt;br&amp;gt;One more question. Is it OK to create pages with Russian names. For example [[Железная плита]] with redirection to [[Iron_plate/ru]]? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 13:05, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hi again. I have not received any response so i create pages [[Factorio:Navigation/Logistics]], [[Factorio:Navigation/Logistics/ru]] and change link on [[Template:ProductionNav]]. Don&#039;t you mind? --[[User:Snowball II|Snowball II]] ([[User talk:Snowball II|talk]]) 19:59, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Hey there snowball. Not sure why Bilka didn&#039;t respond to you, but we are internally debating how to fix navigation boxes. Please leave it alone until we can form a consensus. As for creating russian redirection names, that&#039;s completely fine. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:21, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== German translation worldgenerator ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I just tried to translate the page [[World_generator]] and for me it feels like the page is verry unorganized since it&#039;s not written with a intelligent order. So I stopped translating and tried to rearrange the site. My goal was, writing about the Generator in general, then talking about possible configurations, after that talking about the presets. This because it makes no sence for me to talk about presets if you don&#039;t understand what they actually change within the config. So I tried to build up the page like you see the menu ingame. I would like to hear your feedback on my attempt. [[user:Hoeloe/de|Weltengenerator Vorschlag]]&lt;br /&gt;
&lt;br /&gt;
Another problem are those sheets with the preesets. I don&#039;t know right now if it makes sence to translate them and how. What do you think, can you help me?&lt;br /&gt;
&lt;br /&gt;
Btw: Thanks for CoReading my stuff and checking for typos, I&#039;m trying my best  :)&lt;br /&gt;
&lt;br /&gt;
Greetngs from switzerland [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 11:39, 1 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Your organization definitely seems better to me. I think the biggest problem of the article is that it talks about the gui, its options and their effects, and about how the world generation works. Your organization somewhat seperates those topics, which makes the article more readable.&lt;br /&gt;
&lt;br /&gt;
:Some possible improvements: Perhaps you could also list the presets and their descriptions in the first small section on them, and then put something like &amp;quot;Für genauere Information was die Voreinstellungen verändern, siehe [[#Voreinstellungen|]]&amp;quot;. A link from the &amp;quot;basically it works with perlin noise&amp;quot; to the section that explains more about it would also be good. I think it might be a good idea to rework the preset resource table so that it only lists the &#039;&#039;changes&#039;&#039; from the default, instead of every single option, no matter if one of the presets changes it. Since the official game has translaions on everything used in the world generation gui, translating the rest of the tables shouldn&#039;t be too hard. It would be nice if you could do that reorganization also on the English page, &amp;quot;aber es ist kein muss&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:I appreciate how well you translate pages. I personally struggle with translating pages like Crafting or the World generator page because I am so used to the English words for things that I can&#039;t find appropriate German translations (even though German is my first language...). So thank you for your work on them! -- [[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; 12:12, 1 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks for your feedback. I will try to totally rewrite the presets part, but first I need to think about how to. I often use links, sometimes it feels too much for me, but the Perlin Noise one makes sence. There is one big point about the english page I struggle. The [[User:Hoeloe/de#Erweiterte_Konfiguration|Erweiterte Konfiguration]] is actually not covered right now. I don&#039;t know, maybe I will try to rewrite the english one, but I definitely need someone to check it since english is not my native language as well.&lt;br /&gt;
&lt;br /&gt;
::I just translate the stuff 1:1, rearrange the sentence so it&#039;s readable in german and sometimes I switch some terms for better wording. But I know, sometimes you realy need to think about it since english can be written verry easy, flat and repeating while german can be very complex. I thank you for appreciating my work and also that you check it and help me. Ah and when you read my stuff particularly check for missing β&#039;s since this letter does not exist in the Swiss-Deutsche Rechtschreibung :) -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 13:30, 1 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, the advanced options just weren&#039;t added to that page yet because it hasn&#039;t really seen much of an update to 0.15. I can definitely check the changed page (or your WIP of a rework) for language or ask Gangsir to have a look at it. But what I can read from you right now, your English isn&#039;t too bad either :) As a heads up: You should translate page titles, like the title on the crafting page or on the campaign page, using the translation/de template instead of displaytitle. Oh and when you use the languages template, please don&#039;t put a blank line between it and the following text. Doing that creates some ugly whitespace at the start of the page. -- [[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; 15:16, 1 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Okay, *hust* wieso sagt mir das keiner? Dann möge jemand die Anleitung aus dem Language Template entfernen! :P -- [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 12:43, 2 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I don&#039;t see any instructions on that template page that mention using displaytitle. Only in the template itself, stating that it does that. Should I reword that comment? -- [[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; 12:56, 2 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::I just found this sentence in the language template and also in other translated /de articles. That was why I used it, I didn&#039;t know the translation template does this job. I need to say I&#039;m not very used to wikis in terms of templates &#039;&#039;programming&#039;&#039; and stuff. Also there is no guide which explains all this.&lt;br /&gt;
&lt;br /&gt;
::::::What do you think about my attempt of the english [[User:Hoeloe/sandbox|Wordlgenerator]]-page? I messed arround with the page again. The &#039;&#039;How it works&#039;&#039; part is now in &#039;&#039;Generation&#039;&#039;, Made no sence to me to seperate this. I also changed that &#039;&#039;Generation&#039;&#039; is the first section (we can still swap this afterwards). The &#039;&#039;Presets&#039;&#039; part now does directly attend the individual presets. [[User:Hoeloe|Hoeloe]] ([[User talk:Hoeloe|talk]]) 08:04, 4 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::Such a (style) guide is currently WIP. Just another thing that is missing documentation :/&lt;br /&gt;
&lt;br /&gt;
:::::::Looks good so far. However, I think putting the technical generation info first isn&#039;t a good move. I imagine that the article is frequented by beginners who just want to know what changing the settings does, not how excatl the world is generated, or when chunks are generated. I think it would be a better idea to take the first few paragraphs of that section (up to the algorithm subsection) and leave them at the beginning of the article, perhaps without a header, more as a general thing. The rest of the generation section should be moved below the presets. -- [[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; 12:44, 4 September 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About &amp;lt;nowiki&amp;gt;{{translation/ms}}&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Will do... and now I know how that template works. [[User:SNN95|SNN95]] ([[User talk:SNN95|talk]]) 11:14, 1 October 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shipwreck ==&lt;br /&gt;
&lt;br /&gt;
I understand the merging, but did you really need to wipe everything? I worked a very long time on that stuff. I don&#039;t see the harm in the shipwreck getting mentioned. It is part of the game - something the player can interact with. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:28, 26 January 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, the page had to go and I thought I had copied the relevant info. The problem is simply that we cant document the campaign only items at the same place as the freeplay items, that would only confuse the player; but making the shipwreck a subpage of the campaign page doesnt sound useful either, so the info should just be on the campaign (sub-)page. Feel free to add more info back to the campaign page. Since I dont think you can view the deleted page, I copied the latest state of the Shipwreck page to hastebin: [https://hastebin.com/semafisila]. Let me know if you think some of the images should be restored too, or just include them in the campagin page text about the shipwreck as redlinks and I&#039;ll restore the relevant ones. I hope this solution is okay for you. -- [[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; 09:00, 26 January 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template:Inventory/pl‎‎  ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka, &lt;br /&gt;
I apologize for the confusion with the site Inventory/pl‎‎, I read the rules, but I did not apply :(&lt;br /&gt;
&lt;br /&gt;
I wanted to make the name appear in my language after hovering over the icon, so I just start translate in links on this page, from &amp;lt;pre&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}}]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt; to &amp;lt;pre&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}}|Taśmociąg]]&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After you deleted the page, I started to wonder if it would be better to add to all links in Template:Inventory &amp;lt;pre&amp;gt;{{Translation|...}}&amp;lt;/pre&amp;gt; for example: &amp;lt;pre&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;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do I think right? {{Unsigned|JakubSTR|11:15, 9 February 2018‎}}&lt;br /&gt;
&lt;br /&gt;
: That indeed was a good idea, so I added it. -- [[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; 12:41, 9 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Intermediary Products ==&lt;br /&gt;
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Am I allowed to make a page on intermediary products? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:06, 9 February 2018 (UTC)&lt;br /&gt;
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: What would be on it? We already have [[:Category:Intermediate products]] which lists all of the items in the intermediate tab in  the inventory, what extra information would you add to a page about them? Also please consider moving this discussion to the wiki-work channel in the [https://discord.gg/factorio factorio subreddit discord], communication is much faster there :) -- [[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; 15:16, 9 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was also thinking about adding such page or modifying [[:Category:Intermediate products]], as there are now two meanings to the phrase &amp;quot;intermediate products&amp;quot;: this can either be the products on the &amp;quot;intermediate products&amp;quot; tab or the items that can be created using productivity modules. I&#039;ve tried to clarify this on the [[Module]] page, but perhaps a separate one would help with that too. [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 13:54, 1 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Intermediate products are intermediate products and that&#039;s it. The error message you get from productivity modules is simply misleading, and will hopefully be changed. However, I&#039;ve been thinking about making a category for &amp;quot;recipes that accept productivity modules&amp;quot; for a while. If you have an idea for a shorter, non-misleading name that is not &amp;quot;intermediate produtcs&amp;quot;, let me know and I&#039;ll set up the category. -- [[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; 14:04, 1 May 2018 (UTC)&lt;br /&gt;
:: OK, that makes sense. Yeah, a good name for such category is not easy to come up with :-) Maybe the devs will sort it out for us when they fix the error message ;-) [[User:Uukgoblin|Uukgoblin]] ([[User talk:Uukgoblin|talk]]) 14:18, 1 May 2018 (UTC)&lt;br /&gt;
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== Is there any ways to mark the translation obsolete? ==&lt;br /&gt;
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Hi Bilka! I&#039;m glad that [[special:diff/156286|you gave me a welcome message]].&lt;br /&gt;
&lt;br /&gt;
I found some of translations obsolete and useless.&lt;br /&gt;
For example, the Japanese version of [[Electric system/ja|Electric system]] didn&#039;t mentioned [[Steam turbine]] or [[Nuclear power (research)]].&lt;br /&gt;
Maybe it&#039;s too much and too obvious for example, but there should be more obsolete texts it&#039;s not so clear to be obsolete.&lt;br /&gt;
&lt;br /&gt;
The wiki forced editors to follow the English version, so I think it&#039;s convenient if there is a template, a category or something to state that the translation is obsolete. (It&#039;s also good if some bots automagically detect the obsolete pages and notify readers/writers of that)&lt;br /&gt;
--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 07:34, 8 March 2018 (UTC)&lt;br /&gt;
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:If we had such a template, we would just end up with many pages being marked, which is not an improvement, it&#039;s just clutter. If you see that a page is outdated, update it. If you dont have the time/energy/whatever to update it, put it on a to-do-list in your userspace. This has the same result as marking with a template, but wont clutter a lot of pages. -- [[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; 20:14, 8 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: First, I don&#039;t think it&#039;s not an improvement that mark obsolete pages obsolete, since it could be simply a lie. It helps not only writers but also readers. So I don&#039;t think it&#039;s enough to put in my mind or my userspace.&lt;br /&gt;
:: But your concern is reasonable. Well, If we put and remove the template by hand, it should be just clutter. But I don&#039;t think leaving it to bots are quite hard.  Basically, it watches [[Special:RecentChanges]]. If an English page is edited, then follow the inter-lang links and paste the template(or anything). If a non-English page which contains the template is edited, simply remove the template.  If this is too much or too less, we can add some conditions like:&lt;br /&gt;
::* tolerant to small changes (ex: edit only 2bytes changed, which is likely to fix typo)&lt;br /&gt;
::* tolerant unless it&#039;s too obsolete (ex: only if the sum of changes in the original is more than a threshold / only if the translation is n-months older than original)&lt;br /&gt;
::* force non-English editors to tell translation edits from the other minor ones apart (ex: translate edit should contain &#039;[Tt]ranslat&#039; in Summary)&lt;br /&gt;
::* etc...&lt;br /&gt;
:: If your concern is that template/category/something itself is a clutter to readers, maybe it&#039;s not so much. [https://en.wikipedia.org/wiki/Category:Articles_needing_additional_references Make it hidden category as wikipedia do]. If your concern is about server performances, it&#039;s over. I have no way to deal it with :P --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 04:59, 9 March 2018 (UTC)&lt;br /&gt;
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::: My concern is that it wont be useful because so many pages will be marked. Furthermore, a script that automatically marks pages will be very error-prone since it&#039;s a bot, and not a human. But I should be able to throw together a script that makes a list of most likely outdated pages. That will take a few days, then we can review the list to see if it would actually be useful to mark all of those pages, and take appropiate action. -- [[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; 15:37, 9 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I understood your concern. And I believe it can be solved by an appropriate conditioning. Anyway, I&#039;m glad to hear that you are willing to try it to gather information to review. Thank you for your support with a bot.  I hope it will work out fine. (p.s. I don&#039;t know [https://www.mediawiki.org/wiki/Help:Bots what language you are using to run bot on the wiki], but I can r/w some python or java so maybe I can help you with reviewing script)--[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 10:32, 10 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: I wrote the script, you can find it here: [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js] The result of it is about what I was expecting: [[User:Bilka/Outdated pages]]. Most pages are outdated, so the list is rather useless. I excluded my own and my bot&#039;s edit from the language page dates because I only made structure maintaining edits on language pages without actually changing the content. I hope this shows why I dont think it&#039;s a good idea to mark the pages with templates. -- [[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; 18:27, 29 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(&amp;lt;- outdent) Thank you for writing a script! And as mentioned above, some filtering by certain conditions might be useful to reduce the number of &amp;quot;outdated&amp;quot; pages. [https://github.com/Bilka2/Wiki-scripts/blob/master/Find-outdated-lang-pages.js#L191 The script simply compare their timestamps], and this results in too many candidates and make the list useless. So why not try to introduce some limitations such as &amp;lt;code&amp;gt;en.timestamp &amp;gt; langTimestamp + PATIENCE_CONST&amp;lt;/code&amp;gt;, or setting &amp;lt;code&amp;gt;rvlimit&amp;lt;/code&amp;gt; parameter gives us previous revisions so that we can ignore minor edits. I don&#039;t know how it costs server resources, but if not too much, I think it still can be useful. (P.S. Can I run/test the script without special privileges? [[Special:ApiSandbox]] is not so flexible...) --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 06:28, 30 March 2018 (UTC)&lt;br /&gt;
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:: Both your proposed conditions will falsify the result. Even 1 edit on a page can make any translation outdated, no matter how old it is, see for example [[Special:Diff/155934]]. So for example excluding pages that are &amp;quot;only&amp;quot; a week/month outdated will lead to wrong results. We have no rules or guides for what to mark as a minor edit since it is impossible to enforce, so sorting by that would also lead to wrong results. You should be able to test the script by just copying pasting it into the browser console and running &amp;lt;code&amp;gt;main(languages);&amp;lt;/code&amp;gt; after lowering the 100 in line 112 and 113 to 50 to account for your lower api limits. The create page call on line 64 also wont work, you&#039;ll have to find another way to print the output somewhere. -- [[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; 09:29, 31 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Translate template to different word-order languages ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka! I find it hard to translate [[:Template:about]] to Japanese.&lt;br /&gt;
&lt;br /&gt;
In the [[Factorio:Translation_guide]], it says translation of templates should be done with just replace the argument of the template.&lt;br /&gt;
And the first sentence of [[:Template:about]] is &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Translation|This article is about}} {{{1}}}.&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
But in Japanese, that sentence should be translated as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;この項目では、{{{1}}}について説明しています。&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. I mean, another translation template is needed after &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to simply substitute. Some similar issue should be aroud here and there since Japanese has quite different word-order to English or other Europian languages, so I want to know how to translate in such cases.&lt;br /&gt;
&lt;br /&gt;
(reference: [https://ja.wikipedia.org/wiki/Template:Otheruses#%E4%BB%96%E3%81%AE%E9%A0%85%E7%9B%AE%E3%81%B8%E3%81%AE%E8%AA%98%E5%B0%8E Template:Otheruses in Japanese Wikipedia], which is used as equivalent of [https://en.wikipedia.org/wiki/Template:About Template:About in the other languages].){{Unsigned|Fried biter|13:20, 10 March 2018‎}}&lt;br /&gt;
&lt;br /&gt;
:Sadly there is no good way to solve this issue. Due to how translations are set up on this wiki, I can&#039;t add another translation template after the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, or include it in the template used for the sentence, neither of these options would yield the desired result. So, your options now are either making template:about/ja and translating the template directly, or rewording the sentence in a way that uses the English sentence structure, which would be preferable. I can understand that the second option may be very hard to do, which is why the first option would be acceptable. This issue and the options to solve it vary on a case by case basis, so please let me know of any other templates where you also have this problem before doing anything with them. -- [[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; 14:03, 11 March 2018 (UTC)&lt;br /&gt;
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:: Okay, I will postpone translating [https://wiki.factorio.com/Special:AllPages?from=&amp;amp;to=&amp;amp;namespace=10 the templates] until the consensus about how to translate them has reached by the Japanese editors community. Additionally, I will inspect them and try translations by rewording. If it&#039;s done, I will notice you. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 05:30, 12 March 2018 (UTC)&lt;br /&gt;
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== Getting rid of BurnerNav template ==&lt;br /&gt;
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Hi, Thanks for the initial warm welcome!&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen that the [https://wiki.factorio.com/index.php?title=Template:BurnerNav Template:BurnerNav] didn&#039;t get the same treatment as other nav templates, so I&#039;ve added missing links. However, I&#039;ve now realised that the content of this template is entirely covered by other nav templates (Intermediate products, Production items, Logistics templates). What about getting rid of that template and relaying on the existing ones instead? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 17:53, 28 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I agree, so I added the valid fuel row to the infoboxes to completely replace the template, the template will be deleted soon. Please next time think about these kind of implications before editing some of the most used templates on the wiki. Thank you. -- [[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; 18:37, 28 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yes, definitely a big oversight from my side. Sorry about that! [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 18:58, 28 March 2018 (UTC)&lt;br /&gt;
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== Roadmap ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
The [[Roadmap]] page is deceptively empty. What about merging &amp;lt;nowiki&amp;gt;[[Roadmap/Coming_Releases]]&amp;lt;/nowiki&amp;gt; with it, as it serves as the actual Roadmap page anyway? [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 13:47, 1 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hey, this had been planned for a while, thank you for reminding me. -- [[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; 14:43, 1 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you, this is much better now. [[User:Spyhawk|Spyhawk]] ([[User talk:Spyhawk|talk]]) 14:57, 1 April 2018 (UTC)&lt;br /&gt;
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== Tutorial: Combinator tutorial edit ==&lt;br /&gt;
&lt;br /&gt;
Hey Bilka. This was my first edit, so forgive me for overlooking the summary section of the edit page. I removed a link that serves no educational purpose and seems self-promotional to me. Exploring this youtube channel does lead to some videos that may or may not be relevant, but the link itself is too aspecific. And because of the other link (reddit), it is also redundant.&lt;br /&gt;
&lt;br /&gt;
Even if it were just plain text, claiming ownership of an idea on this wiki seems inappropriate to me, although I&#039;m not sure if there&#039;s a specific rule against it.&lt;br /&gt;
&lt;br /&gt;
By the way, is this the place to post this, or should I use the discussion page of the page in question? {{Unsigned|Koekjesfabriek|20:55, 30 April 2018‎}}&lt;br /&gt;
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:The design is mostly known under the name of the original designer (&amp;quot;Madzuris train loader&amp;quot;), so it is not directly self-promotional. I however agree that the link to the reddit thread is enough, so I removed the youtube link again, and included the name with the reddit link, so that people searching for the design can still find it.&lt;br /&gt;
&lt;br /&gt;
:This is the right place; a big reason for reverting your edit was that it was your first edit, and a &amp;quot;controversial&amp;quot; one, so I expected some kind of reasoning. -- [[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; 07:49, 1 May 2018 (UTC)&lt;br /&gt;
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== New translation language - pt-pt ==&lt;br /&gt;
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Hey Bilka, I am new to the wiki and I would like to contribute translations in pt-pt. Can you please add support for this language? Thanks. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 15:03, 4 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the notice, I have added support for pt-pt. Have fun translating! -- [[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; 15:06, 4 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Nice, thanks for the quick response. I will carefully read about the translation rules/procedures and start asap. [[User:FranzPT|FranzPT]] ([[User talk:FranzPT|talk]]) 16:30, 4 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is the standard on what information is useful? ==&lt;br /&gt;
&lt;br /&gt;
Are you always this hostile to everyone? Honestly, this explains why the wiki has so much outdated information. I&#039;m just trying to follow some kind of consistent guideline.&lt;br /&gt;
&lt;br /&gt;
A number of pages already use smallest whole-number ratios as building guidelines, especially for early and midgame structures. https://wiki.factorio.com/Solar_panel   23.8 solar panels per megawatt is somehow &amp;quot;useful information&amp;quot;, and 1,000 / 42 is apparently not &amp;quot;easy to calculate&amp;quot;? What exactly is the standard?&lt;br /&gt;
&lt;br /&gt;
If power grid information is that obvious, does the laser turret page really need a note about energy usage at all? Again, I&#039;m just trying to find a consistent standard. Does every single page for a high-energy drain building need a &amp;quot;don&#039;t forget to build accumulators and steam storage&amp;quot; reminder? The roboport page only has a much less specific &amp;quot;make sure your power grid can handle the load&amp;quot; reminder (again, is it really necessary to even have that, when the building clearly consumes up to 5 MW when active?). But then it just copy-pastes numbers from the sidebar. The numbers are literally right next to duplicate information. That&#039;s &amp;quot;helpful&amp;quot; and &amp;quot;not easy to calculate&amp;quot;? You&#039;re really going to need to explain, clearly and precisely, what the standard is, instead of making rude, passive-aggressive remarks. {{Unsigned|Arrkhal|20:19, 10 July 2018}}&lt;br /&gt;
&lt;br /&gt;
:Since you presented examples I will explain the rough guidelines using them:&lt;br /&gt;
&lt;br /&gt;
::The information on the solar panel page is useful because you deal in predictable units in the electric system; usually you will know how much power you want your solar panels to supply. This amount of power can usually be obtained directly from the game when you are building solar panels to replace another energy source, or from online calculators when you are planning a setup. It shouldn&#039;t have its own section though, that is likely just a relict from an earlier version of the page.&lt;br /&gt;
&lt;br /&gt;
:: In contrast, when dealing with enemies nothing is predictable: Neither the number of enemies, when they will attack, or their strength can be reliably predicted, meaning that you will never know how much shots your turrets will fire. So, the information does not have a use case.&lt;br /&gt;
&lt;br /&gt;
::I am still unsure about how suitable the sentence on the laser turret page is, which is why I modified it when I reverted your edit. I will put further thought into whether it should be removed completely. In general, the high power demand should not be mentioned on every page. The roboport section wasn&#039;t changed since the guidelines were established, so I took the liberty to fix it.&lt;br /&gt;
&lt;br /&gt;
:As you can see, there can&#039;t really be a consistent standard about something where context matters immensely. I recommend you to just edit the pages while trying to follow the general style. After a while you will get a feeling for what is suitable, and until then, your edits will be corrected. -- [[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; 19:26, 10 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks for taking the time to explain the general guidelines more clearly, and I apologize if my first comment was itself passive-agressive, I was just a little frustrated with the lack of consistency with page information, and lack of clear communication about exactly what was amiss with my edits, instead of just generic &amp;quot;not helpful&amp;quot; and &amp;quot;then don&#039;t edit&amp;quot; notes. Anyway, if specific power grid management tips shouldn&#039;t go on most buildings, maybe it should just a basic &amp;quot;this building has unpredictable and high power needs which can lead to brownouts or blackouts, unless the power grid is able to compensate&amp;quot; with a link to the power grid guide, rather than the much more specific advice for accumulators and steam storage? [[User:Arrkhal|Arrkhal]] ([[User talk:Arrkhal|talk]]) 03:33, 15 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don&#039;t think that a generic sentence is better than a specific one, so I will keep it how it is for now. -- [[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; 09:52, 15 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Code for blueprint ==&lt;br /&gt;
&lt;br /&gt;
I can place the code of the &amp;lt;nowiki&amp;gt;[[:File:5to2_balancer.png]]&amp;lt;/nowiki&amp;gt;? [[User:AiltonCow|&amp;lt;span style=&amp;quot;color: #dbe520;&amp;quot;&amp;gt;Ailton&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:pink;&amp;quot;&amp;gt;Cow&amp;lt;/span&amp;gt;]] ([[User talk:AiltonCow|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 06:14, 29 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sure, the balancers should have blueprint strings. Just remember to include all 3 belt tiers in the book and to name the blueprints and book.&lt;br /&gt;
&lt;br /&gt;
:And while I am talking with you, please add the ratio sections to the 3 science pack pages that your partially translated. Thank you. -- [[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; 19:49, 27 July 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== disambiguation ==&lt;br /&gt;
&lt;br /&gt;
Hi again, can you see the page [[Furnace/pt-br]]? the disambiguation template its not translating the page name -- [[User:AiltonCow|&amp;lt;span style=&amp;quot;color: #dbe520;&amp;quot;&amp;gt;Ailton&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:pink;&amp;quot;&amp;gt;Cow&amp;lt;/span&amp;gt;]] ([[User talk:AiltonCow|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]) ([http://steamcommunity.com/id/ailtoncow Steam]) - Okarin. 10:51, 31 July 2018 (UTC)&lt;br /&gt;
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:Fixed. If you ever want different text than the page title there, use &amp;lt;nowiki&amp;gt;{{Disambiguation|my different text}}&amp;lt;/nowiki&amp;gt;. -- [[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; 10:55, 31 July 2018 (UTC)&lt;br /&gt;
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== The history section in translated pages ==&lt;br /&gt;
Hi. So... why the historical section should not be in the translated pages? I don&#039;t understand it. Because I would like to see a history of changes of a particular thing from update to update. And, by the way, in all the articles I translated, the historical section was also. &lt;br /&gt;
And, yeah, this is article where you wrote message about history section:&lt;br /&gt;
https://wiki.factorio.com/Firearm_magazine/ru&lt;br /&gt;
By some reason there&#039;s no my nickname... I&#039;m Aldekotan, russian translator.{{Unsigned|Aldekotan|08:02, 1 August 2018‎}}&lt;br /&gt;
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:For the same reason the version history is not translated: The history section is copied from the in-game changelog, which also is not translated. Furthermore, users would often only partially translate the history section, like on the page you linked. However, it is just a guideline, so if you want you can still translate the history section and include it. You sign talk page messages like this: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. -- [[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; 08:11, 1 August 2018 (UTC)&lt;br /&gt;
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== Localisation stringtables ==&lt;br /&gt;
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- Can&#039;t find &#039;em. Is there a page containing the translations like &amp;quot;Power Production&amp;quot;-&amp;gt;&amp;quot;Stromerzeugung&amp;quot;, which you can edit, or is it only accessible to the staff ? {{Unsigned|Factoruser|19:33, 20 August 2018‎}}&lt;br /&gt;
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:You can find them here: [[Template:Translation/de]]. Please read the [[Factorio:translation guide|translation guide]] for help with translations. I also saw that you summarized your edits in German. While I can understand it, it would be nice if you wrote your summaries in English so that they are accessible to all wiki users. -- [[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; 19:45, 20 August 2018 (UTC)&lt;br /&gt;
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== Images ==&lt;br /&gt;
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As you can see, I&#039;m pretty good at making images/gifs/whatever. Wherever I make an edit, you don&#039;t seem to be far behind. So I might as well ask you directly: are there any more pages in need of images? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:46, 6 October 2018 (CDT)&lt;br /&gt;
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:And yet you managed to catch me on a weekend off work :P One article that I can think of is [[deconstruction planner]] — it needs a general update to include the filter functionality which should include images of the GUI. If you are able to make gifs using an external program/website, you could also have a stab at making all the biter/spitter/worm images on [[enemies]] transparent gif using the files from the game files, like the small biter and spitter. You could also make more of the &amp;quot;[thing] entity&amp;quot; images that are included in the infoboxes, you seem to know the general rules for those already, but here they are again: Entity on grass, zoom level 2, alt mode on, images 300 or 400 px width/height if possible, no clutter/smoke/clouds/decoratives as usual.&lt;br /&gt;
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:Something to keep in mind when uploading images: Add &amp;lt;nowiki&amp;gt;{{Screenshot}}&amp;lt;/nowiki&amp;gt; to screenshots, and &amp;lt;nowiki&amp;gt;{{Game image}}&amp;lt;/nowiki&amp;gt; to game images (and the enemy gif renders) in the file description to categorize them correctly and to keep the licensing clear. Furthermore, please name your images with spaces/underscores, it makes them more readable and easier to search for. -- [[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; 12:14, 7 October 2018 (CDT)&lt;br /&gt;
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::The thing about the images of enemies... Do they need to be animated? Or is that just a bonus? Also, could you elaborate on the &amp;quot;zoom level 2&amp;quot; thing? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)&lt;br /&gt;
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:::Yes, animation and transparency is a requirement. If you don&#039;t know how to do that (I don&#039;t completely know myself...), don&#039;t worry about them. With &amp;quot;zoom level 2&amp;quot; I mean that your screenshots for the entities in the infoboxes should be taken at that zoom level (of course with hr graphics). You can do that with the screenshot command (and setting it there) or by pressing F5 and using the zoom level that you can find at the top left. It&#039;s a way to ensure that all images have the same scale.-- [[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; 15:35, 10 October 2018 (CDT)&lt;br /&gt;
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::::Going through the files of the game and seeing how the enemies are drawn in-game, it&#039;s no secret why we don&#039;t have pixel-perfect animations of the all the enemies. They are drawn by very strange layers and the image files don&#039;t show up as we see living creatures in-game. I could *try* to come up with something, but it would take me a very long time so I wouldn&#039;t look forward to any miracles. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:27, 23 October 2018 (CDT)&lt;br /&gt;
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== Starter map ==&lt;br /&gt;
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I think I need to bring in some context for this one. The save I found was on the forums and I did some editing to it. I thought it was one of the greatest starter saves ever. I don&#039;t know how that made you feel when you saw it added here, but your &amp;quot;no. just no.&amp;quot; comment shed some light on that. If it makes you feel any better, I&#039;ll never do such edits without your consent again. I don&#039;t want to mess up your wiki, I want to make this the best wiki anyone has ever known. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:26, 10 October 2018 (CDT)&lt;br /&gt;
:I&#039;m sorry reacting in such a way, I didn&#039;t intend to make you feel bad about the edit. My reaction stems from the fact that the wiki should not show off &amp;quot;the best setup&amp;quot; to players. Tutorials are somewhat exempt from that, but even they should not include images that simply show &amp;quot;the best setup&amp;quot; or &amp;quot;I use this setup&amp;quot;. This is especially about including a way for the player to gain access to the design without &amp;quot;thinking about it&amp;quot; - so blueprint strings, and map downloads. Including a save in the quick start guide encourages the player to just use something premade for them without ever learning about the options, or finding out if they even need such an optimized map. We as the wiki want to encourage exploration, not discourage it. I hope that is more clear now, sorry again for being rude. Please do continue to make your edits, their quality was rather good so far. -- [[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; 15:35, 10 October 2018 (CDT)&lt;br /&gt;
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== Wanted pages for script ==&lt;br /&gt;
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Hi Bilka! I&#039;m writing some quick-and-dirty translation helper script, which automates routine works such as item-name link translations (and include NO google-translation, of course). As of now, I scrape [[Factorio:Wanted_pages/ja]] to obtain Japanese wanted pages. Is it acceptable way? Or should I hit the wiki API with &amp;lt;code&amp;gt;?action=query&amp;amp;list=querypage&amp;amp;qppage=Wantedpages&amp;lt;/code&amp;gt; by myself? [https://github.com/Bilka2/Wiki-scripts/blob/master/wanted_pages.py#L88-L89 Fetching top 10k results like your bot] require me 20 requests, perhaps more expensive than a &amp;lt;code&amp;gt;index.php?action=raw&amp;lt;/code&amp;gt; request. --[[User:Fried biter|Fried biter]] ([[User talk:Fried biter|talk]]) 17:11, 12 December 2018 (UTC)&lt;br /&gt;
: Scraping is acceptable for now. What exactly does your script do? I would be okay with giving you a bot account to make the queries, but for that I need to know what exactly you are doing (and I&#039;d prefer if the script was open source :)). If it is possible for you, please message me on discord (I&#039;m Bilka#2444) so that we can work out the details. -- [[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; 17:19, 12 December 2018 (UTC)&lt;br /&gt;
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== Multiplayer and fluids ==&lt;br /&gt;
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I don&#039;t see why the images on the multiplayer page were removed. I mean, the image showed what multiplayer looked like on a page &#039;&#039;about&#039;&#039; multiplayer. The images gave the page some flavor, rather than just text. Also, is it allowed to have pictures of fluids in pipes/storage tanks for the actual fluid pages (water/heavy oil/etc.)? Better I ask than risk getting any more warnings or whatever. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:12, 19 December 2018 (UTC)&lt;br /&gt;
: The only difference in multiplayer is that there may be multiple players. There a plenty of images on the wiki that show more than 1 player, so I don&#039;t see the need to add one to the multiplayer page. You are however right in that it gives the page some flavor. You can add another image, but please avoid excess clutter and sharing real players names (privacy concerns) — perhaps simply host your own local multiplayer game and join yourself with some generic user names. The console is not a multiplayer feature and as such a screenshot of it is not related to multiplayer.&lt;br /&gt;
:: I think an image of the fluid in a storage tank would work for the infobox images of the fluid pages. So, if you want to make those, please go ahead.&lt;br /&gt;
::: Thank you for the amazing enemy gifs, I am glad that we could finally replace the old images with something nice and proper. -- [[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; 21:04, 19 December 2018 (UTC)&lt;br /&gt;
:::: If Wube or any higher-up gives you some sort of praise for the wiki, which I know happened at least once because I saw your name in one of Factorio&#039;s Steam updates, please mention my name. I want to say that it took me 2-4 hours per image, and might have been the most work I&#039;ve ever done in my life in terms of making a gif - as I&#039;ve had to work with nothing but vague overlays, tedious photoshop work and a bit of pure luck all at once. Anyway, how do I make a bunch of &amp;quot;dummy&amp;quot; players joining a local server? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:14, 19 December 2018 (UTC)&lt;br /&gt;
::::: You can run multiple instances on your PC, for example using the zip download. Host a LAN game and disable user verification, then join yourself (since you don&#039;t need to log in, just set the name in the &amp;quot;other&amp;quot; settings). If that sounds a bit complicated/your PC can&#039;t handle a high sprite res instance besides other factorio instances, I can make an image tomorrow no problem. -- [[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; 23:19, 19 December 2018 (UTC)&lt;br /&gt;
:::::: If I were to make custom cursors for this wiki, would you add them? [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:21, 20 December 2018 (UTC)&lt;br /&gt;
::::::: No. -- [[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; 14:35, 20 December 2018 (UTC)&lt;br /&gt;
:::::::: You&#039;re... You&#039;re being serious? Even if the cursors are subtle? I heard this rumor that... that uh... if your wiki doesn&#039;t have custom cursors, then uh... you&#039;re not a cool kid. You wanna be a cool kid right? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:36, 20 December 2018 (UTC)&lt;br /&gt;
::::::::: I asked Albert for his opinion and he gave the same answer as me :P -- [[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; 14:51, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::: I never seen a small idea get rejected so fast. I don&#039;t know who Albert is, but I&#039;m spreading around that you and this Albert guy aren&#039;t cool kids. Seriously? Not even so much as a cursor with just a different color? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:01, 20 December 2018 (UTC)&lt;br /&gt;
::::::::::: Albert is the art director :) He does not like custom cursors. Btw, you can add the cursor for yourself by putting it into your [[User:Zippy/common.css|user css]] -- [[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; 17:06, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::::: An art director that doesn&#039;t like custom cursors? Sorry but I gotta call the cops on both of you. rip. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:59, 20 December 2018 (UTC)&lt;br /&gt;
::::::::::::: Hey, sorry for not being clear about this. You can use the css code, but please don&#039;t host the images on the wiki. You can upload them anywhere (like imgur) and simply link to them in your user css. -- [[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; 22:41, 20 December 2018 (UTC)&lt;br /&gt;
:::::::::::::: I should&#039;ve known, sorry. I linked all my cursors to imgur urls. Still calling the cops though. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 09:39, 21 December 2018 (UTC)&lt;br /&gt;
::::::::::::::: One more thing, if you want me to make &#039;&#039;you&#039;&#039; anything custom. Ask me anything. On the house. Because I&#039;m the nicest guy ever. [https://ioneblackamericaweb.files.wordpress.com/2018/08/arabella-juniper-torres.jpg?quality=99&amp;amp;strip=all&amp;amp;w=700&amp;amp;h=400 Still on the phone with the law though. Bet you&#039;re scared right now.] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:19, 21 December 2018 (UTC)&lt;br /&gt;
:::::::::::::::: Another &#039;one more thing&#039;, am I allowed to make a &amp;quot;sandbox&amp;quot; page for myself to test things? Like a &#039;zippy/sandbox&#039; page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:56, 28 December 2018 (UTC)&lt;br /&gt;
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Of course, you can do whatever you want in your userspace as long as it&#039;s within the rules. The rule explicitly mentions sandbox pages, so those are okay :P -- [[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; 10:55, 30 December 2018 (UTC)&lt;br /&gt;
:Don&#039;t worry it&#039;s totally not Zippy spamming your talk page. Are there any more high quality images needed anywhere that I missed? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:52, 7 January 2019 (UTC)&lt;br /&gt;
::Not that I know of. With 0.17 a lot more sprites will be high resolution, so that will bring back the demand. -- [[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; 09:46, 7 January 2019 (UTC)&lt;br /&gt;
:::Is it alright if I leave tiny-text notices about the animated APNG&#039;s in that they don&#039;t animate for every browser? Or should I just leave it? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:03, 21 January 2019 (UTC)&lt;br /&gt;
::::I don&#039;t think you need to leave a note. -- [[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; 20:20, 21 January 2019 (UTC)&lt;br /&gt;
:::::Why did you remove the images for the construction and logistics robots&#039; infoboxes? And not to sound like I&#039;m arguing, but what was the issue with me changing the text color by 10% on the fuel page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:31, 24 January 2019 (UTC)&lt;br /&gt;
::::::The images were removed because they were not used for multiple weeks. If you upload something, please use it. I removed the text color because it is not needed to help make the page more clear. Our style guide states that text color and styles should not be overused. Some of your additions of colors on page were on the boundary of that, but as long as it was directly related to the content of the text (like the rail signal colors), I kept it. Making &amp;quot;unusable&amp;quot; colored fails that point of reasoning, so I removed it. Don&#039;t worry about questioning what I do, it makes sure I keep my decisions well reasoned. -- [[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; 19:46, 24 January 2019 (UTC)&lt;br /&gt;
:::::::Should there be a page for the game&#039;s &amp;quot;planning/ghost mode&amp;quot; (shift+click when placing) mode? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:51, 25 January 2019 (UTC)&lt;br /&gt;
:::::::: Yes. There is a redlink on [[blueprint]] to &amp;quot;entity ghost&amp;quot;. You could make that page and put it on there. Some other info that would be useful on that page is how long ghosts last (infinite from blueprints, some other time from destroyed entities). -- [[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; 20:02, 25 January 2019 (UTC)&lt;br /&gt;
:::::::::Well the page exists now. I forgot to ask this before. Am I allowed to add images for every single type of damage on the [[Damage]] page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:50, 26 January 2019 (UTC)&lt;br /&gt;
:::::::::: The page is great, thank you. What would images of damage types show? (Feel free to upload an example image to explain. I simply don&#039;t know how you&#039;d do that) -- [[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; 10:05, 27 January 2019 (UTC)&lt;br /&gt;
:::::::::::Anymore pages that need to be made? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:47, 27 January 2019 (UTC)&lt;br /&gt;
:::::::::::: Nothing that would be worth it before 0.17. -- [[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; 19:21, 28 January 2019 (UTC)&lt;br /&gt;
:::::::::::::Will you have the time to add any of that stuff? It seems like there&#039;s a plethora of new things coming. Enough to make our faces explode 4 times over. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:58, 31 January 2019 (UTC)&lt;br /&gt;
:::::::::::::: I hope I do, it is my job after all :) I am already preparing for 0.17, so I hope to have most pages prepared before 0.17 comes out. Once it is out, it will be a community effort to finish updating the entire wiki, but it should definitely be doable. -- [[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; 16:02, 31 January 2019 (UTC)&lt;br /&gt;
:::::::::::::::Can I make a &amp;quot;bus&amp;quot; page? Since there&#039;s one on balancers? As well as a page titled &amp;quot;Warnings&amp;quot; that redirect to &amp;quot;Alerts&amp;quot;? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:09, 9 February 2019 (UTC)&lt;br /&gt;
:::::::::::::::: We already have [[Tutorial:Main bus]], so no. Yes. -- [[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; 17:50, 9 February 2019 (UTC)&lt;br /&gt;
::::::::::::::::: Probably a good time to bring this up *before* 0.17 comes. I recommend taking screenshots with something like Fraps, because using the screenshot feature from Steam just compresses the hell out of the images like a low quality .jpg. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:47, 11 February 2019 (UTC)&lt;br /&gt;
:::::::::::::::::: I use either ShareX or the screenshot feature built into the game which both produce high quality images. -- [[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; 07:56, 12 February 2019 (UTC)&lt;br /&gt;
You know how some of the images I made have the checkered background? Is it valid to make the pictures of buildings entities also have that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:26, 12 February 2019 (UTC)&lt;br /&gt;
: No, I dont want to stray so far from the vanilla game. The images are there so that players can know how something looks like in-game before they see it. If that is shown in a completely different context than the player will ever encounter, it will make it harder for the player to recognize the building. -- [[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; 16:31, 12 February 2019 (UTC)&lt;br /&gt;
:: Do you happen to know what the &amp;quot;dot&amp;quot; and &amp;quot;info&amp;quot; signals are in 0.17? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:29, 2 March 2019 (UTC)&lt;br /&gt;
::: They were added because the Introduction uses them in the guis. As far as I know it&#039;s on the to do to remove them again since they never really were meant to be in the base game as signals. Other than that they are just virtual signals, nothing special. -- [[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; 17:31, 2 March 2019 (UTC)&lt;br /&gt;
:::: Can I add the &#039;stop conditions&#039; to the locomotives page? (cargo empty, cargo full, etc.)? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:49, 9 March 2019 (UTC)&lt;br /&gt;
::::: Also, to save myself a lot of work if need be, do ALL images need to be redone for 0.17? Even if the older image gets the point across to what something is? Like say, some belt images on the transport belt system page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 02:09, 10 March 2019 (UTC)&lt;br /&gt;
:::::: The conditions fit better on [[Railway#Train_schedule]], you could link to that if it&#039;s not easy to find on the locomotive page. No, they don&#039;t need to be all redone. I think once 1.0 is out we will make such a &amp;quot;full pass&amp;quot; and make sure that every image is up to date, now it would be too much work for something that might change again. -- [[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; 19:07, 10 March 2019 (UTC)&lt;br /&gt;
::::::: Are there any pages that still need redoing, or any more (animated) images I&#039;ve missed? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:49, 19 March 2019 (UTC)&lt;br /&gt;
:::::::: Only the really big pages (inserters, map editor, world generator) and small pages that I don&#039;t have on my list are left. I kind of want to do those big pages mostly myself, I hope that is okay. I&#039;ve not been keeping track of the images, sorry. -- [[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; 16:19, 19 March 2019 (UTC)&lt;br /&gt;
::::::::: Permission to make a template for glowing and/or outline text? You never know when you might need something like that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:40, 21 March 2019 (UTC)&lt;br /&gt;
:::::::::: No. Please see the rules on templates for why not. -- [[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; 23:32, 21 March 2019 (UTC)&lt;br /&gt;
::::::::::: I see, what if there just so happened to be a glowing text thing in the game itself, and we were making it match in the wiki? Regardless of what you&#039;re answer is, &amp;lt;span style=&amp;quot;text-shadow: 0.5px 0.5px 1px #aaaa00; color:#ffff88; font-size: 100%;&amp;quot;&amp;gt;have a sensational day!&amp;lt;/span&amp;gt; Are there any unrelated template pages that need making anyway? Also, can add a super subtle glow effect to the words &amp;quot;everything&amp;quot;, &amp;quot;anything&amp;quot; and &amp;quot;each&amp;quot; on the circuit network page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:53, 22 March 2019 (UTC)&lt;br /&gt;
:::::::::::: When that happens we will make the appropriate changes, no need to make them now. No not currently, and no. Don&#039;t overdo it. -- [[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; 17:51, 22 March 2019 (UTC)&lt;br /&gt;
::::::::::::: One of your edit notes was &amp;quot;Factorio gui style: Round corncers = can be interacted with. This cannot be interacted with.&amp;quot; I&#039;m sorry but I haven&#039;t the slightest clue in the world what you&#039;re saying here. Also am I allowed to make those colorboxes rounded for *just* the lamp page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:58, 23 March 2019 (UTC)&lt;br /&gt;
:::::::::::::: Basically, one of the &amp;quot;standards&amp;quot; in the GUI style introduced in 0.17 is that when an element has rounded corners, it can be modified by the user. You can see this all over the vanilla game — textfields have rounded corners, buttons do not etc. In the long run, the plan is to make the wiki use the in-game GUI style. So anything new that is created should already follow that style, to make transitioning to it easier. So no, you are not allowed to make them round for the lamp page. -- [[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; 11:13, 23 March 2019 (UTC)&lt;br /&gt;
::::::::::::::: Is there a way I can edit my .css page so they appear rounder just for me? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:23, 23 March 2019 (UTC)&lt;br /&gt;
:::::::::::::::: I added the class &amp;quot;template-color&amp;quot; to the template, so you can use that for your user css. -- [[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; 19:45, 23 March 2019 (UTC)&lt;br /&gt;
: Can I add a template for a &amp;quot;map icon&amp;quot;? Like for the little arrow icons you see for tanks/locomotives/cars in the mini-map? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:45, 23 March 2019 (UTC)&lt;br /&gt;
:: I don&#039;t get what this template would do. Could you create it in your userspace so that I can have a look, please. -- [[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; 12:07, 24 March 2019 (UTC)&lt;br /&gt;
::: Am I allowed to make prototype template(s) to help demonstrate my point? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:49, 25 March 2019 (UTC)&lt;br /&gt;
:::: Yes, create the template in your userspace, like I said. -- [[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; 18:18, 25 March 2019 (UTC)&lt;br /&gt;
::::: I was gonna redo all the inserter images to make them more 0.17 related. Though the alt-mode in 0.17&#039;s inserters looks real cluttery. It might look better with alt-mode off. Is uh... will that work? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:01, 5 April 2019 (UTC)&lt;br /&gt;
:::::: Oh, be sure to check out my workbench page. [https://wiki.factorio.com/Infobox:Zippy/workbench Look at the fake car infobox]. See the little arrow icon? Pretend that &amp;quot;Storage Size&amp;quot; says &amp;quot;Map Icon&amp;quot;. That&#039;s what I propose what this wiki should have. I can&#039;t edit the main templates so... yeah that&#039;s all you. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 00:20, 6 April 2019 (UTC)&lt;br /&gt;
::::::: The alt-mode did not change with 0.17, so it is not okay to turn it off for images that had it on. The car icon looks okay, but it doesn&#039;t use any template. If you just want the property for it added to the infoboxes, I can do that no problem. -- [[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; 18:20, 6 April 2019 (UTC)&lt;br /&gt;
:::::::: Could I just upload updated inserter images but photoshop the yellow arrow and bar on them? And yes, I&#039;d very much like for you to add that property if that&#039;s alright. Though it&#039;s for the good of the wiki more than it is for me. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:52, 6 April 2019 (UTC)&lt;br /&gt;
::::::::: I already updated the images. I will add the property tomorrow morning. -- [[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; 23:57, 6 April 2019 (UTC)&lt;br /&gt;
:::::::::: Actually, I meant the individual inserter pages: yellow inserter, fast inserter, filter, etc. The images in the infoboxes. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:18, 7 April 2019 (UTC)&lt;br /&gt;
::::::::::: Okay, for those you definitely have to use &amp;quot;alt-mode&amp;quot; and please do not photoshop them beyond cropping. Thank you. -- [[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; 12:35, 7 April 2019 (UTC)&lt;br /&gt;
:::::::::::: Am I allowed to add a mini-section on the circuit network on the transport belt system page about how they connect to the circuit network? And did you add the &#039;map icon&#039; thing to the template page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:01, 7 April 2019 (UTC)&lt;br /&gt;
::::::::::::: Yes. -- [[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; 08:18, 8 April 2019 (UTC)&lt;br /&gt;
: Say what&#039;s that trick again where you can add another &amp;quot;fake&amp;quot; player to the game? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:00, 13 April 2019 (UTC)&lt;br /&gt;
:: The one I explained to you was making a LAN multiplayer game and joining yourself locally. You can however also use /c game.player.surface.create_entity{name=&amp;quot;player&amp;quot;, force=&amp;quot;player&amp;quot;, position={0,0}}, but that player wont have a name and it cant move. -- [[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; 07:59, 13 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange link in Power_production#Ensuring_enough_energy_is_produced ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
the section &amp;quot;[[Power_production#Ensuring_enough_energy_is_produced]]&amp;quot; contains a link that leads to: https://en.wikipedia.org/wiki/Feedback&lt;br /&gt;
It has only marginally to do with &amp;quot;brownouts/blackouts&amp;quot;!?&lt;br /&gt;
I assume https://en.wikipedia.org/wiki/Brownout_(electricity) or https://en.wikipedia.org/wiki/Power_outage was meant. {{unsigned|VandenPlas|15:44, 9 January 2019}}&lt;br /&gt;
:That is the result of an discussion over whether the feedback loop is positive or negative. You can find the discussion here [[User_talk:AnthonyQBachler]] and on power production talk page. Feel free to link to brownout instead, the link to &amp;quot;feedback&amp;quot; never really made sense. -- [[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; 16:22, 9 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Headline change to different language ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
how do I change the headline of a page to a different language (german in this case)?&lt;br /&gt;
Please see: wiki.factorio.com/Refined_hazard_concrete/de, wiki.factorio.com/Refined_concrete/de {{Unsigned|VandenPlas|08:21, 22 February 2019}}&lt;br /&gt;
: Add the title (Refined hazard concrete, Refined concrete) to [[Template:Translation/de]]. You can find more tips for translation here: [[Factorio:Translation_guide]] -- [[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; 08:38, 22 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revising my edits ==&lt;br /&gt;
&lt;br /&gt;
Hey, just wanted to say thanks for revising and especially commenting on my last set of edits. It&#039;s good to know how to keep to wiki style and make things consistent. [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 14:49, 5 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Understanding logistic chests ==&lt;br /&gt;
&lt;br /&gt;
Yeah, constantly expanding that &amp;quot;multiplayer and fluids&amp;quot; section was getting old. Logistic chests, for me, was not something I could understand so easily from the start. If I made an image, giving accurate visuals to what each chest does, would it be allowed on this wiki? -- &amp;lt;span style=&amp;quot;text-shadow: 0.5px 0.5px 1px #555500; color:#ffffff; font-size: 100%;&amp;quot;&amp;gt;[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:53, 14 April 2019 (UTC)&amp;lt;/span&amp;gt;&lt;br /&gt;
:Depends on the image, but generally yes. -- [[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; 09:01, 14 April 2019 (UTC)&lt;br /&gt;
:: How do you feel about this idea: imagine having more signal labels, but some of them are symbolic and interactive. Look at this image: https://i.imgur.com/EB0HJoq.png - Now imagine you pick the first bullseye-looking signal, and that signal is activated. So you get an effect like &#039;this&#039; on the minimap (https://i.imgur.com/OQjJBJr.gif). You think something like that would be a good add to the game? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:53, 17 April 2019 (UTC)&lt;br /&gt;
::: Uhh, yes? No? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:24, 20 April 2019 (UTC)&lt;br /&gt;
:::: Vacation :) Ideas and suggestions for the game have no place on this wiki; make a forum post for that. -- [[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; 19:19, 22 April 2019 (UTC)&lt;br /&gt;
::::: Is a multiplayer image of players fighting off enemies allowed if there&#039;s no mod elements? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:56, 29 April 2019 (UTC)&lt;br /&gt;
:::::: What value do you think the image would add to the page? -- [[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; 16:30, 29 April 2019 (UTC)&lt;br /&gt;
::::::: An interesting image that&#039;s different from one player just standing around a bunch of enemies. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:26, 30 April 2019 (UTC)&lt;br /&gt;
:::::::: Okay, add it. -- [[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; 10:36, 30 April 2019 (UTC)&lt;br /&gt;
::::::::: Wait... You mean add the image from before or the alternate &amp;quot;non-mod&amp;quot; one I brought up? Also, am I allowed to add gif&#039;s for all the weapons? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:40, 30 April 2019 (UTC)&lt;br /&gt;
:::::::::: The non-mod one. Yes. -- [[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; 13:52, 30 April 2019 (UTC)&lt;br /&gt;
::::::::::: I mean, couldn&#039;t I just crop out the mod stuff and post the same image..? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:34, 1 May 2019 (UTC)&lt;br /&gt;
:::::::::::: Please make a new image, the coin/random beams are in the middle of the image/directly where the fighting happens, so cropping it is nearly impossible. -- [[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; 08:50, 1 May 2019 (UTC)&lt;br /&gt;
::::::::::::: Is there a way to find out which articles are visited the most? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:47, 16 June 2019 (UTC)&lt;br /&gt;
:::::::::::::: Yes, [[Factorio:Top pages]]. -- [[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; 21:09, 17 June 2019 (UTC)&lt;br /&gt;
:::: I was wondering, you know how you can change the style of this wiki through the user page preferences thing? What if I designed a bunch of different colored CSS templates for people to pick from? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:27, 21 September 2019 (UTC)&lt;br /&gt;
::::: The wiki is pending a major-ish style rework in corporation with the Factorio graphics department soon™ (not this year probably), so I don&#039;t think putting work into changing the current style is a good idea. -- [[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; 11:14, 23 September 2019 (UTC)&lt;br /&gt;
:::::: Am I allowed to make a template (similar to the &amp;quot;stub&amp;quot; one) that says something like &amp;quot;this page has outdated images&amp;quot;? Or does that already exist? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:29, 17 August 2020 (UTC)&lt;br /&gt;
::::::: Wait nvm that already exists. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:16, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wanted pages/de  ==&lt;br /&gt;
&lt;br /&gt;
Hey Bilka, from time to time I translate a page in German and I noticed that some of the pages listet at [[Factorio:Wanted_pages/de]] have only one page referring to them which should not be referring to them in my opinion. An example is [[Special:WhatLinksHere/Mods/de]]. The referring page is the uk translation and I couldn&#039;t find the link on that page.--[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:57, 26 July 2019 (UTC)&lt;br /&gt;
: The language template on the uk page refers to the German page, even if you can&#039;t see it. Just ignore any page that doesn&#039;t have an English version, that is what the column is for. -- [[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; 10:05, 26 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two things... ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s me again making your talk page doubly longer than it should be. Just throwing this out there, is there a way to add .webp image support to this wiki? I don&#039;t know if you understand how that format works, but it would allow .gifs to be resized and still animate. Also, this one is minor, but are you alright with having a GUI image for buffer chests? The deletion log says you got rid of it for being too similar to another image or something, though the only difference is one chest has as extra option on the GUI. Don&#039;t know if that counts. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:43, 24 September 2020 (UTC)&lt;br /&gt;
: Mediawiki recommends against using webp&#039;s for images since not all browsers support their display. Furthermore, adding support for displaying them properly looks pretty complicated, so I don&#039;t think it&#039;s likely to be added. The buffer chest image is alright to add - the deletion in the log was me accidentally uploading the requester chest image as a buffer chest image and then moving it to the right place, nothing to do with the actual buffer chest GUI. -- [[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; 06:30, 24 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Localisation misinformation? ==&lt;br /&gt;
&lt;br /&gt;
Hi. You reverted my edits on mod Localisation, citing &amp;quot;misinformation&amp;quot;. Could you elaborate? I use rich text formatting in my mods, as do other people, so that definitely works, and it was the Factorio developers themselves that have clearly stated that the final string cannot be accessed in scripts. Where&#039;s the misinformation?&lt;br /&gt;
{{Unsigned|Modo lv|16:24, 22 January 2021‎}}&lt;br /&gt;
:Whether rich text can be used depends on where the locale is used. E.g. rich text does not work in script render text. The final string can be accessed via LuaPlayer.request_translation. -- [[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; 16:29, 22 January 2021 (UTC)&lt;br /&gt;
::OK, but shouldn&#039;t the info be updated to reflect that then, instead of removing all mention of these features? I originally came to localisation page to figure out how to color text and add images, and it does not give any information on that at all (instead the given examples lead me to believe that the only way was to use parameters to insert images programmatically, and colors/fonts were simply not an option). As for reading the result, Google (specifically on the API docs!) and forum search on the issue only led me to the (outdated) forum post stating that it can&#039;t be done. {{Unsigned|Modo lv|16:39, 22 January 2021‎}}&lt;br /&gt;
:::If you can find a way to mention rich text without it ending up as misinformation, feel free. Regarding reading the result, I&#039;d personally prefer if the page stays the way it is, as request_translation is basically a newbie trap. At the point that you&#039;ll be able to determine what it&#039;s useful for, you&#039;ll have found it in the docs/in another mod anyway. -- [[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; 16:50, 22 January 2021 (UTC)&lt;br /&gt;
::::Well, I didn&#039;t find it. :) I have no idea how to tell if a mod might be using request_translation (since it&#039;s such an advanced and specific feature, I would guess that not a lot of them do, at least in singleplayer) and all my attempts at googling &amp;quot;lua read localisedstring&amp;quot; and similar only lead to the forum post saying it can&#039;t be done (and so I naturally stopped looking for it). So there is already misinformation out there that people do find and we can&#039;t remove, but we can ensure that the wiki — the first place a person looks — is accurate, thorough and and up-to-date. {{Unsigned|Modo lv|17:00, 22 January 2021‎}}&lt;br /&gt;
::::Okay, good point. How about you implement your vision (with the new info) on the page and we&#039;ll work with that. -- [[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; 17:06, 22 January 2021 (UTC)&lt;br /&gt;
:::::Already on it! :) Ideally I would love to see a list somewhere of what supports rich text and what doesn&#039;t, but starting a whole new page seemed a bit much so soon. :D So I&#039;ll just add what I know to localisation page for now and we can go from there. Thank you for your time &amp;amp; patience!&lt;br /&gt;
&lt;br /&gt;
== Heatpipe in german ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
I have a problem. In German factorio heat-pipes are called &amp;quot;Wärmerohre&amp;quot; but here the wiki calls ist &amp;quot;Hitzerohre&amp;quot;. How can I change the name?&lt;br /&gt;
Thanks {{Unsigned|Jojo04|14:46, 24 February 2021‎}}&lt;br /&gt;
:Hey, you can change it in [[Template:Translation/de]]. Just click edit, search for the heat pipe and change the entry. You can find more information on translating here: [[Factorio:Translation guide]]. -- [[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; 16:53, 24 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron gear ==&lt;br /&gt;
&lt;br /&gt;
Hey, just wanted to thank you for the detailed explanation on the [https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;amp;type=revision&amp;amp;diff=184666 iron gear diff], it was very helpful. I&#039;d still like to expand on &amp;quot;many basic and advanced recipes&amp;quot; a little bit, as the page seems a bit like a stub at present. (For example, I should note that the first sentence is actually describing the ingredient information, which is present in the infobox.) Would you be opposed to the following (without the miscellaneous categories originally present):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;It is very important for many basic and advanced recipes, including all levels of [[Belt transport system|belts]], the basic [[inserter]] and [[Assembling machine 1|assembler]], and raw resource extraction equipment such as the [[electric mining drill]].&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I feel like this gives a bit more detail on basic, highly-produced items using the gear wheel, with recipes have been left unchanged in quite some time. Additionally, the prose allows grouping and categorisation of the items (rather than having to understand exactly which item icon is in the infobox&#039;s list, and then know the item&#039;s significance). Thanks in advance (and PS, thanks for tidying up the [[Assembling machine 1]] page for conciseness!). [[User:Techhead7890|Techhead7890]] ([[User talk:Techhead7890|talk]]) 11:10, 14 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll be transparent here, the iron gear change was sitting in my to-do for a few days because I could not figure out how to handle it. Looking at it again now, I agree that the page should be longer and your proposed sentence fits well, so I added it. I think the description on [[electronic circuit]] pretty much nails what I think fits well for these item pages - some concrete examples and category mentions, but not so much/so detailed that it begins to look like an exhaustive list. But I want to stress again that I am not very set in my opinion here, so please keep proposing things/changing pages around and we&#039;ll keep communicating so we hopefully find the best solution :) Additionally, I want to say thank you for the history section additions, they are great. -- [[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; 11:59, 15 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== German Mainpage  ==&lt;br /&gt;
&lt;br /&gt;
The German main page contains several outdated info. For example, the German version of the &amp;quot;get the game&amp;quot; part contains the info that Factorio is currently under development and is available as early access. Other parts of the main page are outdated as well. Is it allowed to update these important subpages to the current state of the English ones on my own? Is there some kind of review process?&lt;br /&gt;
&lt;br /&gt;
Another question: A few German pages contain elaborate details that are not present in the English version. They look as if they are WIP relics from the game development stage, when the corresponding features were not yet stable or not yet fully understood by the wiki community. As far as I see it, all translated wiki pages should contain exactly the same information, regardless the language. So the task is to remove these details and replace them with exactly the information that is in the English version of that page. Not less, and not more. Is this the intended approach?&lt;br /&gt;
[[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 16:53, 28 March 2021 (UTC)&lt;br /&gt;
:You can update the main page subpages on your own. Yes, updating translated pages to the state of the English page is the intended approach. However, if you find that the extra information that is on the German page is valuable, you could add it to the English page. There is nothing that speaks against expanding pages with valuable information. Thank you for reaching out and making sure that you&#039;re working on the right things :) -- [[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; 10:15, 29 March 2021 (UTC)&lt;br /&gt;
::Another question: how should the player (reader) be addressed in German? In English you address everyone as &amp;quot;you&amp;quot;, but in German you address someone formally as &amp;quot;Sie&amp;quot;, informally as &amp;quot;Du&amp;quot;, and some kind of middle ground is &amp;quot;Ihr&amp;quot;. Usually, German game wikis, especially fan-based ones, address players as &amp;quot;Du&amp;quot; and sometimes as &amp;quot;Ihr&amp;quot;, but never as &amp;quot;Sie&amp;quot;. &amp;quot;Sie&amp;quot; is used with professional texts, but usually not with leisure/gaming topics. Given that Factorio started as indie game and still looks like one, I recommend addressing the player with &amp;quot;Du&amp;quot;. This is how friends are talking to each other. Is this ok? I found a mix of &amp;quot;Sie&amp;quot; (in some tutorial, sounds a bit strange) and &amp;quot;Du&amp;quot; (in the old installation instructions and probably elsewhere), so I&#039;m asking for consistency. [[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 16:42, 29 March 2021 (UTC)&lt;br /&gt;
:::For that and most other things we follow the in-game translations, which go with &amp;quot;Du&amp;quot;. Im Internet duzt man sich ;) -- [[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; 16:53, 29 March 2021 (UTC)&lt;br /&gt;
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:::So I think the Best way to this in german is with &amp;quot;Man&amp;quot;, because it is some kind of bad language, to adress the reader directly. (In german) ~ [[User:Jojo04|Jojo04]] 08:50, 5 April 2021&lt;br /&gt;
::::I personally consider &amp;quot;man&amp;quot; as bad language. I prefer &amp;quot;Du&amp;quot;. It&#039;s a good way to &#039;involve&#039; the reader and keep him/her reading. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:13, 5 April 2021 (UTC)&lt;br /&gt;
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:::: As in most cases the english &amp;quot;you&amp;quot; refers to everyone, the correct German word is &amp;quot;Man&amp;quot;. The translation with &amp;quot;Du&amp;quot; is an anglizism and so an bad language. Also the Wiki style guide says, that (in english) &amp;quot;you&amp;quot; should be avoided. [[User:Jojo04|Jojo04]] ([[User talk:Jojo04|talk]]) 09:50, 5 April 2021 (UTC)&lt;br /&gt;
::::: I usually go with &amp;quot;man&amp;quot; on my translated pages, and it looks better than the direct &amp;quot;du&amp;quot; in my opinion. In english, some sentence is &amp;quot;To achieve this, you click on this and do that&amp;quot;, the corresponding translated phrase as I see it is &amp;quot;Um dies zu erreichen, klickt man auf dies und tut das&amp;quot;. In many articles on this wiki, &amp;quot;you&amp;quot; is used like this, and translation to &amp;quot;man&amp;quot; feels quite natural. It&#039;s simply factual, not too personal. Really bad would be, if you translate to &amp;quot;Um dies zu erreichen, klicken Sie auf dies und tun das&amp;quot;. I use Deepl for initial translation work, and it often starts to address the reader as &amp;quot;Sie&amp;quot; - this is what I rework to &amp;quot;man&amp;quot;. I would use &amp;quot;Du&amp;quot; in elaborate tutorials, which at the most part are not yet translated. The only one is the Quickstart tutorial, but unfortunately this addresses the player as &amp;quot;Sie&amp;quot;. [[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 11:17, 5 April 2021 (UTC)&lt;br /&gt;
:::::: Generally, the aim should be to keep articles that aren&#039;t tutorials in passive voice, so for example &amp;quot;this can be achieved, by clicking on this and doing that&amp;quot; or using phrases like &amp;quot;the player inventory&amp;quot; instead of &amp;quot;your inventory&amp;quot;. This goes for both English and German. -- [[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; 16:36, 8 April 2021 (UTC)&lt;br /&gt;
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== This Wiki&#039;s Origins... ==&lt;br /&gt;
Me and the creator of the game &amp;quot;Song of Syx&amp;quot; are discussing starting a wiki. He actually said he was curious to how THIS very wiki got started. Did you buy a site and make this all from scratch? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:39, 6 May 2021 (UTC)&lt;br /&gt;
:Back in the day, the wiki was hosted on the same server as the forums, it didn&#039;t even have its own subdomain. [https://www.mediawiki.org/wiki/MediaWiki MediaWiki] is free and open software, so there is nothing to pay for there. -- [[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; 09:39, 7 May 2021 (UTC)&lt;br /&gt;
::Does MediaWiki provide you with its own server space or do you need a server of your own. The dev of Song of Syx seems to think you need one. Also, I noticed that you updated some of the images in the &#039;combinator tutorial&#039; page, but you left some not updated. Is that because you want to save space to not stretch the page? Because the new GUI for the combinators are way fatter and space-taking. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:52, 9 May 2021 (UTC)&lt;br /&gt;
:::MediaWiki is just software, no server and no service included. So you need to provide your own server. The Factorio wiki probably started as additional install on the official forum server and was later carved out to its own server because of the growth. Despite its power, MediaWiki is very easy to install.&lt;br /&gt;
:::Apropos combinator tutorial - could you take a look at this image made by yourself: &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{fullurl:File:Onetime_Clock.png}}&amp;lt;/span&amp;gt;? It&#039;s not only a bit outdated, it&#039;s wrong unfortunately. The bottom decider has to be &amp;quot;input count&amp;quot;. The previous image in the history has the correct setting. [[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 14:11, 9 May 2021 (UTC)&lt;br /&gt;
:::As Tertuis3 says, you need to have a server to host the wiki software. I updated the images on the combinator tutorial page that had mistakes and left the rest the same for the reason you give. -- [[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; 09:30, 10 May 2021 (UTC)&lt;br /&gt;
::::I think I asked you this, but is there a tutorial on how to make templates from scratch? You had to have learned somehow as there&#039;s hundreds of templates made by you. Also, what&#039;s the name of the file you edit to change the main CSS of the entire wiki? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:56, 11 May 2021 (UTC)&lt;br /&gt;
:::::The MediaWiki help pages are linked in the sidebar of this wiki. They are rather good at answering questions like this. -- [[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; 13:49, 12 May 2021 (UTC)&lt;br /&gt;
::::::I&#039;ll try to make this my last question. And yes, I went through the MediaWiki help pages. You know how it says &amp;quot;Factorio Wiki&amp;quot; in the browser? Can that be changed with ease? Mind you, I&#039;m an admin of the wiki I&#039;m working on, but not the actual owner. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:37, 18 May 2021 (UTC)&lt;br /&gt;
:::::::[https://www.mediawiki.org/wiki/Change_the_name_of_the_wiki This page] has some info on how to change the wiki name. You will need to be able to access LocalSettings.php for that, some info on that is here: https://www.mediawiki.org/wiki/LocalSettings.php#Location_on_the_server. Good luck with your endeavors! -- [[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; 18:51, 18 May 2021 (UTC)&lt;br /&gt;
:::::::: Might as well throw this in. When a transparent image is resized in a thumb image, it has a white background which looks kind of... &amp;quot;loud&amp;quot; and off on this site&#039;s color scheme. You can change that by editing the background-color of &amp;quot;html .thumbimage&amp;quot;. I&#039;m sure you knew that for the longest time. Just throwing that out there just for the sake of it.&lt;br /&gt;
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&amp;lt;pre&amp;gt;html .thumbimage {&lt;br /&gt;
    background-color: #222;&lt;br /&gt;
    border: 1px solid #797979;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
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^ I think something LIKE that could maybe work.-- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:44, 30 May 2021 (UTC)&lt;br /&gt;
::::::::: I did not know that, thanks for the info! -- [[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; 12:15, 1 June 2021 (UTC)&lt;br /&gt;
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== Spam ==&lt;br /&gt;
May I ask what you use to keep the spambots out? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:19, 6 October 2021 (UTC)&lt;br /&gt;
: We have editing disabled for people without accounts. And then for getting an account, we use [https://www.mediawiki.org/wiki/Extension:ConfirmAccount Extension:ConfirmAccount], it provides [[Special:RequestAccount]]. It&#039;s working well so far, but certainly not without weaknesses. -- [[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; 10:04, 6 October 2021 (UTC)&lt;br /&gt;
:: Do spambot accounts still slip in? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:01, 15 October 2021 (UTC)&lt;br /&gt;
::: Also, [https://songsofsyx.com/wiki/index.php?title=Main_Page this] is the wiki, if you&#039;re interested in knowing what it looks like. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:10, 15 October 2021 (UTC)&lt;br /&gt;
:::: I&#039;d prefer not to further comment on how we combat spam. If you know the techniques, they are much easier to work around. I hope you can understand this. -- [[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; 16:38, 29 October 2021 (UTC)&lt;br /&gt;
::::: I wouldn&#039;t want you spilling the beans on your techniques, either. But I have to ask this, even with your spam-fighting methods, do you still get spam accounts that slip in every now and then? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:38, 23 November 2021 (UTC)&lt;br /&gt;
:::::: Not in a way that they are of any concern to me/affect the wiki. -- [[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; 10:29, 29 November 2021 (UTC)&lt;br /&gt;
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== Mass search and replace ==&lt;br /&gt;
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Do you have a bot that is able to mass replace every&lt;br /&gt;
&amp;quot;&amp;lt;nowiki&amp;gt;[[Damage/de|Schaden &amp;amp; Resistenzen]]&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
and&lt;br /&gt;
&amp;quot;&amp;lt;nowiki&amp;gt;[[Damage|Schaden &amp;amp; Resistenzen]]&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
and&lt;br /&gt;
&amp;quot;&amp;lt;nowiki&amp;gt;{{TransLink|Damage|Schaden &amp;amp; Resistenzen}}&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
to&lt;br /&gt;
&amp;quot;&amp;lt;nowiki&amp;gt;[[Damage/de|Schaden &amp;amp; Widerstand]]&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
within the German pages?&lt;br /&gt;
And could you please run it?&lt;br /&gt;
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I just reworked the German article about damage and found that German ingame terminology for resistance is not &amp;quot;Resistenz&amp;quot; but actually &amp;quot;Widerstand&amp;quot;. However, Resistenz is used in all of the footers of the ammo and weapon articles.&lt;br /&gt;
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Or if you are lazy, you can give me a hint how to make such a bot myself (I&#039;m able to script programming with the major script languages on Linux. It would be the perfect exercise to &amp;lt;s&amp;gt;destroy the whole wiki&amp;lt;/s&amp;gt; improve my Python knowledge). [[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 16:56, 12 October 2021 (UTC)&lt;br /&gt;
:I don&#039;t have one right away, but making it wouldn&#039;t be an issue. This is a great example to highlight why [[Template:L]] is so good when not manually overridden - it would adjust all those links automatically, though generally outdated translations aren&#039;t the biggest issue. This may be a good time to think about whether the page should maybe be moved, should be split into separate pages, whether the links to it should be in the see also at all, whether they should link to a redirect (which auto-translates) instead. What do you think here? These changes would affect English and all other language, but may have better long term results. -- [[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; 10:58, 13 October 2021 (UTC)&lt;br /&gt;
::Do you mean the &amp;quot;damage&amp;quot; article that is linked by these links? It deals with damage and damage mitigation (resistance). We can split it to a damage-only article and a new resistance-only article and change all links from &amp;lt;nowiki&amp;gt;[[Damage|Damage &amp;amp; Resistances]]&amp;lt;/nowiki&amp;gt; (which are many as well) to either just &amp;lt;nowiki&amp;gt;[[Damage]]&amp;lt;/nowiki&amp;gt; or into two links to the two articles. I&#039;m at a loss here, I&#039;m not a person that intends to question and change all design choices made long before I joined. I just want to translate what currently exists.&amp;lt;br&amp;gt;If you ask me, I would not change/split the damage article but change all references to it to just &amp;lt;nowiki&amp;gt;[[Damage]]&amp;lt;/nowiki&amp;gt; and leave out the extension &amp;quot;&amp;amp; resistances&amp;quot;. A redirect from &amp;quot;Resistance&amp;quot; to Damage#resistance would be useful for search. And keep all the &amp;quot;see also&amp;quot; references. May be only me, but I&#039;m using these links very often to get a broader picture of some topic, especially if I don&#039;t know that much yet.&amp;lt;br&amp;gt;With redirects, there is the next question I wanted to ask: the search function is useful only for English. It would be useful to create redirects in all the languages to all the &amp;quot;English topic/&amp;lt;language&amp;gt;&amp;quot; pages, for example Schaden -&amp;gt; Damage/de. This can probably be automated if you use all the custom language templates as source and a little bit of text processing and scripting magic. However, I don&#039;t know if this clutters the pages too much. What a pity this wiki doesn&#039;t use the native translation module available for MediaWiki.  --[[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 16:26, 14 October 2021 (UTC)&lt;br /&gt;
:::Thank you for still providing your opinion despite not wanting to question old design choices. The damage page is a design I wanted to question because to my knowledge, the current form of the page is just an expanded version of what was created back in 2013, during the &amp;quot;birth&amp;quot; of the wiki. Both the wiki and the game have changed a lot since then, so it can be good to take another look. I like your suggestion of keeping the page as is, but changing the links to remove the resistance part. The redirect you suggest already exists (in English at least), so that is good too. So, I took the freedom of taking 10 minutes out of my day to do the change manually, both for English and German pages. Doing it manually allowed me to directly link to the resistances redirect for the armor and tank pages, since it is a bit more fitting. I created the appropriate redirect for German (the translation already existed). I hope you don&#039;t mind that I just ran with your suggestion :)&lt;br /&gt;
:::Regarding general language redirects - they are allowed, but I&#039;d rather not create them in bulk, as the &amp;lt;code&amp;gt;Redirects created with the idea of &amp;quot;This might be useful someday&amp;quot; are noise and provide nothing.&amp;lt;/code&amp;gt; note from the rules still applies here. This also gets difficult due to changing translations and overlapping languages. E.g. there is both an Eisenstange and Eisenstab redirect for the German iron stick. An example for overlapping would be logistic system (the research) in German and Danish - it&#039;s the same translation, so which language do you redirect to. So, I would instead suggest to try to create the redirects mostly as search enhancers. For example, searching for &amp;quot;Zug&amp;quot; doesn&#039;t result in railway/de. So that would be good to have as a redirect. On the other hand, searching for &amp;quot;Öl&amp;quot; yields crude oil/de, so that doesn&#039;t really need a redirect. I hope that still helps to make the search more usable in German.&lt;br /&gt;
:::Regarding the translation module, could you link what exactly you mean? Last I looked at things, there was an extension that allowed translations, but it wasn&#039;t really fitting for the wiki ([https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=85616]), but maybe you mean something else/the extension has been improved. I&#039;m quite open to changing the translation system (as long as the new solution is better) because our current system is rather obviously running on technology from 2014. -- [[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; 17:29, 29 October 2021 (UTC)&lt;br /&gt;
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== Creating infoboxes on SpaceExploration wiki ==&lt;br /&gt;
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Hello Bilka, there is an official wiki for the Space Exploration mod. However, there isn&#039;t much content. I wanted to try contributing, but I think the most important starting place is to get working infoboxes. I figured stealing infobox source code from this wiki would be the best way, since the types of infoboxes needed are the same. I (and a couple other people based on the history) have tried copying over and failed.&lt;br /&gt;
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I&#039;m wondering if you have any guidance on how to get infoboxes setup on that wiki.&lt;br /&gt;
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https://spaceexploration.miraheze.org/wiki/Main_Page&lt;br /&gt;
https://spaceexploration.miraheze.org/wiki/Template:Infobox&lt;br /&gt;
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--[[User:Vicarious|Vicarious]] ([[User talk:Vicarious|talk]]) 23:56, 7 November 2021 (UTC)&lt;br /&gt;
:Hey. I cannot assist you in breaking the license of this wiki. However, infoboxes are rather widespread concept, so there should be plenty of non-license-breaking inspiration out there. I would recommend to look into modern technology like [https://www.mediawiki.org/wiki/Special:MyLanguage/Extension:Scribunto Extension:Scribunto] to build your infoboxes if you want to get as complicated as this wiki. -- [[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; 10:00, 8 November 2021 (UTC)&lt;br /&gt;
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:: Hm, I guess I should have looked closer at each wiki&#039;s license. Thanks for your time. --[[User:Vicarious|Vicarious]] ([[User talk:Vicarious|talk]]) 16:55, 8 November 2021 (UTC)&lt;br /&gt;
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== Expandable tables/divs/etc ==&lt;br /&gt;
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I noticed you didn&#039;t want a long list of sounds on the [[programmable speaker]] page. What if the list was put into an expandable table so that it didn&#039;t stretch the page by default? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:08, 19 November 2021 (UTC)&lt;br /&gt;
:That would improve the collapsed case, but once expanded, a list of over 300 things would still be a lot at once. So some kind of solution that collapses the contents of the second dropdown in the in-game GUI may be better, but that seems weird for example for the Miscellaneous category where the contents of the second dropdown is all that is interesting. -- [[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; 12:17, 23 November 2021 (UTC)&lt;br /&gt;
::What if the table was designed in a way where the speaker choices were in rows? That is, if the table was 7-8 columns long, it would only be 37-50 cells tall. Which would be very tall, but no so much that it ruins the page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:35, 23 November 2021 (UTC)&lt;br /&gt;
:::That sounds quite big still, especially for an item page. But it may be worth a try (perhaps with only some of the content, so that it&#039;s not a lot of work). -- [[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; 10:29, 29 November 2021 (UTC)&lt;br /&gt;
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== Rocket rush ready to merge in ==&lt;br /&gt;
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Hi, I decided to make my very first wiki contribution ever and created a page for the [[Rocket rush]] scenario. I have 0 experience contributing to a MediaWiki, so I have no idea if I followed the right protocol while building out the page--forgive me if I made things inconvenient. I linked the draft page off of my user page to facilitate building it out. Per the [[Factorio:Wiki_rules|rules]], I&#039;m here asking an admin to merge this page into [[Game_modes_and_options]] -- [[User:While 1|While 1]] ([[User talk:While 1|talk]]) 14:08, 10 April 2022 (UTC)&lt;br /&gt;
: Thank you for the page! I made some formatting and wording changed and then merged it into the main namespace. The page must have been a lot of work with the item list, thank you for contributing it! -- [[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; 10:47, 11 April 2022 (UTC)&lt;br /&gt;
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== Is it appropriate to add usage information for a linked belt, somewhere on this wiki? ==&lt;br /&gt;
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Hi [[User:Bilka|Bilka]],&lt;br /&gt;
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Hope all is well. Thanks for all you have done for this wiki -- it has provided me value on numerous occasions.&lt;br /&gt;
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I read all of your edit summaries of your recent linked belt edits. Thanks for the information.&lt;br /&gt;
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I also read [[Factorio:Wiki_rules|the rules]] and [[Factorio:Style_guide|the style guide]]. I apologize for not having read them before my edits. My bad.&lt;br /&gt;
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Additionally, I read the [[Factorio:Editor_noticeboard|editor]] and [[Factorio:Admin_noticeboard|admin]] noticeboards to possibly further familiarize myself.&lt;br /&gt;
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I want to keep this wiki being good.&lt;br /&gt;
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I had spent a lot of time trying to figure out how to use a linked belt, that one can see in the vanilla map editor. Initially, I did not find linked belt usage information from [https://www.google.com/search?q=factorio+how+to+use+linked+belt my web searching]. I eventually found some information on how to use a linked belt from the Factorio Discord server.&lt;br /&gt;
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This required more effort than getting the information from direct web searching. Thus, I wanted to record the information in a canonical, more accessible location, and I thought this wiki would be appropriate for this linked belt usage information.&lt;br /&gt;
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Is it appropriate to add usage information for a linked belt, somewhere on this wiki?&lt;br /&gt;
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If so, where would it be appropriate to add it? Perhaps at [[Prototype/LinkedBelt]]?&lt;br /&gt;
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Thanks again.&lt;br /&gt;
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Best,&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Snayday|Snayday]] ([[User talk:Snayday|talk]]) 18:44, 20 July 2022 (UTC)&lt;br /&gt;
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: Hey, thank you for the nice words. I agree that usage information is good to have. My intention was to take all the info you added to the linked belt page and merge it into the prototype page. I see now that I missed mentioning that mods or console commands are needed for executing the linked script function. I added that to the page now.&lt;br /&gt;
: Another place where there could be more information is the console commands page, I could add a command to connect two linked belts. I don&#039;t know if that would help your usecase since your original page only mentioned &amp;quot;use mods&amp;quot;. So, if my edit is not enough, feel free to add more info on Prototype/LinkedBelt. Or let me know what exactly you would like to add and we can figure out the best place to put it here on the wiki. Thank you for reaching out about this :) -- [[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; 19:30, 20 July 2022 (UTC)&lt;br /&gt;
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:: Hey [[User:Bilka|Bilka]], thanks for your kind words as well. I felt like responding here to possibly make the dialogue here more complete, in case it&#039;s of use to anyone. Hopefully this is okay.&lt;br /&gt;
:: I believe I have made changes that cause the wiki to provide better usage information for [[Prototype/LinkedBelt|linked belts]]: On the [[console]] page (which is the redirect of [[console commands]]), I added the section [[Console#Connect_linked_belts]], and this new section is linked to in the [[Prototype/LinkedBelt|Prototype/LinkedBelt (linked belt)]] page.&lt;br /&gt;
:: (I also accidentally forgot to include an edit summary for one of my edits to [[Prototype/LinkedBelt]]. My bad. I don&#039;t think it&#039;s really an issue, but want you to know I intend to succinctly summarize my edits, if necessary.)&lt;br /&gt;
:: Thanks for getting back to me :)&lt;br /&gt;
:: Best, [[User:Snayday|Snayday]] ([[User talk:Snayday|talk]]) 05:50, 25 July 2022 (UTC)&lt;br /&gt;
::: Thank you for the great edits! The console command is clever, I wouldn&#039;t have thought of using the entity tags but it&#039;s quite convenient with the map editor interface for them. So thank you for that and your other edits, I look forward to seeing more contributions from you :) -- [[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; 13:50, 25 July 2022 (UTC)&lt;br /&gt;
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== New language: Traditional Chinese (zh-TW, 繁體中文)==&lt;br /&gt;
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Hello Bilka.  Currently there&#039;s only Simplified Chinese (zh-CN, 简体中文) translation for the wiki. Simplified Chinese is mostly used in China, Singapore, Malaysia, while &#039;&#039;&#039;Tradtional Chinese (zh-TW, 繁體中文)&#039;&#039;&#039; is mostly used in Taiwan, Hong Kong, Korea and Japan.&lt;br /&gt;
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Is it possible to add Traditioanl Chinese to the wiki?  The difference between Simplified Chinese and Traditional Chinese mostly lies in expressions and terms.  While they have much in common, I&#039;d say the difference is much more significant than, for example, the difference between UK English and US English.  Many platforms (such as [https://partner.steamgames.com/doc/store/localization/languages Steam]) also treat them as different languages.&lt;br /&gt;
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If there&#039;s any criteria to add new language for Factorio wiki, feel free to let me know. Thank you for your good work!&lt;br /&gt;
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--[[User:Johnruby|Johnruby]] ([[User talk:Johnruby|talk]]) 17:43, 3 March 2023 (UTC)&lt;br /&gt;
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: See [[Factorio_talk:Editor_noticeboard#Request_to_add_new_language:_Traditional_Chinese_(zh-TW,_繁體中文)]]. -- [[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; 16:51, 7 March 2023 (UTC)&lt;br /&gt;
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== Translation verification ==&lt;br /&gt;
Hi Bilka, as you might have seen I tried to clean-up the category system and categorized a lot of uncategorized pages. Hope I wasn&#039;t to bold with my changes. I also build the [[Template:Translation verification]]. It basically just compares a revision-ID it is given to the revision-ID of the corresponding English page and depending on whether they match or not categorizes the page accordingly. I would like to suggest to add it to all translated pages (maybe it could even be directly integrated in [[Template:Languages]]?), so that editors know, when they have to update the translations again. Since it&#039;s quite a big change (and a lot of work) I wanted to consult with you before I start to add it to a lot of pages. I added it to [[:Category:Main/de]] and [[Main Page/Advanced/de]] as first examples. So: what do you think? :-) --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 23:07, 24 September 2023 (UTC)&lt;br /&gt;
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: To answer your first concerns you mentioned on the forums:&lt;br /&gt;
:* How it works: The template does not simply compare revision dates. Instead when an editor updates a translation, they should also update the revision-ID in the template to the ID of the revision the translation was based on. (I find it hard to explain it properly, so best if you take a look at it yourself. No hurry.)&lt;br /&gt;
:* I can understand that you don&#039;t want to flood the wiki with notices, that basically every translation is outdated. A notice has two benefits however: 1. Without a notice hardly any casual reader would think: &amp;quot;That translation is outdated, let me fix it really quick&amp;quot;. 2. In the notice I included a link to the differences between the current revision and the revision the translation was made for, so translators wouldn&#039;t have to check the whole page, but could simply click the link, see what has changed and update the translation accordingly. The notice could be omitted and only a categories would be added, but that would mean only experienced editors would know what to do, and there wouldn&#039;t be a quick link available.&lt;br /&gt;
:* To make it less intrusive the template could be added manually to one page after the other while updating the translations, not to all of them at once. This way we ensure that most pages the template is used on would be up do date. And the categories could be marked as hidden of course.&lt;br /&gt;
:I think it is vital to have a system in place to automatically check whether a translation is still up to date. Currently it&#039;s impossible to translate pages systematically. Unless someone put some useful information in the edit summary (and looking through the history is tedious anyway) you can&#039;t even see at first glace when a translation IS up to date. And every time, the whole page has to be checked, even if just one word has changed since you don&#039;t know, which revision the current translation references. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 17:03, 25 September 2023 (UTC)&lt;br /&gt;
:: Hey! You were quite bold with your changes, especially to the navboxes and templates included in many pages. As we already talked about, that generated quite a bit of server load, but it&#039;s fine now. And your changes look good!&lt;br /&gt;
:: Regarding the template, thank you for responding to my initial concerns we talked about via Forum PM. The revision ID based approach you explain/the page uses is indeed better than what I was thinking it was after a quick glance (I thought it was taking the current ID and comparing its timestamp with the English page).&lt;br /&gt;
:: In my experience, adding more notices will just lead to readers missing them because they become so commonplace. We already have problems with people missing the &amp;quot;Archived&amp;quot; box. So I don&#039;t think the notice would have the desired effect you describe and I would prefer to do only categorization. That means we indeed lose the diff link, but it could be explained how to make it on the category page, since the revision id itself will be in the page source.&lt;br /&gt;
:: Adding the template as you translate sounds good! It would replace the tracking of the translated revision ID that some people have been doing via the edit summary (you included :)) and would make it easy to get an overview via the categories. I would say that is a good usecase for the template and at least partially solves the problem you describe. Maybe you can also find a good spot to link the categories in the [[Factorio:Translation guide]] together with mentioning the template. That way the categories on the pages would also serve as a (less intrusive) notice for translators.&lt;br /&gt;
:: Would it help at all if I updated [[User:Bilka/Outdated_pages]] more frequently or made it a proper page? I somewhat abandoned that project once it was clear that nearly everything was outdated and the date comparison was very inaccurate. But it&#039;s an existing script after all, so it doesn&#039;t cost me anything to run it every Friday or every month or something. For what it&#039;s worth, I just ran the script and it updated the page.&lt;br /&gt;
:: So what is to be done here now is: Removing the notice from the template. Giving usage instructions in the translation guide. And using it :D -- [[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; 16:39, 4 October 2023 (UTC)&lt;br /&gt;
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== Is it possible to restore this image? ==&lt;br /&gt;
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Hello Bilka&lt;br /&gt;
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I had added an example to [[Tutorial:Circuit network cookbook#Optimal usage of fuel for nuclear power]] [https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;amp;diff=prev&amp;amp;oldid=185730] with the picture [[:File:NuclearCircuits2.jpg]], but it has been removed by [[User:Samzvr|Samzvr]] without discussion [https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;amp;diff=prev&amp;amp;oldid=190516] (and you deleted the pic because it didn&#039;t have any use).&lt;br /&gt;
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I don&#039;t understand the first example, and despite what Samzvr says, mine was working fine.&lt;br /&gt;
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Would it be possible to restore this picture to put this example back, or at least so that I can use it in my personal page?&lt;br /&gt;
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Ragards, &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[User:SyntaxTerror|Şÿℵדαχ]][[User talk:SyntaxTerror|₮ɘɼɾ๏ʁ]]&amp;lt;/span&amp;gt; 05:12, 11 October 2023 (UTC)&lt;br /&gt;
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: Hey, the image was an input inserter for a reactor connected to the circuit network with the enable condition [steam = 2k], reading from one steam storage tank. The wiki is not the right place for a personal design library, so I&#039;d rather not add the image back. The cookbook already shows simple setups with just one condition for turning on inserter, so I don&#039;t think it adds anything to show it again. -- [[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; 16:28, 24 November 2023 (UTC)&lt;br /&gt;
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== Syntax highlighting and category tree extensions ==&lt;br /&gt;
Hey Bilka, I would like to suggest to install the following extensions:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:CodeMirror Extension:CodeMirror] and&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:CategoryTree Extension:CategoryTree]&lt;br /&gt;
While the former makes the use of the in-browser-editor much simpler, the later improves the navigation through categories. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:03, 11 October 2023 (UTC)&lt;br /&gt;
:And I thought of another one :)&lt;br /&gt;
:* [https://www.mediawiki.org/wiki/Extension:Display_Title Extension:Display Title]&lt;br /&gt;
:As I understand it, it would make the whole [[Template:TransLink]] shenanigans obsolete. But what would be the main advantage imo, would be that even on category pages the display titles would be shown. For example on [[:Category:Fluids/de]] the first entry &amp;quot;Crude oil/de&amp;quot; would instead be &amp;quot;Rohöl&amp;quot;. Thanks for consideration! --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:32, 11 October 2023 (UTC)&lt;br /&gt;
:: Hey, thank you for the suggestions!&lt;br /&gt;
:: The CodeMirror extension looks very useful, I&#039;ll look into getting it installed by the ops people.&lt;br /&gt;
:: For CategoryTree, could you elaborate on where you&#039;d use the display? Our category setup is quite shallow in general and mostly replicates the in-game organisation, which is already better visible in the navboxes and Template:Inventory. So I&#039;m not directly seeing a spot where browsing the categories and subcategories needs improvement.&lt;br /&gt;
:: For the display title expansion, I&#039;m divided. We&#039;d still need TransLink for the automatic suffixing of links in templates. For the page source text there would not be much of a difference between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Plastic bar/de]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{L|Plastic bar}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. And the former has the disadvantage of making it less clear where the translation is coming from. But the point regarding page names in categories is very good, that would be quite nice. Which ends up with me being divided on whether it should be added. Do you have further points for/against the extension? Thank you for the effort you put into improving the wiki! -- [[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; 17:23, 1 December 2023 (UTC)&lt;br /&gt;
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== New pages are not appearing in Language category ==&lt;br /&gt;
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Hi, I noticed that something strange is going on with the new pages. I translated a few pages and none of them weren&#039;t added to the [[:Category:Ukrainian_page]] automatically. Am I missing something or is this a bug? Or is there a delay? &lt;br /&gt;
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https://wiki.factorio.com/Utility_science_pack_(research)/uk&lt;br /&gt;
https://wiki.factorio.com/Production_science_pack_(research)/uk&lt;br /&gt;
https://wiki.factorio.com/Combinators/uk&lt;br /&gt;
https://wiki.factorio.com/Tutorial:Keyboard_shortcuts/uk {{Unsigned|Factorles|09:46, 27 February 2024‎}}&lt;br /&gt;
: Hey, there is a small delay/cache, but it should not be very long. It looks like the cache of the category/pages just didn&#039;t get refreshed for some reason. As you can see, I edited Production_science_pack_(research)/uk again and it now shows up, almost instantly. You can make similar edits, or [https://meta.wikimedia.org/wiki/Help:Dummy_edit#Null_edit  Null edits] to the other pages and they should show up too. Sorry for the inconvenience, but the wiki software heavily utilises caching and sometimes things just go wrong :/ -- [[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; 10:41, 27 February 2024 (UTC)&lt;br /&gt;
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== About an destroyer capsule page ==&lt;br /&gt;
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Sorry, I made a mistake. The Destroyer page said &amp;quot;unlimited laser energy&amp;quot; and I misunderstood. Can I correct the Destroyer page to &amp;quot;electrical energy&amp;quot;? --[[User:Zefard|Zefard]] ([[User talk:Zefard|talk]]) 12:09, 18 May 2024 (UTC)&lt;br /&gt;
: No worries, these damage types can be confusing! Of course you can correct the page, any page is open for edits :) -- [[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; 12:14, 18 May 2024 (UTC)&lt;br /&gt;
:: Thanks! --[[User:Zefard|Zefard]] ([[User talk:Zefard|talk]]) 12:29, 18 May 2024 (UTC)&lt;br /&gt;
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== Beaconed oil throughput ==&lt;br /&gt;
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About your edit in https://wiki.factorio.com/index.php?title=Pumpjack&amp;amp;type=revision&amp;amp;diff=198674&amp;amp;oldid=198673&lt;br /&gt;
As far as I see, your value of 0.5 additional oil per beacon is wrong. Original output for 20% is 2. Productivity from 2 speed modules is +50%+50%=+100%. With 50% beacon efficiency, it&#039;s +50%. 50% of 2 is 1. Not 0.5. That&#039;s also what will result from the formula in the article. (Just asking here instead of starting some edit war.)&lt;br /&gt;
[[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 14:04, 13 June 2024 (UTC)&lt;br /&gt;
: Thanks! You are right, I was thinking of 0.5 additional mining speed. Which is correct, but the sentence is talking about the oil output per second, which indeed is 1/s extra with 0.5 extra mining speed. Thank you for pointing this out! -- [[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; 14:12, 13 June 2024 (UTC)&lt;br /&gt;
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== Increasing amount of tab-headers for the Inventory-like templates ==&lt;br /&gt;
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Hello. There is this part of the code in the Mediawiki:Common.js, featuring tab-heads. I want to create a Template:Factoriopedia, similar to the Template:Inventory, but I need 11 tab-heads for that and currently there are only 4 of them supported. I would be grateful if they were added to the Common.js file. 01:00, 21 October 2024 (UTC)&lt;br /&gt;
: Hey, I added support for up to 11 tab heads. However, I&#039;d prefer if we didn&#039;t have separate inventory and factoripedia templates, since they serve quite similar purposes. Instead, it would be nice if you could try to update Template:Inventory with the new Space Age features and other relevant stuff but leave out tabs that are useless on the wiki because we merge pages. I&#039;m thinking leaving out the signals, unsorted, enemies and tiles tabs. The enemies could have one icon per type (biter/spitter and so on) and go into an environment tab that roughly reflects what is in [[Template:EnvironmentNav]] right now. Similarly, the fluids can likely stay in the intermediates tab, same for the remotes and other things now spawned via the shortcut bar. I used a script to upload all the icons you&#039;ll need :D -- [[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; 08:04, 21 October 2024 (UTC)&lt;br /&gt;
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:: Thanks for the quick response! I understand the idea about keeping only relevant to the normal playthrough information on the Template:Inventory and I will update that too, corresponding to the new SA Inventory screen. However I think it still will be useful to have a Template:Factoriopedia, which looks the same way the in-game version does. Also I think that Template:Inventory deserves some sort of indication based on the 2.0/SA version(still hesitant about that), though that can be achieved with small inline icon (DLC or SA), without making a separate Inventory template for SA content to keep things more organized.&lt;br /&gt;
:: I also want to change the InfoBox, to contain the info listed in the Factoriopedia. And I not sure how to approach the stack&amp;lt;-&amp;gt;bulk inserter name change, do you have ideas about that? Would be confusing for user to leave old stack inserter name unchanged.&lt;br /&gt;
:: Also I can&#039;t see any new icons added to the uploaded files.&lt;br /&gt;
:: - &amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt;LoerisOtter 09:52, 21 October 2024 (UTC)&amp;lt;/span&amp;gt;&lt;br /&gt;
::: My concern with making tabs for things like tiles and signals is that the icons currently aren&#039;t on the wiki and I don&#039;t think we should have separate pages for them. There is not relevant information for us to give on say dirt 7 vs dirt 6 or signal-x vs signal-y. So you&#039;d have to upload and show a lot of icons for things that will all end up linking to the same overview page ([[Tile]] and [[Circuit network]]). Maybe there is a way to adjust the Template:Inventory to reflect the Factoriopedia organisation more without that pitfall.&lt;br /&gt;
::: The bulk and stack inserter rename will be present for everyone, so it&#039;s a simple matter of moving those page. I&#039;m in the process of creating a script that will do rename-related page moves upon release. The pages can then get [[Template:About]] added to them to point to each other to reduce confusion.&lt;br /&gt;
::: Please let me handle Template:Infobox itself, it&#039;s protected for normal editors anyway. But for things to add there, the talk page of the template is the right place for suggestions, I will definitely take those into account! There just needs to be a lot adjusted to account for the ability to turn on/off space age, similar to how expensive mode is currently handled, so it might take a bit to get updated. (See also https://forums.factorio.com/108987)&lt;br /&gt;
::: Because I used a bot to update the icons they don&#039;t show in the recent changes by default. You can either check the option to show bot changes in the upload log or check [[Special:Contributions/BilkaBot]] to see them. -- [[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; 10:05, 21 October 2024 (UTC)&lt;br /&gt;
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:::: Okay, I see how tiles tab and signals tab might be confusing, because there&#039;s little sense in creating separate page for each tile. Regarding the bot - Thanks for the icons. I now see the uploads, however the Fluoroketone.png image is blank and I also need these files: (currently has mockup image) - &amp;quot;Item-group space&amp;quot; &amp;quot;Item-group enemies&amp;quot;.(currently has placeholder image) - &amp;quot;Item-group unsorted&amp;quot; &amp;quot;Item-group tiles&amp;quot; &amp;quot;Item-group environment&amp;quot;&lt;br /&gt;
:::: - &amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt;LoerisOtter 09:52, 21 October 2024 (UTC)&amp;lt;/span&amp;gt;&lt;br /&gt;
::::: Oops, Fluoroketone.png shouldn&#039;t have been uploaded, it does not appear to be used from what I could find quickly - the game always distinguishes between hot and cold fluoroketone. Item groups updated :D -- [[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; 10:26, 21 October 2024 (UTC)&lt;br /&gt;
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== Prototype type link in infobox ==&lt;br /&gt;
&lt;br /&gt;
I think that when you are at the process of upgrading {{T|Infobox}}, you can change &amp;quot;prototype type&amp;quot; to actually link to [https://lua-api.factorio.com/latest/ api page] not wiki page. Since there is no wiki page for [[cargo landing pad]] prototype, and these pages are not updated. ~~ [[User:Mefisto1029|Mefisto1029]] ([[User talk:Mefisto1029|talk]]) 19:36, 24 October 2024 (UTC)&lt;br /&gt;
: Yep, that was in my todo list for the 2.0 update and it&#039;s now done :D -- [[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; 13:39, 25 October 2024 (UTC)&lt;br /&gt;
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== Wiki skin refresh ==&lt;br /&gt;
&lt;br /&gt;
The current wiki skin seems a bit outdated and boring, especially when compared to other places like the main Factorio website and mod portal. I&#039;m taking a lot of reference from the [https://terraria.wiki.gg/wiki/Terraria_Wiki Terraria] and the [https://minecraft.wiki/ Minecraft] wikis. It doesn&#039;t have to be much, just enough to make it not look entirely plain and gray.&lt;br /&gt;
&lt;br /&gt;
- [[User:EpicPuppy613|EpicPuppy613]] ([[User talk:EpicPuppy613|talk]]) 00:36, 3 November 2024 (UTC)&lt;br /&gt;
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: I experimented a little bit with a general idea of what a wiki skin refresh could look like, as seen in my [[User:EpicPuppy613/common.css]].&lt;br /&gt;
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: - [[User:EpicPuppy613|EpicPuppy613]] ([[User talk:EpicPuppy613|talk]]) 03:25, 3 November 2024 (UTC)&lt;br /&gt;
:: Thanks for the suggestion! I&#039;ve implemented the sidebar change. However, for the body css there are conflicts with the style of the tabs at the top. If that can be fixed then I could add it to the overall skin as well. -- [[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; 15:19, 2 December 2024 (UTC)&lt;br /&gt;
::: Hi! I&#039;m back with some more CSS changes, this time fixing the aforementioned issues with the tabs. As before, the CSS can be found in my [[User:EpicPuppy613/common.css|user css]]. There is a slight issue with redlinks for top pages, but I did the best I could contrast-wise. - [[User:EpicPuppy613|EpicPuppy613]] ([[User talk:EpicPuppy613|talk]]) 22:19, 20 March 2025 (UTC)&lt;br /&gt;
:::: Added the fancy new tabs, thank you very much! -- [[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; 14:37, 9 June 2025 (UTC)&lt;br /&gt;
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== Infobox Issue ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure you&#039;re aware of this already, but as you can see from [[Epic_quality_(research)|this page]], the effect (which is supposed to be the quality icons) won&#039;t show. Not sure how to rectify that, since the Infobox page is locked down. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:13, 10 November 2024 (UTC)&lt;br /&gt;
:Nevermind, someone figured it out. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:47, 10 November 2024 (UTC)&lt;br /&gt;
::I fixed it so the icon shows but there is probably a more correct workaround instead of linking &amp;quot;Quality epic&amp;quot; --[[User:Thoxo|Thoxo]] ([[User talk:Thoxo|talk]]) 10:38, 10 November 2024 (UTC)&lt;br /&gt;
:::&amp;lt;s&amp;gt;The &amp;quot;lithium ice formation&amp;quot; icon won&#039;t show, you wouldn&#039;t happen to know what I did wrong?&amp;lt;/s&amp;gt; Nevermind again, I didn&#039;t realize there was a blank icon template entry. I got smooth brain syndrome. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:32, 10 November 2024 (UTC)&lt;br /&gt;
::::Hey, solution here is to not link non-recipes in the effects line of the tech infobox. Effects such as damage bonuses are also not linked there, so the same goes for the quality effect. -- [[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; 15:08, 2 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== policy violation? ==&lt;br /&gt;
&lt;br /&gt;
This user([[User:Hooray|Hooray]]) is creating a lot of pages with only template tags and no body text, isn&#039;t this against the translation policy? --[[User:Zefard|Zefard]] ([[User talk:Zefard|talk]]) 11:51, 22 November 2024 (UTC)&lt;br /&gt;
: Yes, it is. Thanks for pointing it, I&#039;ve dealt with the stub pages. -- [[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; 17:18, 2 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template Permission ==&lt;br /&gt;
&lt;br /&gt;
Apologies for doing things out of sequence. I missed the wiki rule about requesting permission before creating templates.  A few days ago I made the following template: [[Template:Diagonal_split_header]].&lt;br /&gt;
&lt;br /&gt;
I&#039;m new to this wiki so I&#039;m not familiar where it is most appropriate to bring this up.  The template is really lightweight with no parser functions used.  The intention is simply to move the cumbersome CSS away from the user-end page to a template, both for ease of use and ease of editing.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure how much use such a template will get, however, so I&#039;m perfectly happy to undo this and bring back the raw HTML/CSS to the Quality page (my only contribution so far).  I do believe the improvement in aesthetic is &#039;&#039;nice&#039;&#039; enough to warrant its use, so I&#039;ll wait to hear further thoughts on this. --[[User:Raw Salad|Raw Salad]] ([[User talk:Raw Salad|talk]]) 08:43, 9 December 2024 (UTC)&lt;br /&gt;
: All good, no worries. Nice work on the template! -- [[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; 14:36, 5 March 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infobox mistakes making false Wanted pages ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
I&#039;m posting here because I&#039;ve discovered a systemic issue with how [[Template:Infobox]] is used. Looking at [[Factorio:Wanted_pages/other]], as of 15-Dec-24, 45 of the 70 wanted pages are of the format &amp;quot;something (research) (research)&amp;quot;. I believe this is caused by a user mistake when entering arguments containing a &amp;quot;(research)&amp;quot; suffix into a parameter which already expects a technology, which results in the template backend applying a second &amp;quot;(research)&amp;quot; suffix. Although this doesn&#039;t visibly affect the function or display of the infobox, it creates a hidden link to a &amp;quot;something (research) (research)&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
As an example, the [[Infobox:Artificial soil (research)]] page currently makes links to: [[Special:WhatLinksHere/Agricultural_science_pack_(research)_(research)|Agricultural science pack (research) (research)]]; [[Special:WhatLinksHere/Jellynut_(research)_(research)|Jellynut (research) (research)]]; and [[Special:WhatLinksHere/Yumako_(research)_(research)|Yumako (research) (research)]]. I created a copy of the Artificial soil infobox on my [[User:Regular9|user page]], but deleted the &amp;quot;(research)&amp;quot; suffix from the &amp;quot;required-technologies&amp;quot; and &amp;quot;allows&amp;quot; parameters, and the infobox functions correctly without generating the unwanted &amp;quot;something (research) (research)&amp;quot; pages, as evidenced by my user page not showing up in the WhatLinksHere pages above. [[User:Regular9|Regular9]] ([[User talk:Regular9|talk]]) 14:26, 16 December 2024 (UTC)&lt;br /&gt;
: Yep, that&#039;s just people not knowing that the infobox template needs the research names specified without the &amp;quot;(research)&amp;quot; prefix. I&#039;ve fixed the affected infoboxes and I&#039;m letting the bot regenerated the wanted pages. -- [[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; 20:43, 27 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== File move request ==&lt;br /&gt;
&lt;br /&gt;
Hello, could you move the [[:File:Fulgorite temp.png]] file to [[:File:Fulgorite.png]] without leaving a redirect? I don&#039;t seem to have the suppress redirect permission so I can&#039;t fix this myself. Thanks. [[User:Zurel|Zurel]] ([[User talk:Zurel|talk]]) 19:56, 15 January 2025 (UTC)&lt;br /&gt;
: Done! Good thinking to upload the file under a temp name. -- [[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; 20:25, 15 January 2025 (UTC)&lt;br /&gt;
== &amp;quot;Last updated&amp;quot; footer is wrong ==&lt;br /&gt;
The automatic footer &amp;quot;This page last updated ...&amp;quot; is wrong, with a more or less random time. Or maybe that is just on my mobile (Android/Chrome) browser. [[User:Mskvaer|Mskvaer]] ([[User talk:Mskvaer|talk]]) 11:38, 23 January 2025 (UTC)&lt;br /&gt;
: Something seems strange with the dates, I agree. Could you link an example of a page where it&#039;s in the future? --[[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; 11:43, 23 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
: - It&#039;s &amp;quot;random&amp;quot; instead of &amp;quot;future&amp;quot;, I corrected my earlier note. On my talk page, which hasn&#039;t been edited in a while, it seems like it is &amp;quot;now&amp;quot; minus some hours. I have not analyzed the deviation in depth, except note it is not limited to a few pages [[User:Mskvaer|Mskvaer]]&lt;br /&gt;
&lt;br /&gt;
:: I have tried several times and found 2 different cases of wrong footer:&lt;br /&gt;
::: Case 1: The footer displays the current time instead of the last updated time;&lt;br /&gt;
::: Case 2: The footer displays a certain time that dosen&#039;t match with the revision history.&lt;br /&gt;
:: Most time the footer displayed the right updated time, on average 1 case appears during refreshing the page 20 to 30 times, usually accompanied by loading delay of the whole page, sometimes even HTTP 502 error. which seems quite often after the wiki system was upgraded last week.  --[[User:Cardinal|Cardinal]] ([[User talk:Cardinal|talk]]) 14:20, 23 January 2025 (UTC)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wrong_footer_1.png|Case 1.&lt;br /&gt;
File:Wrong_footer_2.png|Case 2.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
::: Thank you for the extra details! I can confirm what you&#039;re describing. I&#039;ve forwarded this to the person who helps maintain our install of Mediawiki. Because this seems to just be a display issue, investigating it further will be low priority. -- [[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; 15:13, 23 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanup request ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka, I&#039;ve noticed that the latest [[Factorio:Wanted pages/zh]] page lists a lot of pages about researchs, and I think it might be necessary to cleanup the relevant parts in the [[Template:Translation/zh]] first for following reasons:&lt;br /&gt;
* In English, all of the research names include the suffix &amp;quot;(research)&amp;quot;, but this distinction is currently absent in the Chinese translations, which may lead to confusion between research and projects. Especially, many entities require a prerequisite research that shares the same name as the entity itself. Under the current Chinese translations, this overlap is highly likely to cause misunderstandings among readers. For example: the entity tank and the technology tank (research) are both translated as &amp;quot;坦克&amp;quot; in the Template:Translation/zh now, in certain contexts this may be misunderstood as conducting research on the tank entity instead of the technology. &lt;br /&gt;
* The current organization of research-related translation entries in the template lacks clarity. These entries are just categorized into two groups labeled &amp;quot;Page title: Researches&amp;quot; and &amp;quot;Research&amp;quot; (this classification currently does not align with functional requirements), and the documentation structure appears inconsistent. Additionally, the presence of extensive annotations (like: &#039;Something&#039; is used by page title ) and miscellaneous translations (such as descriptive text for infoboxes) further complicates in the document. As a result, there are challenges in determining the appropriate placement and categorization criteria for new research-related translations within the template.&lt;br /&gt;
* To accommodate translation requirements in certain scenarios, all relevant translation entries have been created in two formats: one with the &amp;quot;(research)&amp;quot; suffix and the other without it. (e.g. The infobox template uses the research names specified without suffix, and that requires the translation format without suffix) This has resulted in increased redundancy within this section of the documentation.&lt;br /&gt;
&lt;br /&gt;
Regarding documentation cleanup, I have the following personal recommendations: First, to align with the original English format, add the prefix &amp;quot;科技：&amp;quot;(In English which means Tech) would be suitable. This structure, analogous to &amp;quot;Tech: Research name&amp;quot; in English, would ensure consistency across languages and reduce ambiguity in most Chinese contexts. Second, reorganize existing entries based on standardized rules, such as adopting the categorization logic used in the navbar.(machines, defense, crafting, etc.), and remove irrelevant entries. Finally, if feasible, consider unifying translation formats by modifying templates to eliminate redundant entries. However, template revisions should be treated as a lower priority due to their technical complexity. &lt;br /&gt;
&lt;br /&gt;
Before proceeding with further edits, I would like to know your thoughts on this. I believe that reaching some common ground will quite benefit future translation efforts. Thanks.   --[[User:Cardinal|Cardinal]] ([[User talk:Cardinal|talk]]) 19:59, 4 February 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:About duplicate entries, one with &amp;quot;(research)&amp;quot; and one without: I did much German translation. In the German translation there are 2 entries for all these. This makes sense, because many research names are different to the items they research in German. Some research name is in plural, while the item or recipe is in singular. To do this all in one take, I grabbed the English and German game translation files from ....\Factorio\data\&amp;lt;module name&amp;gt;\locale\XX\*.cfg and copied the [technology-name] sections from both into one document. With a script, I joined the entries of both, and appended &amp;quot;(research)&amp;quot; to the end, so I got lines with &amp;quot;| &amp;lt;English text&amp;gt; (research) = &amp;lt;German text&amp;gt; (Forschung).&amp;quot; I correlated the lines by the keyword before the =. I did similar with the [recipe-name] sections, [entity-name] sections, [equipment-name], [fluid-name], and finally [item-name]. Just plain line without appending &amp;quot;(research)&amp;quot;. This got me more than half of the whole translation template. This duplicates some entries, but it&#039;s easy to filter out duplicate lines. Also some item names not explicitly used on the wiki (for example all the small/medium/big asteroid names) that can be deleted afterwards. But deleting generated stuff is always much easier than to insert all stuff manually. The locale files I took the sections from were base.cfg, core.cfg, elevated-rails.cfg, quality.cfg and space-age.cfg. This way, all names are already translated all over the wiki, even if the corresponding article doesn&#039;t even exist yet, so they can be referred to with the &amp;lt;nowiki&amp;gt;{{L|English name}}&amp;lt;/nowiki&amp;gt; macro. [[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 10:09, 5 February 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: For organizing things inside the Template:Translation/zh, you can do it however you like! Your proposed strategy to sort the entries by the navboxes is a good idea, I think some other languages also went with that strategy. Tertius3 also gives good advice :)&lt;br /&gt;
:: Regarding the technology name duplication and confusion, a Polish translator also raised the issue that research names without (research) at the end [[Template_talk:Infobox#Problem_with_technologies_if_they_have_a_different_name_than_the_item|can&#039;t be translated correctly in Polish]]. So, I think the solution here is to change the Infobox and the Navbox to the use the suffix as well. I think originally it is excluded there to save some space, but if it leads to ambiguity issues it&#039;s probably better to include it. What do you think? -- [[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; 11:03, 5 February 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I guess there is no way around adding &amp;quot;(Research)&amp;quot; to all the research terms, if not yet present. The German translation always included this as far as I see, and I always felt this is a clean solution. A bit tedious perhaps, but necessary.&lt;br /&gt;
:::About generating translations from game files: I improved my script to run on every language and made a forum post with an attachment: [https://forums.factorio.com/viewtopic.php?p=661846#p661846] You don&#039;t need to run the script yourself if you cannot, included are pre-converted files created by me. However, the &amp;quot;(Research)&amp;quot; prefix isn&#039;t translated in my files, since there is no standalone translation of &amp;quot;Research&amp;quot; in the game files. [[User:Tertius3|Tertius3]] ([[User talk:Tertius3|talk]]) 18:41, 5 February 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for reply, this conversation inspired me a lot. I spent a little time briefly studying the word formation of German and Polish, and here are my conclusions:&lt;br /&gt;
:: In different languages, the causes of ambiguity issues are quite different. For example, Bilka mentioned an issue with Polish translation about Processing unit, that&#039;s because in Polish, research name &amp;quot;Układy procesorowe&amp;quot; is plural, while item name &amp;quot;Układ procesorowy&amp;quot; is singular, so both entries must be contained in Polish translation template. But in Chinese there is no distinction between singular and plural nouns, both item and research name are same word &amp;quot;处理器&amp;quot; in Chinese, this may cause misunderstandings in certain Chinese contexts.&lt;br /&gt;
:: So back to our topic, the original intention of my suggestion to modify the templates such as Infobox or Navbox was to eliminate duplicate entries, but after  the learning above I realized that won&#039;t help, and Tertius3 alos emphasized the necessity of retaining duplicate entries. So my opinion now is if modifying the templates facilitates the translation work for any other languages, then do it, otherwise, leave it be.&lt;br /&gt;
:: Finally, I would like to inform you about the edits I&#039;m about to make: Firstly, for ambiguity issues, I will add the prefix &amp;quot;科技：&amp;quot; to the Chinese translations of all entries with the &amp;quot;(research)&amp;quot; suffix, while retaining the original translations for entries without the suffix. Secondly, for entries organization, I will reclassify and sort the relevant entries according to the categories in the Navbar, remove unnecessary annotations, and move miscellaneous translations to the right categories of the template.&lt;br /&gt;
:: All edits will just among the part &amp;quot;Page title: Researches&amp;quot; and &amp;quot;Research&amp;quot; in the Template:Translation/zh. If you permit me to proceed with these edits, I will complete them within this week and verify whether they effectively resolve the issues.  --[[User:Cardinal|Cardinal]] ([[User talk:Cardinal|talk]]) 08:25, 6 February 2025 (UTC)&lt;br /&gt;
::: I have made the change to the infoboxes and the TechNav. This change means that you still eliminate some duplicate translations from the template because the research names without &amp;quot;(research)&amp;quot; are no longer used anywhere. So for example &amp;quot;Refined flammables&amp;quot; no longer needs to be translated, only &amp;quot;Refined flammables (research)&amp;quot;.&lt;br /&gt;
::: You can make the two changes you want to make! You don&#039;t need to ask for permissions to change Template:Translation/zh at all, you can do anything there, as long as you don&#039;t intentionally break the template. So go ahead and make it better :D -- [[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; 11:25, 7 February 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tabbar display issue ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka, I found a display issue within pages using tabber parser tag. For example, in [[Tutorial:Solar_power_math#tabber-tabpanel-41.9_kW_grid-0|this page]], the font color of tab is too dark for the default skin (Vectordark). And I&#039;ve located the relevant code [[MediaWiki:Vectordark.css#L-782|here]] in CSS style, I think the brighter font colors would be more suitable.&lt;br /&gt;
&lt;br /&gt;
BTW, I just checked this issue on PC, you may need to check the appearance of those pages on mobile devices too. &lt;br /&gt;
&lt;br /&gt;
[[User:Cardinal|Cardinal]] ([[User talk:Cardinal|talk]]) 02:12, 25 February 2025 (UTC)&lt;br /&gt;
: Thanks for pointing that out. The tabbers aren&#039;t meant to be used anymore because we have custom javascript tabs and image galleries for the respective usecases. I&#039;ve replaced the uses on those pages with the alternatives. -- [[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; 16:22, 5 March 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gleba Plant Infoboxes ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka,&lt;br /&gt;
&lt;br /&gt;
You reverted my Gleba plant infoboxes; I&#039;m not thrilled about it. The strings I placed there come directly from the tooltip ingame, which seems like the perfect match for the Infobox. Having a flavour text like that in the tooltip isn&#039;t common across the game, so when I saw that they had them I came to the wiki to read all of them and was disappointed to see that the wiki didn&#039;t have them. The existing descriptions are essentially worthless in my opinion as they just restate the expected yield as text. [[User:Jetroid|Jetroid]] ([[User talk:Jetroid|talk]]) 17:45, 13 April 2026 (UTC)&lt;br /&gt;
: Hey! As I said in my edit summaries, the infoboxes should have short, factual and encyclopedic descriptions. The flavortext doesn&#039;t fulfill those requirements. This information could instead be added on the pages, where it&#039;s possible to make clear that it is flavortext and described behaviour like catching flies doesn&#039;t exist in-game. You&#039;re welcome to add this text to the pages (instead of the infoboxes), but please note that the flavortext itself will be removed from the game in version 2.1.&lt;br /&gt;
: Regarding the descriptions mentioning spoilage/wood, those are there because I simply reverted the edits. If someone wants to add better descriptions that fulfill the infobox requirements, they are welcome to.&lt;br /&gt;
: I hope this explains the revert! -- [[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; 13:21, 15 April 2026 (UTC)&lt;br /&gt;
:: Noted. I guess the best thing to do will be to wait for 2.1, then add a note along the lines of `Prior to version 2.1, Sunnycomb had the tooltip description of &amp;quot;...&amp;quot;`. Thanks. [[User:Jetroid|Jetroid]] ([[User talk:Jetroid|talk]]) 22:27, 19 April 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Translation Issues in zh-tw ==&lt;br /&gt;
&lt;br /&gt;
Hi Bilka, the template [[Template:Translation]] doesn&#039;t appear to function properly on traditional Chinese pages, and I think there may be an issue with the template&#039;s content. I&#039;ve found that both simplified and traditional Chinese are assigned to the same suffix &amp;quot;zh&amp;quot; within the template, which may be the cause of the problem. The following is the source code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;| zh = {{Translation/zh|{{{1}}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;| zh = {{Translation/zh-tw|{{{1}}}}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since I do not have permission to edit the template, I hope you can troubleshoot and fix the errors.  -- [[User:Cardinal|Cardinal]] ([[User talk:Cardinal|talk]]) 21:43, 26 June 2026 (UTC)&lt;br /&gt;
: Thanks for noticing this, fixed now. -- [[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; 20:18, 30 June 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to edit translations templates ==&lt;br /&gt;
&lt;br /&gt;
Hello, i hope you are well. I don&#039;t understand how to add new translations to https://wiki.factorio.com/Template:Translation/fr. Do i lack the authorization ? I want to translate lots of useful wiki pages in french, but some &amp;quot;titles&amp;quot; are not translated (eg. https://wiki.factorio.com/index.php?title=Lightning_collector_(research) , and globally a lot of &amp;quot;research&amp;quot; pages). I can&#039;t find how to do it on mediawiki doc, but im very new to wikis so i lack a lot of knowledge.&lt;br /&gt;
Thanks and have a nice day !&lt;br /&gt;
edit 10 minutes after: some translatiosn are also incorrect, for example &amp;quot;Beacon&amp;quot; is translated by &amp;quot;Balise&amp;quot; (which is the minecraft translation) and not &amp;quot;Diffuseur&amp;quot; which is the correct factorio translation -- [[User:Alexandr e|Alexandr_e]]&lt;br /&gt;
: On the page, press &amp;quot;Edit&amp;quot; in the top right to see the code of the template - it&#039;s hidden unless you&#039;re editing it. Once you&#039;re in the edit screen, change the line with the translation to change the translation or add a new line to add a new translation. For example for beacon there is currently a line that says &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;| Beacon = Balise&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, change that to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;| Beacon = Diffuseur&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and that will change the translation of it. I hope this helps! -- [[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; 17:48, 15 July 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About Vulcanus&#039; translation into Spanish. ==&lt;br /&gt;
&lt;br /&gt;
Hello, Bilka. First of all, thank you for my oversights in my new contributions! It&#039;s my first time, so thanks for correcting me. Secondly, I saw you changed my translation of the planet Vulcanus, where I originally wrote it as &amp;quot;Vulcano&amp;quot;. Please, reconsider this. In the Spanish translation of Factorio: Space Age, Vulcanus is translated as &amp;quot;Vulcano&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I know, weird, but I&#039;m just going off what the game says. Waiting for your say on this before editing. -- [[User:Rdns|Rdns]] ([[User talk:Rdns|talk]]) September 10th, 2026, 14:26 (UTC)&lt;br /&gt;
: I removed the Vulcano link argument from the IconLink template on the Spanish Space Age because it makes it link to the wrong page (Vulcano instead of Vulcanus/es). For making that template translate the planet name in Spanish, [[Template:Translation/es]] should be used, e.g. with &amp;lt;code&amp;gt;| Vulcanus = Vulcano&amp;lt;/code&amp;gt;. You can find more information on how templates like iconlink (aka imagelink) work on [[Factorio:Translation guide]] and [[Template:Imagelink]]. -- [[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; 15:01, 10 September 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=219904</id>
		<title>Selector combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=219904"/>
		<updated>2026-09-10T13:38:32Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Made it clearer that the time signals can be modified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Selector combinator}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;selector combinator&#039;&#039;&#039; is part of the [[circuit network]] and one of four types of combinators available in the game (the other three being the [[constant combinator]], [[arithmetic combinator]] and [[decider combinator]]). It has five different modes of operation (or eight with [[Space Age]]{{SA}} enabled) to filter out various signals from an input wire.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The selector combinator can select a signal to output from one of the following modes of operation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select input&#039;&#039;&#039; &lt;br /&gt;
** In this mode, the combinator sorts its input signals by value and outputs one of them at the same value.&lt;br /&gt;
** &#039;&#039;&#039;Sort descending&#039;&#039;&#039; (default): The signal with the highest value is selected.&lt;br /&gt;
** &#039;&#039;&#039;Sort ascending&#039;&#039;&#039;: The signal with the lowest non-zero value is selected.&lt;br /&gt;
** &#039;&#039;&#039;Index&#039;&#039;&#039;: Determines which position among the sorted values is selected, starting at 0, i.e. first (0), second (1), third (2).&lt;br /&gt;
*** If multiple signals are provided and index is out of bounds, then &#039;&#039;&#039;no signal&#039;&#039;&#039; is passed through. The valid bounds is 0 through 1 less the total quantity of input signals.&lt;br /&gt;
*** If a single input signal is provided, it is &#039;&#039;&#039;always&#039;&#039;&#039; passed through even if the index is out of bounds.&lt;br /&gt;
* &#039;&#039;&#039;Count inputs&#039;&#039;&#039;&lt;br /&gt;
** The combinator will count and output the number of unique inputs on the selected signal.&lt;br /&gt;
** The value of the input signals is not considered.&lt;br /&gt;
* &#039;&#039;&#039;Random input&#039;&#039;&#039;&lt;br /&gt;
** The combinator will pass through a random input signal every certain number of [[time#Ticks|game ticks]].&lt;br /&gt;
** By default, the combinator will update this every 1 tick, or 60 times per second.&lt;br /&gt;
** If there is only one input signal, it will be output after this threshold is met. If the input is removed before that happens, nothing will be output.&lt;br /&gt;
* &#039;&#039;&#039;Stack size&#039;&#039;&#039;&lt;br /&gt;
** The combinator will output the stack sizes of the input items.&lt;br /&gt;
** The combinator will not output any fluid or [[Circuit network#Virtual signals|virtual signals]].&lt;br /&gt;
** The value of the input items is not considered.&lt;br /&gt;
* &#039;&#039;&#039;Rocket capacity&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will output the rocket capacity of the input signals.&lt;br /&gt;
** The combinator will not output any fluids, virtual signals, or items too heavy for a rocket (the [[atomic bomb]] and [[rocket silo]].)&lt;br /&gt;
** The value of the input items is not considered.&lt;br /&gt;
* &#039;&#039;&#039;Quality filter&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will pass through any input signals that meet a conditional against a certain [[quality]]{{SA}} grade.&lt;br /&gt;
** The combinator can compare an input&#039;s quality that is greater than, less than, equal to, greater or equal to, less or equal to, or not equal to, any one quality grade.&lt;br /&gt;
** If comparing against &#039;&#039;any&#039;&#039; quality grade, the only valid comparison is &#039;&#039;equal to&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Quality transfer&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will take the selected &#039;&#039;target signal&#039;&#039; from its inputs and output it with a particular quality grade.&lt;br /&gt;
** If &#039;&#039;direct selection&#039;&#039; is selected, the combinator will attach the specified quality grade to the target signal, but only if that target signal is among the inputs.&lt;br /&gt;
** If &#039;&#039;select from input&#039;&#039; is selected, the combinator will search for the selected item within its inputs and apply the quality of selected input to the target signal, but only if both the selected input and the target signal are among the inputs.&lt;br /&gt;
* &#039;&#039;&#039;Time&#039;&#039;&#039;&lt;br /&gt;
** The combinator will output three virtual signals based on certain game ticks:&lt;br /&gt;
*** Game tick (default signal T): This will count up by 1 every tick, starting when the world is created&lt;br /&gt;
*** Day tick (default signal D): This will count up by 1 every tick, resetting at whatever the value of &amp;quot;Day length&amp;quot; is.&lt;br /&gt;
*** Day length (default signal L): This will be output at the number of game ticks for the length of day of the current planet. On [[Nauvis]], this is 25,000.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Added &amp;quot;Time&amp;quot; mode to selector combinator. It allows to read game tick, time of day and duration of a day.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
** [[Decider combinator]]&lt;br /&gt;
** [[Arithmetic combinator]]&lt;br /&gt;
** [[Constant combinator]]&lt;br /&gt;
* [[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Landing_pad_unloading_bay_entity.png&amp;diff=219903</id>
		<title>File:Landing pad unloading bay entity.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Landing_pad_unloading_bay_entity.png&amp;diff=219903"/>
		<updated>2026-09-10T13:31:15Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Removed now inaccurate summary&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=File:Landing_pad_unloading_bay_entity.png&amp;diff=219902</id>
		<title>File:Landing pad unloading bay entity.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Landing_pad_unloading_bay_entity.png&amp;diff=219902"/>
		<updated>2026-09-10T13:30:55Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Bilka uploaded a new version of File:Landing pad unloading bay entity.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Via fff-443.&lt;br /&gt;
&lt;br /&gt;
{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Boiler/es&amp;diff=219901</id>
		<title>Boiler/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler/es&amp;diff=219901"/>
		<updated>2026-09-10T13:19:31Z</updated>

		<summary type="html">&lt;p&gt;Bilka: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Boiler}}&lt;br /&gt;
&lt;br /&gt;
La &#039;&#039;&#039;caldera&#039;&#039;&#039; usa [[fuel/es|combustible]] para convertir [[water/es|agua]] en [[steam/es|vapor]] a 165 °C, apta para su uso en un [[steam engine/es|motor de vapor]]. Tiene dos conexiones para el agua, una para cada extremo, y permite el flujo del agua de una caldera a otra si se conectan en serie. La caldera tiene una única salida para el vapor. Solo consume combustible cuando está produciendo vapor. Las calderas, junto a las [[offshore pump/es|bombas costeras]] y los motores a vapor, son cruciales para la [[power production/es|producción de energía]] a inicios de la partida.&lt;br /&gt;
&lt;br /&gt;
Por cada unidad de agua, se producen 10 uds. de vapor. Al insertar una ud. de [[coal/es|carbón]] (4 MJ) en una caldera y usar su vapor en un motor a vapor, se suministrarán 4 MJ de energía al sistema eléctrico. Se requieren 300 kJ para convertir 1 unidad en 10 de vapor a 165 °C, por lo tanto, una caldera producirá 60 de vapor por segundo.&lt;br /&gt;
&lt;br /&gt;
Los [[inserter/es|insertadores]] pueden suministrar combustibles a las calderas. Sin embargo, utilizar insertadores eléctricos para llevar combustible a una caldera puede causar problemas si se acaba el combustible: si no se genera energía, entonces los insertadores eléctricos que alimentan las calderas no funcionarán. Los insertadores también pueden sacar combustible de las calderas, permitiendo mover combustible entre calderas en serie.&lt;br /&gt;
&lt;br /&gt;
Usar al menos un [[burner inserter/es|insertador a combustión]], el cual gasta combustible en vez de electricidad, asegura que por lo menos un insertador pueda suministrar a una caldera. En redes eléctricas más grandes, un único insertador a combustión puede no ser suficiente para reiniciar toda la red, ya que los insertadores girarán demasiado lento por la falta de satisfacción energética, y no serán capaces de insertar carbón en una serie de calderas lo suficientemente rápido antes de que a la serie previa se le acabe su combustible, nunca logrando producción energética en condiciones o un reinicio exitoso.&lt;br /&gt;
&lt;br /&gt;
Una caldera requiere una unidad de carbón aproximadamente cada ~2.2... segundos (relación de 4/1.8), o 0.45 carbón/segundo. Combustibles de mayor densidad energética ajustan su consumo acordemente (la madera se consume el doble de rápido, el combustible sólido se consume 3 veces más lento, etc.) Una única cinta amarilla llena de carbón (15 coal/segundo) puede suministrar 60MW de energía, alimentando ~33.3... calderas.&lt;br /&gt;
&lt;br /&gt;
== Historial de Cambios ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* 1 de agua ahora producirá 10 de vapor en calderas/intercambiadores de calor.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* El vapor se convirtió en un recurso por separado; las calderas ahora producen vapor en vez de agua a altas temperaturas mostrada como vapor.&lt;br /&gt;
** Esta distinción es importante para la contabilización del vapor en la red de circuitos y la receta de [[coal liquefaction/es|liquefacción de carbón]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Gráficos actualizados.&lt;br /&gt;
* Dimensiones de la caldera cambiadas a 3x2.&lt;br /&gt;
* El &#039;Vapor&#039; ahora se produce en una conexión por separado en lugar de calentar el agua que pasa a través.&lt;br /&gt;
** En esta versión, el vapor era solo agua que se renombraba cuando pasaba de los 100 °C.&lt;br /&gt;
* Consumo/producción de energía significativamente aumentada.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Nuevos gráficos para las llamas de las calderas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Permite a los [[inserter/es|insertadores]] sacar [[fuel/es|combustible]] de las calderas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Iluminado intermitente añadido a los [[furnace/es|hornos]] y calderas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Las calderas ahora muestran su inventario de combustible en la información de la entidad.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Las calderas ahora pueden ser reemplazadas rápidamente por tuberías.&lt;br /&gt;
* Gráficos de la caldera actualizados.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introducida.}}&lt;br /&gt;
&lt;br /&gt;
== Véase también ==&lt;br /&gt;
* [[Electric system/es|Red eléctrica]]&lt;br /&gt;
* [[Fluid system/es|Sistema de fluido]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_Age/es&amp;diff=219876</id>
		<title>Space Age/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_Age/es&amp;diff=219876"/>
		<updated>2026-09-10T13:08:10Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed links: Translated pages are with the English name of the page with the language suffix, in this case /es for Spanish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Space-Age-logo.png|{{About/Space age}}]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Age&#039;&#039;&#039; es el pack de expansión de pago de &#039;&#039;Factorio&#039;&#039; que fue lanzado el 21 de octubre de 2024. Contiene un set de 4 mods extra.&lt;br /&gt;
&lt;br /&gt;
Estos mods son:&lt;br /&gt;
&lt;br /&gt;
* Space Age, con 4 planetas nuevos, plataformas espaciales, y un árbol tecnológico retocado&lt;br /&gt;
* Calidad, permitiendo mejoras drásticas a máquinas y objetos como crecimiento &amp;quot;vertical&amp;quot;&lt;br /&gt;
* Vías Elevadas, para rutas de vías mejoradas y mejores intersecciones&lt;br /&gt;
* Recicladora, añadiendo la [[recycler/es|Recicladora]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Recicladora&amp;quot; y &amp;quot;Vías Elevadas&amp;quot; son ambas dependencias de &amp;quot;Space Age&amp;quot;, pero pueden ser activadas por separado. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calidad&amp;quot; es un mod recomendado, pero opcional, para &amp;quot;Space Age&amp;quot;. &amp;quot;Recicladora&amp;quot; es una dependencia para jugar con &amp;quot;Calidad&amp;quot; o &amp;quot;Space Age&amp;quot; activado.&lt;br /&gt;
&lt;br /&gt;
Visita la [https://factorio.com/space-age/content página de contenido oficial] aquí. Mira el [https://www.youtube.com/watch?v=OiczN-8QKDA&amp;amp;ab_channel=Factorio tráiler de lanzamiento oficial] aquí.&lt;br /&gt;
&lt;br /&gt;
La expansión no está disponible en la versión de la [[Nintendo Switch version/es | Nintendo Switch 1]] debido a limitaciones de memoria y espacio de almacenamiento [https://factorio.com/blog/post/fff-434], y es exclusiva a la versión de la Nintendo Switch 2.&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
El mod de Space Age expande el árbol tecnológico y añade 4 planetas nuevos para que el jugador los visite utilizando una [[space platform/es|plataforma espacial]], cada uno con sus propios recursos, mecánicas de juego, banda sonora original, y desafíos únicos. &lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Vulcanus}}, un planeta volcánico y sin agua donde se extrae metal de sus cuerpos de lava en fundiciones.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro Vulcanus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Fulgora}}, un planeta desértico con constantes tronadas donde el único recurso es la chatarra que dejó una antigua civilización.&lt;br /&gt;
[[File:Spaceage intro Fulgora.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Gleba}}, un mundo húmedo y abundante con sobrecrecimientos de plantas y hongos cuyos productos biológicos eventualmente se pudren.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro Gleba.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Aquilo}}, un planeta desolado y congelado con mares de amoníaco donde las estructuras se congelan sin calefacción.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro Aquilo.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Space Age añade 29 logros nuevos, 30 productos intermedios, 22 estructuras, 8 horas de música nueva y original, 5 [[Science_pack/es|packs de ciencias]], 5 armas, 4 planetas y 2 tipos de [[enemies/es|enemigos]]. En vez de simplemente construir un cohete, Space Age acaba al construir una plataforma espacial capaz de llegar al [[solar system edge/es|borde del sistema solar]].&lt;br /&gt;
&lt;br /&gt;
== Calidad ==&lt;br /&gt;
:{{Main|Calidad}}&lt;br /&gt;
&lt;br /&gt;
El mod de Calidad introduce cuatro grados de calidad, cada uno mayor que el otro, para todos los objetos, estructuras y equipamiento con atributos mejorados. La meta de la calidad es permitir mejoras verticales a la fábrica como alternativa a expandir su escala. Objetos de calidad superior se crean al azar al usar los nuevos [[quality module/es|módulos de calidad]] en su estructura productora. Con el mod de Space Age activo, los dos mayores rangos de calidad requieren tecnología de Gleba y Aquilo.&lt;br /&gt;
&lt;br /&gt;
Además, el mod de Calidad también incluye la [[recycler/es|recicladora]]{{SA}}, una estructura capaz de convertir la mayoría de los objetos en sus ingredientes base, pero con pérdidas del 75%.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro quality.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Vías Elevadas ==&lt;br /&gt;
&lt;br /&gt;
Añade [[rail ramp/es|rampas para vías]]{{SA}} y [[rail support/es|soportes para vías]]{{SA}} para construir [[Railway/es|vías]] elevadas. Las vías elevadas actúan como una segunda capa de vías sobre tierra, permitiendo que se construyan la mayoría de las estructuras bajo ellas. Las vías elevadas son particularmente útiles al construir intersecciones más eficientes, cruzando dificultades del terreno o sobrepasando los océanos de [[Nauvis/es|Nauvis]] o los océanos de petróleo de [[Fulgora/es|Fulgora]].&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro elevated rail.png|600px]]&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=Boiler/es&amp;diff=219875</id>
		<title>Boiler/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler/es&amp;diff=219875"/>
		<updated>2026-09-10T13:03:01Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Fixed links: Translated pages are with the English name of the page with the language suffix, in this case /es for Spanish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Boiler}}&lt;br /&gt;
&lt;br /&gt;
La &#039;&#039;&#039;caldera&#039;&#039;&#039; usa [[fuel/se|combustible]] para convertir [[water/es|agua]] en [[steam/es|vapor]] a 165 °C, apta para su uso en un [[steam engine/es|motor de vapor]]. Tiene dos conexiones para el agua, una para cada extremo, y permite el flujo del agua de una caldera a otra si se conectan en serie. La caldera tiene una única salida para el vapor. Solo consume combustible cuando está produciendo vapor. Las calderas, junto a las [[offshore pump/es|bombas costeras]] y los motores a vapor, son cruciales para la [[power production/es|producción de energía]] a inicios de la partida.&lt;br /&gt;
&lt;br /&gt;
Por cada unidad de agua, se producen 10 uds. de vapor. Al insertar una ud. de [[coal/es|carbón]] (4 MJ) en una caldera y usar su vapor en un motor a vapor, se suministrarán 4 MJ de energía al sistema eléctrico. Se requieren 300 kJ para convertir 1 unidad en 10 de vapor a 165 °C, por lo tanto, una caldera producirá 60 de vapor por segundo.&lt;br /&gt;
&lt;br /&gt;
Los [[inserter/es|insertadores]] pueden suministrar combustibles a las calderas. Sin embargo, utilizar insertadores eléctricos para llevar combustible a una caldera puede causar problemas si se acaba el combustible: si no se genera energía, entonces los insertadores eléctricos que alimentan las calderas no funcionarán. Los insertadores también pueden sacar combustible de las calderas, permitiendo mover combustible entre calderas en serie.&lt;br /&gt;
&lt;br /&gt;
Usar al menos un [[burner inserter/es|insertador a combustión]], el cual gasta combustible en vez de electricidad, asegura que por lo menos un insertador pueda suministrar a una caldera. En redes eléctricas más grandes, un único insertador a combustión puede no ser suficiente para reiniciar toda la red, ya que los insertadores girarán demasiado lento por la falta de satisfacción energética, y no serán capaces de insertar carbón en una serie de calderas lo suficientemente rápido antes de que a la serie previa se le acabe su combustible, nunca logrando producción energética en condiciones o un reinicio exitoso.&lt;br /&gt;
&lt;br /&gt;
Una caldera requiere una unidad de carbón aproximadamente cada ~2.2... segundos (relación de 4/1.8), o 0.45 carbón/segundo. Combustibles de mayor densidad energética ajustan su consumo acordemente (la madera se consume el doble de rápido, el combustible sólido se consume 3 veces más lento, etc.) Una única cinta amarilla llena de carbón (15 coal/segundo) puede suministrar 60MW de energía, alimentando ~33.3... calderas.&lt;br /&gt;
&lt;br /&gt;
== Historial de Cambios ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* 1 de agua ahora producirá 10 de vapor en calderas/intercambiadores de calor.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* El vapor se convirtió en un recurso por separado; las calderas ahora producen vapor en vez de agua a altas temperaturas mostrada como vapor.&lt;br /&gt;
** Esta distinción es importante para la contabilización del vapor en la red de circuitos y la receta de [[coal liquefaction/es|liquefacción de carbón]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Gráficos actualizados.&lt;br /&gt;
* Dimensiones de la caldera cambiadas a 3x2.&lt;br /&gt;
* El &#039;Vapor&#039; ahora se produce en una conexión por separado en lugar de calentar el agua que pasa a través.&lt;br /&gt;
** En esta versión, el vapor era solo agua que se renombraba cuando pasaba de los 100 °C.&lt;br /&gt;
* Consumo/producción de energía significativamente aumentada.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Nuevos gráficos para las llamas de las calderas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Permite a los [[inserter/es|insertadores]] sacar [[fuel/es|combustible]] de las calderas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Iluminado intermitente añadido a los [[furnace/es|hornos]] y calderas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Las calderas ahora muestran su inventario de combustible en la información de la entidad.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Las calderas ahora pueden ser reemplazadas rápidamente por tuberías.&lt;br /&gt;
* Gráficos de la caldera actualizados.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introducida.}}&lt;br /&gt;
&lt;br /&gt;
== Véase también ==&lt;br /&gt;
* [[Electric system/es|Red eléctrica]]&lt;br /&gt;
* [[Fluid system/es|Sistema de fluido]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Achievements&amp;diff=219874</id>
		<title>Talk:Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Achievements&amp;diff=219874"/>
		<updated>2026-09-10T12:55:49Z</updated>

		<summary type="html">&lt;p&gt;Bilka: /* Internal name translation */ Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Solaris&amp;quot; achievement notes ==&lt;br /&gt;
The description for the Solaris achievement says &amp;quot;The electric network may not have any electricity producers besides solar panels connected to it.&amp;quot; I&#039;m not sure if it is entirely correct: I had backup coal power when I got that achievement, though it probably was automatically disconnected by [[power switch]]es because my batteries stopped discharging below 40%. --[[User:Evg-zhabotinsky|Evg-zhabotinsky]] ([[User talk:Evg-zhabotinsky|talk]]) 19:37, 13 December 2020 (UTC)&lt;br /&gt;
: The page is correct. -- [[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; 15:46, 19 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Map generation settings that disable achievements ==&lt;br /&gt;
&lt;br /&gt;
Currently, the phrase &amp;quot;setting enemy bases to anything lower than default&amp;quot; is used in a couple of places on the page, but this phrasing is not correct. You -can- disable enemy expansion and evolution and still get all achievements. You can also disable pollution except maybe for the &amp;quot;it stinks&amp;quot; achievements which becomes impossible for technical reasons.&lt;br /&gt;
I&#039;m removing the phrasing across the page, since it is misleading. --[[User:Zaz|Zaz]] ([[User talk:Zaz|talk]]) 10:09, 1 November 2024 (UTC)&lt;br /&gt;
: Hey, I added this back with slightly altered text because it is about the setting literally labeled &amp;quot;enemy bases&amp;quot;, not about other enemy related settings. That setting still disables achievements, like in 1.1. -- [[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; 14:38, 27 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The criteria for completing the DLC ==&lt;br /&gt;
&lt;br /&gt;
Could someone that knows the details about what triggers &amp;quot;express delivery&amp;quot;, &amp;quot;work around the clock&amp;quot;, and &amp;quot;second star&amp;quot; add explanations for those under the spoiler tags? It currently just says &amp;quot;the criteria for completing the dlc&amp;quot; which is useless. I cant do it myself because i do not know and i dont want to be spoiled. --[[User:Zaz|Zaz]] ([[User talk:Zaz|talk]]) 10:33, 2 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Nuclear power&amp;quot; achievement conditions ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m inexperienced, but looking at the lua code for it, it seems like you need to have: built a nuclear reactor, put nuclear fuel cells in a reactor, and generated power in a steam turbine, not necessarily in that order or connected. I personally got it with acid neutralization on Vulcanus. It might be good to specify this on the page.  --[[User:Benseer|Benseer]] ([[User talk:Benseer|talk]]) 15:25, 16 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is a &amp;quot;map&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The table states: &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.&amp;quot; What is &amp;quot;map&amp;quot; here? The game doesn&#039;t use that word anywhere, rather it refers to &#039;&#039;surfaces&#039;&#039;. In Space Age there is one surface for each planet and each space platform, whereas in the base game there is only one surface, so the statement seems meaningless. Maybe it refers to different playthroughs? But as far as I&#039;m aware, achievements only track progress in each playthrough. [[User:Thrawcheld|Thrawcheld]] ([[User talk:Thrawcheld|talk]]) 13:03, 6 September 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Internal name translation ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on getting a Spanish translation of the Achievements page up, and I can&#039;t seem to get the internal names to translate. Some, like Computer Age, do translate, but the others stay in English. How do I fix or work around this? Thx. --[[User:Rdns|rdns]] ([[User talk:Rdns|talk]]) 11:06, September 10th, 2026 (UTC)&lt;br /&gt;
: The achievements are translated to Spanish with [[Template:Translation/es]]. You can add translation by pressing &amp;quot;Edit&amp;quot; on the page and then adding a new line to the template, for example you could add &amp;lt;code&amp;gt;| Art of siege = El arte del asedio&amp;lt;/code&amp;gt; for the art of siege achievement. You can find more information on how translations work on thise wiki in the [[Factorio:Translation_guide|translation guide]]. -- [[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; 12:55, 10 September 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Producci%C3%B3n_de_energ%C3%ADa&amp;diff=219873</id>
		<title>Producción de energía</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Producci%C3%B3n_de_energ%C3%ADa&amp;diff=219873"/>
		<updated>2026-09-10T12:52:31Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Bilka moved page Producción de energía to Power production/es over redirect: Factorio:Wiki_rules#Page_creation: Language pages when translated should use the English name with the language code appended to the end of the name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Power production/es]]&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production/es&amp;diff=219872</id>
		<title>Power production/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production/es&amp;diff=219872"/>
		<updated>2026-09-10T12:52:31Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Bilka moved page Producción de energía to Power production/es over redirect: Factorio:Wiki_rules#Page_creation: Language pages when translated should use the English name with the language code appended to the end of the name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
La electricidad debe producirse antes de que pueda transferirse a los consumidores a través del [[electric system/es|sistema electrico]]. Existen múltiples métodos para producir electricidad:&lt;br /&gt;
&lt;br /&gt;
== Potencia del motor de vapor ==&lt;br /&gt;
Cada [[steam engine/es|máquina de vapor]] necesita 0.5 [[boiler/es|caldera]]s cuando funciona a plena capacidad. Una [[offshore pump/es|bomba costera]] puede suministrar 20 calderas y 40 máquinas de vapor.&lt;br /&gt;
&lt;br /&gt;
La relación anterior se puede calcular a partir de la información disponible en el juego: una caldera consume 1.8MW de combustible y produce energía almacenada en [[steam/es|vapor]] con una eficiencia del 100%. Una máquina de vapor consume 900 kW de energía almacenada en vapor, por lo que cada caldera puede suministrar 2 máquinas de vapor: &amp;lt;code&amp;gt;1.8MW ÷ 0.9MW = 2&amp;lt;/code&amp;gt;. Una máquina de vapor consume 30 de vapor por segundo y una bomba costera produce 1200 agua por segundo, por lo que cada bomba costera produce suficiente agua para abastecer a 40 máquinas de vapor: &amp;lt;code&amp;gt;1200 unit/s ÷ 30 units/s = 40&amp;lt;/code&amp;gt;. El número de calderas se puede derivar del número de máquinas de vapor: &amp;lt;code&amp;gt;40 ÷ 2 = 20&amp;lt;/code&amp;gt;. Esto produce la relación 1:20:40.&lt;br /&gt;
&lt;br /&gt;
[[File:SteamSetupExample.png|center|600px|thumb|Una posible configuración]]&lt;br /&gt;
&lt;br /&gt;
== Paneles solares y acumuladores ==&lt;br /&gt;
&lt;br /&gt;
=== Relación óptima ===&lt;br /&gt;
&lt;br /&gt;
La proporción óptima es 0.84 (21:25) [[accumulator/es|acumulador]]es por [[solar panel/es|panel solar]], y 23,8 paneles solares por mega-vatio requeridos por su fábrica (esta relación representa los paneles solares necesarios para cargar los acumuladores). Esto significa que necesita 1.428 MW de producción (de paneles solares) y 100MJ de almacenamiento para proporcionar 1 MW de potencia en un ciclo de día y noche.&lt;br /&gt;
&lt;br /&gt;
Una relación &amp;quot;suficientemente cercana&amp;quot; es de 20: 24: 1 acumuladores a paneles solares a mega-vatios requeridos (por ejemplo, una fábrica que requiera 10 MW puede ser alimentada aproximadamente en su totalidad, día y noche, por 200 acumuladores y 240 paneles solares; esta aproximación difiere de óptimo solo porque requiere 20 paneles solares adicionales, lo cual es insignificante, pero recuerde que la diferencia entre la proporción &amp;quot;lo suficientemente cercana&amp;quot; y la proporción óptima aumenta a medida que agrega más paneles solares). &lt;br /&gt;
&lt;br /&gt;
Esto se toma de [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Relación acumulador/panel solar] (¡que calcula esto de una manera matemática impresionante!) y [https://forums.factorio.com/viewtopic.php?p=143317#p143317 otra publicación en ese hilo] (que calcula la relación entre el panel solar y el mega-vatio de una manera diferente).&lt;br /&gt;
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|Una pequeña configuración de 9x9 que demuestra la relación 20:24 &amp;quot;suficientemente cercana&amp;quot; anterior.]]&lt;br /&gt;
=== Calculos ===&lt;br /&gt;
&lt;br /&gt;
La proporción óptima de acumuladores por panel solar depende de muchos valores en el juego. Estos incluyen la generación de energía de un panel solar, el almacenamiento de energía de un acumulador, la longitud de un [[Time/es#Days|día]], y la duración de una noche. También hay momentos entre el día y la noche llamados crepúsculo y amanecer que complican los cálculos. En factorio vanilla, sin modificaciones que cambien alguno de estos valores, la proporción óptima será la misma. Esta relación es&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels =&lt;br /&gt;
    (day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day&lt;br /&gt;
    × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
que, dadas las duraciones de tiempo predeterminadas de: día = 12500/60 s; amanecer o anochecer = 5000/60 s; noche = 2500/60 s, y el valor predeterminado: Solar_power = 60 kW; Acumulator_energy = 5 MJ = 5000 kJ, da la relación óptima de 0,84 acumuladores por panel solar. Si el jugador usa mods que cambian la generación de energía de los paneles solares, o el almacenamiento de energía de los acumuladores, pero &amp;lt;b&amp;gt; no &amp;lt;/b&amp;gt; la duración de los días, se puede usar una versión simplificada de esta ecuación.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Esta ecuación también podría usarse para recordar la proporción óptima de vanilla dada su simplicidad. Si el único efecto que tiene el mod en el juego es que cambia la duración total de un día, sin cambiar la proporción de dusk : day : dawn : night, entonces la ecuación se puede simplificar como&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
donde game_day es el número de segundos en el día del juego que es 25000/60 s por defecto.&lt;br /&gt;
&lt;br /&gt;
=== ver tambien ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168 Red solar perfectamente óptima (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394 Relaciones solares (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619 1 panel solar produce 42KW después de factorizar la noche (Factorio forums)]&lt;br /&gt;
&lt;br /&gt;
== Energía nuclear ==&lt;br /&gt;
:&#039;&#039;ver tambien: [[Tutorial:Nuclear power/es|Tutorial: Energía nuclear]]&#039;&#039;&lt;br /&gt;
En general, la energía nucleoeléctrica se produce mediante la siguiente cadena de producción: [[Uranium ore/es|mineral de uranio]] es minado y [[Uranium processing/es|procesado]] en [[uranium-235/es|uranio-235]] y [[uranium-238/es|uranio-238]], entonces [[uranium fuel cell/es|pilas de combustible de uranio]] se crean a partir de los dos. Estas pilas de combustible luego se queman en un [[nuclear reactor/es|reactor nuclear]] para generar calor. El calor se puede utilizar para convertir [[water/es|agua]] a [[steam/es|vapor]] usando un [[heat exchanger/es|termocambiador]] y el vapor puede ser consumido por [[steam turbine/es|turbinas de vapor]] para producir energía.&lt;br /&gt;
&lt;br /&gt;
Un reactor sin bonificación de vecino necesita 4 intercambiadores de calor para que se consuma todo su calor. Por cada bonificación de vecino del 100%, el reactor necesita 4 intercambiadores de calor más.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 291 || 12 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 20 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Asegurar que se produzca suficiente energía ==&lt;br /&gt;
&lt;br /&gt;
Pruebe esta lista de verificación antes de renovar completamente su fuente de energía. También puede usar esto para rectificar [[Glossary#B|brownouts/blackouts]].&lt;br /&gt;
&lt;br /&gt;
* ¿Conectó la máquina de vapor al [[electric system/es|sistema electrico]]? De lo contrario, un pequeño triángulo amarillo parpadeará. Para arreglar, agregue algunos [[Small electric pole/es|postes de electricidad]] cerca de las máquinas de vapor que van a las máquinas que necesitan ese poder. Cualquier poste de energía funcionará.&lt;br /&gt;
* ¿Puede el vapor llegar a todas las máquinas de vapor?&lt;br /&gt;
* ¿Tus tuberías tienen agua? ¡Mira las ventanas en las tuberías, coloca el cursor sobre las tuberías! Coloque algunas tuberías o un tanque al final para ver si realmente entra agua. Si no, asegúrese de que todos los [[pipe/es|tubo]]s o [[Pipe to ground/es|tuberías subterráneas]] están conectados entre sí.&lt;br /&gt;
* ¿La fábrica produce suficiente combustible (carbón, combustible sólido, pilas de combustible de uranio)?&lt;br /&gt;
* ¿Hay suficientes generadores de vapor (calderas, intercambiadores de calor)?&lt;br /&gt;
* ¿Hay suficientes motores de vapor / turbinas?&lt;br /&gt;
&lt;br /&gt;
ver tambien el [[Tutorial:Applied_power_math/es|tutorial de matemáticas de potencia aplicada]] para responder a la pregunta &#039;&#039;¿cuánto carbón necesito?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Translation/es&amp;diff=219871</id>
		<title>Template:Translation/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Translation/es&amp;diff=219871"/>
		<updated>2026-09-10T12:51:36Z</updated>

		<summary type="html">&lt;p&gt;Bilka: translated Power production page title via template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1|}}}&lt;br /&gt;
&lt;br /&gt;
| {{spoiler|button-text = Spoiler! Click to view.|message = Send a [[raw fish]] into space via [[rocket silo|rocket]].}} = {{spoiler|button-text = Spoiler! Click to view.|message = Enviar a un [[raw fish/es|pescado crudo]] al espacio via [[Rocket silo/es|cohete]].}}&lt;br /&gt;
&lt;br /&gt;
| Main Page = Inicio&lt;br /&gt;
| Main article = Artículo principal&lt;br /&gt;
&lt;br /&gt;
| Keyboard Bindings = Controles&lt;br /&gt;
| Keyboard bindings = Controles&lt;br /&gt;
&lt;br /&gt;
| Map editor = Editor de mapas&lt;br /&gt;
| Multiplayer = Multijugador&lt;br /&gt;
| Power production = Producción de energía&lt;br /&gt;
&lt;br /&gt;
| Lifespan = Esperanza de vida&lt;br /&gt;
| Health = Salud&lt;br /&gt;
| Max. energy = Energía máxima&lt;br /&gt;
| Mining hardness = Dificultad de perforación&lt;br /&gt;
| Mining speed = Velocidad de minar&lt;br /&gt;
| Mining time = Tiempo de minería&lt;br /&gt;
| Pollution = Contaminación&lt;br /&gt;
| Resource = Recurso&lt;br /&gt;
| Durability = Durabilidad&lt;br /&gt;
| Damage = Daño&lt;br /&gt;
| Mining power = Potencia minera&lt;br /&gt;
| Fuel value = Valor del combustible&lt;br /&gt;
| Smelting speed = Velocidad de fundición&lt;br /&gt;
| Craftingspeed = Velocidad de creación&lt;br /&gt;
| Required technologies = Tecnologías requeridas&lt;br /&gt;
| Damage bonus = Daño bonus&lt;br /&gt;
| Item = Objeto&lt;br /&gt;
| Items = Objetos&lt;br /&gt;
| Recipe = Receta&lt;br /&gt;
| Tool = Herramienta&lt;br /&gt;
| Boosting technologies = Tecnologías potenciadoras&lt;br /&gt;
| Ressourse = Recurso&lt;br /&gt;
| Total raw = Total de materias primas&lt;br /&gt;
| Discharge defense = Defensa eléctrica&lt;br /&gt;
| Shooting speed = Velocidad de disparo&lt;br /&gt;
| Range = Rango&lt;br /&gt;
| Storage Size = Tamaño de Almacenamiento&lt;br /&gt;
| Storage size = Tamaño de almacenamiento&lt;br /&gt;
| Magazine Size = Tamaño del Cartucho&lt;br /&gt;
| Magazine size = Tamaño del cartucho&lt;br /&gt;
&lt;br /&gt;
| Produced by = Producido por&lt;br /&gt;
| Processed by = Procesado por&lt;br /&gt;
| Consumed by = Consumido por&lt;br /&gt;
&lt;br /&gt;
| Specific = Específico&lt;br /&gt;
| seconds = segundos&lt;br /&gt;
| each = cada&lt;br /&gt;
| None requeried = No se requiere&lt;br /&gt;
| none requeried = no se requiere&lt;br /&gt;
| physical = físico&lt;br /&gt;
| electric = eléctrico&lt;br /&gt;
&lt;br /&gt;
| Pump = Motobomba&lt;br /&gt;
| Pumps = Motobombas&lt;br /&gt;
| Lake = Lago&lt;br /&gt;
| Lakes = Lagos&lt;br /&gt;
&lt;br /&gt;
| Campaign = Campaña&lt;br /&gt;
&lt;br /&gt;
| Resources = Recursos&lt;br /&gt;
| Fuel = Combustible&lt;br /&gt;
&lt;br /&gt;
| Raw Wood = Madera&lt;br /&gt;
| Raw wood = Madera&lt;br /&gt;
| Coal = Carbón&lt;br /&gt;
| Stone = Piedra&lt;br /&gt;
| Iron Ore = Mena de Hierro&lt;br /&gt;
| Iron ore = Mena de hierro&lt;br /&gt;
| Copper Ore = Mena de Cobre&lt;br /&gt;
| Copper ore = Mena de cobre&lt;br /&gt;
| Raw Fish = Pescado Crudo&lt;br /&gt;
| Raw fish = Pescado crudo&lt;br /&gt;
| Alien artifact = Artefacto alienígena&lt;br /&gt;
| Water = Agua&lt;br /&gt;
| Crude Oil = Petróleo Crudo&lt;br /&gt;
| Crude oil = Petróleo crudo&lt;br /&gt;
| Uranium Ore = Mineral de Uranio&lt;br /&gt;
| Uranium ore = Mineral de uranio&lt;br /&gt;
| Steam = Vapor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Liquids = Líquidos&lt;br /&gt;
&lt;br /&gt;
| Petroleum Gas = Gas Natural&lt;br /&gt;
| Petroleum gas = Gas natural&lt;br /&gt;
| Light Oil = Petróleo Ligero&lt;br /&gt;
| Light oil = Petróleo ligero&lt;br /&gt;
| Heavy Oil = Petróleo Pesado&lt;br /&gt;
| Heavy oil = Petróleo pesado&lt;br /&gt;
| Sulfuric Acid = Ácido Sulfúrico&lt;br /&gt;
| Sulfuric acid = Ácido sulfúrico&lt;br /&gt;
| Lubricant = Lubricante&lt;br /&gt;
| Solid Fuel = Combustible Sólido&lt;br /&gt;
| Solid fuel = Combustible sólido&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Intermediate Products = Productos Intermedios&lt;br /&gt;
| Intermediate products = Productos intermedios&lt;br /&gt;
| Intermediate Product = Producto Intermedio&lt;br /&gt;
| Intermediate product = Producto intermedio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Uranium processing = Procesamiento de uranio&lt;br /&gt;
| Wood = Madera&lt;br /&gt;
| Iron Plate = Placa de Hierro&lt;br /&gt;
| Iron plate = Placa de hierro&lt;br /&gt;
| Iron Gear Wheel = Engranaje de Hierro&lt;br /&gt;
| Iron gear wheel = Engranaje de hierro&lt;br /&gt;
| Iron Stick = Vara de Hierro&lt;br /&gt;
| Iron stick = Vara de hierro&lt;br /&gt;
| Copper Plate = Placa de Cobre&lt;br /&gt;
| Copper plate = Placa de cobre&lt;br /&gt;
| Copper Cable = Cable de Cobre&lt;br /&gt;
| Copper cable = Cable de cobre&lt;br /&gt;
| Steel Plate = Barra de Acero&lt;br /&gt;
| Steel plate = Barra de acero&lt;br /&gt;
| Stone Brick = Ladrillo de Piedra&lt;br /&gt;
| Stone brick = Ladrillo de piedra&lt;br /&gt;
| Concrete = Hormigón&lt;br /&gt;
| Landfill = Escombros&lt;br /&gt;
| Sulfur = Azufre&lt;br /&gt;
| Plastic Bar = Barra de Plástico&lt;br /&gt;
| Plastic bar = Barra de plástico&lt;br /&gt;
| Battery = Batería&lt;br /&gt;
| Electronic Circuit = Circuito Electrónico&lt;br /&gt;
| Electronic circuit = Circuito electrónico&lt;br /&gt;
| Advanced Circuit = Circuito electrónico avanzado&lt;br /&gt;
| Advanced circuit = Circuito electrónico avanzado&lt;br /&gt;
| Processing Unit = Unidad de Procesamiento&lt;br /&gt;
| Processing unit = Unidad de procesamiento&lt;br /&gt;
| Engine Unit = Motor&lt;br /&gt;
| Engine unit = Motor&lt;br /&gt;
| Electric Engine Unit = Motor Eléctrico&lt;br /&gt;
| Electric engine unit = Motor eléctrico&lt;br /&gt;
| Flying Robot Frame = Estructura de Robot Volador&lt;br /&gt;
| Flying robot frame = Estructura de robot volador&lt;br /&gt;
| Science pack = Pack de ciencias&lt;br /&gt;
| Science Pack 1 = Pack de Ciencias 1&lt;br /&gt;
| Science pack 1 = Pack de ciencias 1&lt;br /&gt;
| Science pack 2 = Pack de Ciencias 2&lt;br /&gt;
| Science Pack 2 = Pack de ciencias 2&lt;br /&gt;
| Science Pack 3 = Pack de Ciencias 3&lt;br /&gt;
| Science pack 3 = Pack de ciencias 3&lt;br /&gt;
| Automation science pack = Pack de ciencia de automatización&lt;br /&gt;
| Logistic science pack = Pack de ciencia logística&lt;br /&gt;
| Military Science Pack = Pack de Ciencias Militar&lt;br /&gt;
| Military science pack = Pack de ciencia militar&lt;br /&gt;
| Chemical science pack = Pack de ciencia química&lt;br /&gt;
| Production Science Pack = Pack de Ciencias de Producción&lt;br /&gt;
| Production science pack = Pack de ciencia de producción&lt;br /&gt;
| Utility science pack = Pack de ciencia de utilidad&lt;br /&gt;
| High Tech Science Pack = Pack de Ciencias de Alta Tecnología&lt;br /&gt;
| High tech science pack = Pack de ciencias de alta tecnología&lt;br /&gt;
| Space Science Pack = Pack de Ciencias Espacial&lt;br /&gt;
| Space science pack = Pack de ciencias espaciales&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Lifetime = Tiempo de vida&lt;br /&gt;
| Resistance = Resistencias&lt;br /&gt;
| Gridsize = Tamaño de cuadrícula&lt;br /&gt;
| Small pump = Bomba eléctrica&lt;br /&gt;
| Boiler = Caldera&lt;br /&gt;
| Firearm magazine = Munición estándar&lt;br /&gt;
| Enemies = Enemigos&lt;br /&gt;
| Piercing rounds magazine = Munición penetrante&lt;br /&gt;
| Gun turret = Torreta&lt;br /&gt;
| Defense = Defensa&lt;br /&gt;
| Wooden chest = Cofre de madera&lt;br /&gt;
| Iron chest = Cofre de hierro&lt;br /&gt;
| Steel chest = Cofre de acero&lt;br /&gt;
| Storage tank = Tanque de almacenaje&lt;br /&gt;
| Belt transport system = Sistema de cintas transportadoras&lt;br /&gt;
| Transport belt = Cinta transportadora&lt;br /&gt;
| Fast transport belt = Cinta transportadora rápida&lt;br /&gt;
| Express transport belt = Cinta transportadora exprés&lt;br /&gt;
| Underground belt = Cinta transportadora subterránea&lt;br /&gt;
| Fast underground belt = Cinta transportadora subterránea rápida&lt;br /&gt;
| Express underground belt = Cinta transportadora subterránea muy rápida&lt;br /&gt;
| Splitter = Divisor&lt;br /&gt;
| Fast splitter = Divisor rápido&lt;br /&gt;
| Express splitter = Divisor muy rápido&lt;br /&gt;
| Inserters = Insertadores&lt;br /&gt;
| Burner inserter = Insertador a vapor&lt;br /&gt;
| Inserter = Insertador&lt;br /&gt;
| Long handed inserter = Insertador con brazo extendible&lt;br /&gt;
| Fast inserter = Insertador rápido&lt;br /&gt;
| Filter inserter = Insertador con filtro&lt;br /&gt;
| Stack inserter = Insertador de stacks&lt;br /&gt;
| Stack filter inserter = Insertador de stacks con filtro&lt;br /&gt;
| Logistics = Logística&lt;br /&gt;
| Energy &amp;amp; pipe distribution = Distribución de fluídos y energía&lt;br /&gt;
| Small electric pole = Poste eléctrico pequeño&lt;br /&gt;
| Medium electric pole = Poste eléctrico mediano&lt;br /&gt;
| Big electric pole = Poste eléctrico grande&lt;br /&gt;
| Substation = Subestación eléctrica&lt;br /&gt;
| Pipe = Tubería&lt;br /&gt;
| Pipe to ground = Tubería subterránea&lt;br /&gt;
| Transport = Transporte&lt;br /&gt;
| Rail = Raíl recto&lt;br /&gt;
| Train stop = Parada de tren&lt;br /&gt;
| Rail signal = Semáforo ferroviario&lt;br /&gt;
| Rail chain signal = Semáforo ferroviario de cadena&lt;br /&gt;
| Locomotive = Locomotora&lt;br /&gt;
| Cargo wagon = Vagón de carga&lt;br /&gt;
| Fluid Wagon = Vagón de fluídos&lt;br /&gt;
| Artillery wagon = Vagón de artillería&lt;br /&gt;
| Car = Auto&lt;br /&gt;
| Tank = Tanque&lt;br /&gt;
| Logistic network = Red logística&lt;br /&gt;
| Logistic robot = Robot logístico&lt;br /&gt;
| Construction robot = Robot de construcción&lt;br /&gt;
| Active provider chest = Cofre proveedor activo&lt;br /&gt;
| Passive provider chest = Cofre proveedor pasivo&lt;br /&gt;
| Storage chest = Cofre de almacenamiento logístico&lt;br /&gt;
| Requester chest = Cofre solicitador logístico&lt;br /&gt;
| Roboport = Robopuerto&lt;br /&gt;
&lt;br /&gt;
| Wagon = Vagón&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Uranium ammo (research) = Munición de uranio (investigación)&lt;br /&gt;
| Cost = Coste&lt;br /&gt;
| Effects = Efectos&lt;br /&gt;
&lt;br /&gt;
| Technologies = Tecnologías&lt;br /&gt;
| Technology = Tecnología&lt;br /&gt;
&lt;br /&gt;
| Machines = Máquinas&lt;br /&gt;
| Advanced electronics = Electrónica avanzada&lt;br /&gt;
| Automation = Automatización&lt;br /&gt;
| Electric energy accumulators = Acumuladores de energía eléctrica&lt;br /&gt;
| Electric energy distribution 1 = Distribución de energía eléctrica 1&lt;br /&gt;
| Fluid handling = Manipulación de fluidos&lt;br /&gt;
| Nuclear power = Energía nuclear&lt;br /&gt;
| Oil processing = Procesamiento de petróleo&lt;br /&gt;
| Rocket silo = Silo de cohete&lt;br /&gt;
| Solar energy = Energía solar&lt;br /&gt;
&lt;br /&gt;
| Military/Weaponry = Militar/Armas&lt;br /&gt;
| Atomic bomb = Bomba atómica&lt;br /&gt;
| Combat robotics = Robots de combate&lt;br /&gt;
| Flamethrower = Lanzallamas&lt;br /&gt;
| Military = Tecnología militar&lt;br /&gt;
| Rocketry = Cohetes&lt;br /&gt;
| Explosive rocketry = Cohetes explosivos&lt;br /&gt;
| explosive = explosivos&lt;br /&gt;
| Uranium ammo = Munición de uranio&lt;br /&gt;
&lt;br /&gt;
| Bonuses = Mejoras&lt;br /&gt;
| Braking force = Potencia de frenado&lt;br /&gt;
| Bullet damage = Daño de balas&lt;br /&gt;
| Bullet shooting speed = Velocidad de disparo de balas&lt;br /&gt;
| Cannon shell damage = Daño del proyectil del cañón&lt;br /&gt;
| Cannon shell shooting speed = Cadencia del cañón&lt;br /&gt;
| Combat robot damage = Daño de robots de combate&lt;br /&gt;
| Flamethrower damage = Daño de lanzallamas&lt;br /&gt;
| Follower robot count = Número máximo de robots desplegables&lt;br /&gt;
| Grenade damage = Daño de granada&lt;br /&gt;
| Gun turret damage = Daño de torreta cañón&lt;br /&gt;
| Inserter capacity bonus = Bonificación de capacidad de insertador&lt;br /&gt;
| Lab research speed = Velocidad de investigación del laboratorio&lt;br /&gt;
| Laser turret damage = Daño de torreta láser&lt;br /&gt;
| Laser turret shooting speed = Velocidad de disparo de torretas láser&lt;br /&gt;
| Mining productivity = Productividad minera&lt;br /&gt;
| Rocket damage = Daño de cohetes&lt;br /&gt;
| Rocket shooting speed = Velocidad de disparo de cohetes&lt;br /&gt;
| Shotgun shell damage = Daño de cartuchos de escopeta&lt;br /&gt;
| Shotgun shell shooting speed = Velocidad de disparo de cartuchos de escopeta&lt;br /&gt;
| Worker robot cargo size = Capacidad de carga del robot trabajador&lt;br /&gt;
| Worker robot speed = Velocidad del robot de trabajador&lt;br /&gt;
&lt;br /&gt;
| Player augmentation = Mejoras para el jugador&lt;br /&gt;
| Character logistic slots = Sistema logístico del jugador&lt;br /&gt;
| Character logistic trash slots = Ranuras de basura logística&lt;br /&gt;
| trash = basura&lt;br /&gt;
| Auto character logistic trash slots = Ranuras de basura logística de carácter auto&lt;br /&gt;
| auto trash = basura auto&lt;br /&gt;
| Construction robotics = Robots de construcción&lt;br /&gt;
| Logistic robotics = Robots logísticos&lt;br /&gt;
| Toolbelt = Cinturón de herramientas&lt;br /&gt;
&lt;br /&gt;
| Heavy armor = Armadura pesada&lt;br /&gt;
| Modular armor = Armadura modular&lt;br /&gt;
| Power armor = Nanoarmadura&lt;br /&gt;
| Gates = Puertas&lt;br /&gt;
| Landmines = Minas terrestres&lt;br /&gt;
| Stone walls = Muros de piedra&lt;br /&gt;
| Gun turrets = Torreta simple&lt;br /&gt;
| Turret = Torreta&lt;br /&gt;
| Laser turrets = Torretas láser&lt;br /&gt;
&lt;br /&gt;
| Crafting = Creación&lt;br /&gt;
| Advanced material processing = Sistema avanzado de procesamiento de materiales&lt;br /&gt;
| Advanced oil processing = Procesamiento de petróleo avanzado&lt;br /&gt;
| Circuit network = Red de circuitos&lt;br /&gt;
| Coal liquefaction = Licuefacción de carbón&lt;br /&gt;
| Electronics = Electrónica&lt;br /&gt;
| Engine = Motor&lt;br /&gt;
| Electric engine = Motor eléctrico&lt;br /&gt;
| Explosives = Explosivos&lt;br /&gt;
| Flammables = Inflamables&lt;br /&gt;
| Flight = Vuelo&lt;br /&gt;
| Kovarex enrichment process = Proceso de enriquecimiento de Kovarex&lt;br /&gt;
| Laser = Láser&lt;br /&gt;
| Logistic sistem = Sistema logístico&lt;br /&gt;
| Nuclear fuel reprocessing = Reprocesamiento de combustible nuclear&lt;br /&gt;
| Optics = Óptica&lt;br /&gt;
| Plastics = Plásticos&lt;br /&gt;
| Robotics = Robótica&lt;br /&gt;
| Steel processing = Procesamiento de acero&lt;br /&gt;
| Sulfur processing = Procesamiento de azufre&lt;br /&gt;
&lt;br /&gt;
| Transportation = Transporte&lt;br /&gt;
| Automated rail transportation = Transporte ferroviario automatizado&lt;br /&gt;
| Automobilism = Automobilismo&lt;br /&gt;
| Fluid wagon = Vagón de fluidos&lt;br /&gt;
| Rail signals = Semáforo ferroviario&lt;br /&gt;
| Railway = Ferrocarril&lt;br /&gt;
| Tanks = Tanques&lt;br /&gt;
&lt;br /&gt;
| Equipment modules = Módulos de equipamiento&lt;br /&gt;
| Battery equipment = Equipamiento de baterías&lt;br /&gt;
| Energy shield equipment = Equipamiento de escudo de energía&lt;br /&gt;
| Exoskeleton equipment = Equipamiento de exoesqueleto&lt;br /&gt;
| Nightvision equipment = Equipo de visión nocturna&lt;br /&gt;
| Personal laser defense = Láser de defensa personal&lt;br /&gt;
| Personal roboport = Roboport personal&lt;br /&gt;
| Portable fusion reactor = Reactor de fusión portátil&lt;br /&gt;
| Portable solar panel = Panel solar portátil&lt;br /&gt;
&lt;br /&gt;
| Modules = Módulos &lt;br /&gt;
| Effect transmission = Transmisión de efecto&lt;br /&gt;
| Efficiency module = Módulo de eficiencia&lt;br /&gt;
| Productivity module = Módulo de productividad&lt;br /&gt;
| Speed module = Módulo de velocidad&lt;br /&gt;
&lt;br /&gt;
| Navigation = Navegación&lt;br /&gt;
| Production = Producción&lt;br /&gt;
| Combat = Combate&lt;br /&gt;
&lt;br /&gt;
| Normal mode = Modo normal&lt;br /&gt;
| Expensive mode = Modo caro&lt;br /&gt;
&lt;br /&gt;
| Storage = Almacenamiento&lt;br /&gt;
| Terrain = Terreno&lt;br /&gt;
&lt;br /&gt;
| Lamp = Lámpara&lt;br /&gt;
| Red wire = Cable rojo&lt;br /&gt;
| Green wire = Cable verde&lt;br /&gt;
| Arithmetic combinator = Combinador aritmético&lt;br /&gt;
| Decider combinator = Combinador comparador&lt;br /&gt;
| Constant combinator = Combinador constante&lt;br /&gt;
| Power switch = Interruptor&lt;br /&gt;
| Programmable speaker = Parlante programable&lt;br /&gt;
| Hazard concrete = Hormigón de señal de peligro&lt;br /&gt;
&lt;br /&gt;
| Production items = Producción&lt;br /&gt;
&lt;br /&gt;
| Tools = Herramientas&lt;br /&gt;
| Iron axe = Pico de hierro&lt;br /&gt;
| Steel axe = Pico de acero&lt;br /&gt;
| Repair pack = Pack de reparación&lt;br /&gt;
| Blueprint = Plano&lt;br /&gt;
| Deconstruction planner = Plano de desmantelamiento&lt;br /&gt;
| Blueprint book = Libro de planos&lt;br /&gt;
&lt;br /&gt;
| Electricity = Electricidad&lt;br /&gt;
| Steam engine = Generador de vapor&lt;br /&gt;
| Steam turbine = Turbina de vapor&lt;br /&gt;
| Solar panel = Panel solar&lt;br /&gt;
| Accumulator = Acumulador&lt;br /&gt;
| Nuclear reactor = Reactor nuclear&lt;br /&gt;
| Heat exchanger = Termocambiador&lt;br /&gt;
| Heat pipe = Tubería térmica&lt;br /&gt;
&lt;br /&gt;
| Resource extraction = Extracción de recursos&lt;br /&gt;
| Burner mining drill = Perforadora a vapor&lt;br /&gt;
| Electric mining drill = Perforadora eléctrica&lt;br /&gt;
| Offshore pump = Bomba costera&lt;br /&gt;
| Pumpjack = Bomba extractora&lt;br /&gt;
&lt;br /&gt;
| Furnaces = Hornos&lt;br /&gt;
| Stone furnace = Horno de piedra&lt;br /&gt;
| Steel furnace = Horno de acero&lt;br /&gt;
| Electric furnace = Horno eléctrico&lt;br /&gt;
&lt;br /&gt;
| Assembling machine 1 = Máquina de ensamblaje 1&lt;br /&gt;
| Assembling machine 2 = Máquina de ensamblaje 2&lt;br /&gt;
| Assembling machine 3 = Máquina de ensamblaje 3&lt;br /&gt;
| Oil refinery = Refinería de petróleo&lt;br /&gt;
| Chemical plant = Planta química&lt;br /&gt;
| Centrifuge = Centrifugadora&lt;br /&gt;
| Lab = Laboratorio&lt;br /&gt;
&lt;br /&gt;
| Beacon = Faro&lt;br /&gt;
| Speed module 2 = Módulo de velocidad 2&lt;br /&gt;
| Speed module 3 = Módulo de velocidad 3&lt;br /&gt;
| Efficiency module 2 = Módulo de eficiencia 2&lt;br /&gt;
| Efficiency module 3 = Módulo de eficiencia 3&lt;br /&gt;
| Productivity module 2 = Módulo de productividad 2&lt;br /&gt;
| Productivity module 3 = Módulo de productividad 3&lt;br /&gt;
&lt;br /&gt;
| Resources and fluids = Recursos y fluidos&lt;br /&gt;
| Materials = Materiales&lt;br /&gt;
&lt;br /&gt;
| Crafting components = Componentes de creación&lt;br /&gt;
| Satellite = Satélite&lt;br /&gt;
| Rocket part = Parte del cohete&lt;br /&gt;
| Rocket control unit = Unidad de control del cohete&lt;br /&gt;
| Low density structure = Estrutura de baja densidad&lt;br /&gt;
| Rocket fuel = Combustible de cohete&lt;br /&gt;
| Uranium-235 = Uranio 235 &lt;br /&gt;
| Uranium-238 = Uranio 238&lt;br /&gt;
| Uranium fuel cell = Celda combustible de uranio&lt;br /&gt;
| Used up uranium fuel cell = Celda combustible de uranio usada&lt;br /&gt;
&lt;br /&gt;
| Science packs = Packs de ciencias&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Combat items = Combate&lt;br /&gt;
&lt;br /&gt;
| Weapons = Armas&lt;br /&gt;
| Pistol = Pistola&lt;br /&gt;
| Submachine gun = Ametralladora&lt;br /&gt;
| Shotgun = Escopeta&lt;br /&gt;
| Combat shotgun = Escopeta de combate&lt;br /&gt;
| Rocket launcher = Lanzamisiles&lt;br /&gt;
| Land mine = Mina terrestre&lt;br /&gt;
&lt;br /&gt;
| Ammo = Munición&lt;br /&gt;
| Uranium rounds magazine = Munición de uranio&lt;br /&gt;
| Shotgun shells = Cartuchos de escopeta&lt;br /&gt;
| Piercing shotgun shells = Cartuchos penetrantes de escopeta&lt;br /&gt;
| Cannon shell = Proyectil de cañón&lt;br /&gt;
| Explosive cannon shell = Proyectil de cañon explosivo&lt;br /&gt;
| Uranium cannon shell = Proyectil de cañón de uranio&lt;br /&gt;
| Explosive uranium cannon shell = Casquillo explosivo de uranio de cañón&lt;br /&gt;
| Rocket = Cohete&lt;br /&gt;
| Explosive rocket = Cohete explosivo&lt;br /&gt;
| Flamethrower ammo = Munición de lanzallamas&lt;br /&gt;
&lt;br /&gt;
| Capsules = Cápsulas&lt;br /&gt;
| Grenade = Granada&lt;br /&gt;
| Cluster grenade = Granada de racimo&lt;br /&gt;
| Poison capsule = Cápsula de veneno&lt;br /&gt;
| Slowdown capsule = Cápsula de ralentizamiento&lt;br /&gt;
| Defender capsule = Cápsula de defensa&lt;br /&gt;
| Distractor capsule = Cápsula de distractor&lt;br /&gt;
| Destroyer capsule = Cápsula de estructor&lt;br /&gt;
| Discharge defense remote = Defensa eléctrica remota&lt;br /&gt;
&lt;br /&gt;
| Armor = Armadura&lt;br /&gt;
| Light armor = Armadura ligera&lt;br /&gt;
| Power armor MK2 = Servo-armadura MK2&lt;br /&gt;
&lt;br /&gt;
| Armor modules = Módulos de armadura&lt;br /&gt;
| Energy shield = Escudo de energía&lt;br /&gt;
| Energy shield MK2 = Escudo de energía MK2&lt;br /&gt;
| Battery MK1 = Batería&lt;br /&gt;
| Battery MK2 = Batería MK2&lt;br /&gt;
| Exoskeleton = Exoesqueleto&lt;br /&gt;
| Personal roboport MK2 = Roboport personal MK2&lt;br /&gt;
| Nightvision = Visión nocturna&lt;br /&gt;
&lt;br /&gt;
| Stone wall = Muro de piedra&lt;br /&gt;
| Gate = Puerta&lt;br /&gt;
| Laser turret = Torreta láser&lt;br /&gt;
| Flamethrower turret = Torreta lanzallamas&lt;br /&gt;
&lt;br /&gt;
| Categories = Categorías&lt;br /&gt;
&lt;br /&gt;
| Crafts items that require up to 4 ingredients. = Crea objetos de hasta 4 ingredientes.&lt;br /&gt;
| Stack size = Tamaño del montón&lt;br /&gt;
| Dimensions = Dimensiones&lt;br /&gt;
| Energy consumption = Consumo de energía&lt;br /&gt;
| Drain = Drenar&lt;br /&gt;
| Crafting speed = Velocidad de creación&lt;br /&gt;
| Module slots = Espacios para módulos&lt;br /&gt;
&lt;br /&gt;
| Latest stable version = Última versión estable&lt;br /&gt;
| Latest experimental version = Última versión experimental&lt;br /&gt;
| The wiki is based on version = La wiki está basada en la versión&lt;br /&gt;
&lt;br /&gt;
| Tutorials = Tutoriales&lt;br /&gt;
&lt;br /&gt;
| Used as fuel by = Usado como combustible por&lt;br /&gt;
| Vehicle acceleration = Aceleración del vehículo&lt;br /&gt;
&lt;br /&gt;
| Ammunition = Munición&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- research --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Steel processing (research) = Procesamiento de acero (Investigación)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Achievements = Logros&lt;br /&gt;
&lt;br /&gt;
| Mass production 1 = Producción en masa 1&lt;br /&gt;
| Produce 10k [[electronic circuit]]s. = Produce 10.000 [[electronic circuit/es|circuitos electrónicos]].&lt;br /&gt;
| Mass production 2 = Producción en masa 2&lt;br /&gt;
| Produce 1M [[electronic circuit]]s. = Produce 1.000.000 [[electronic circuit/es|circuitos electrónicos]].&lt;br /&gt;
| Mass production 3 = Producción en masa 3&lt;br /&gt;
| Produce 20M [[electronic circuit]]s. = Produce 20.000.000 [[electronic circuit/es|circuitos electrónicos]].&lt;br /&gt;
&lt;br /&gt;
| Pyromaniac = Pirómano&lt;br /&gt;
| Destroy 10k [[tree]]s with fire. = Destruye 10.000 [[tree/es|arboles]] con fuego.&lt;br /&gt;
&lt;br /&gt;
| Area of effect size = Tamaño del área de efecto&lt;br /&gt;
&lt;br /&gt;
| Iron throne 1 = Trono de hierro 1&lt;br /&gt;
| Produce 20k [[iron plate]]s per hour. = Produce 20 mil [[iron plate/es|placas de hierro]] por hora.&lt;br /&gt;
| Iron throne 2 = Trono de hierro 2&lt;br /&gt;
| Produce 200k [[iron plate]]s per hour. = Produce 200 mil [[iron plate/es|placas de hierro]] por hora.&lt;br /&gt;
| Iron throne 3 = Trono de hierro 3&lt;br /&gt;
| Produce 400k [[iron plate]]s per hour. = Produce 400 mil [[iron plate/es|placas de hierro]] por hora.&lt;br /&gt;
&lt;br /&gt;
| So long and thanks for all the fish = Hasta luego y gracias por los pescados&lt;br /&gt;
| Restores = Restaura&lt;br /&gt;
&lt;br /&gt;
| Used by Lab for research. = Usado por el Laboratorio para la investigación.&lt;br /&gt;
&lt;br /&gt;
| Walking speed = Velocidad al caminar&lt;br /&gt;
&lt;br /&gt;
| Burner Devices and Fuels = Dispositivos a combustión y Combustibles&lt;br /&gt;
| Burner devices = Dispositivos a combustión&lt;br /&gt;
&lt;br /&gt;
| Manual crafting = Creación manual&lt;br /&gt;
| Lazy bastard = Maldito vago&lt;br /&gt;
| Win the game by crafting no more than 111 items manually. = Termina el juego sin crear más de 111 objetos a mano.&lt;br /&gt;
&lt;br /&gt;
| Crafts items that need up to 2 ingredients. Cannot craft with liquids. = Crea objetos que necesitan hasta 2 ingredientes. No puede crear con líquidos.&lt;br /&gt;
&lt;br /&gt;
| burner = combustión&lt;br /&gt;
&lt;br /&gt;
| Computer age 1 = Edad informática 1&lt;br /&gt;
| Computer age 2 = Edad informática 2&lt;br /&gt;
| Computer age 3 = Edad informática 3&lt;br /&gt;
| Produce 500 [[processing unit]]s per hour. = Produce 500 unidades de procesamiento por hora.&lt;br /&gt;
| Produce 1.0k [[processing unit]]s per hour. = Produce 1.000 unidades de procesamiento por hora.&lt;br /&gt;
| Produce 5k [[processing unit]]s per hour. = Produce 5.000 unidades de procesamiento por hora.&lt;br /&gt;
&lt;br /&gt;
| Basic oil processing = Procesamiento de petróleo básico&lt;br /&gt;
&lt;br /&gt;
| Allows the smelting of iron plates into steel bars. = Permite la refinación de las placas de hierro a barras de acero&lt;br /&gt;
| allows = permite&lt;br /&gt;
| Allows = Permite&lt;br /&gt;
&lt;br /&gt;
| Heavy oil cracking = Destilar petróleo pesado a petróleo ligero&lt;br /&gt;
&lt;br /&gt;
| Fluid system = Sistema de fluido&lt;br /&gt;
| Nuclear fuel = Combustible nuclear&lt;br /&gt;
| Uranium ore = Mineral de uranio&lt;br /&gt;
| Koravex enrichment process = Proceso de enriquecimiento de Kovarex&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| #default = {{{1}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{Category|Localisation templates|lang=none}}&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=Stellar_discovery_solar_system_edge_(research)&amp;diff=219862</id>
		<title>Stellar discovery solar system edge (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stellar_discovery_solar_system_edge_(research)&amp;diff=219862"/>
		<updated>2026-09-09T10:55:58Z</updated>

		<summary type="html">&lt;p&gt;Bilka: words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stellar discovery solar system edge (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
Unlocks traveling to the [[solar system edge]]{{SA}} with [[space platform]]s.&lt;br /&gt;
&lt;br /&gt;
The following science packs are required to research the solar system edge and all technologies leading up to it (with normal science cost):&lt;br /&gt;
&amp;lt;div&amp;gt;{{Icon|Automation science pack}} × 21&amp;amp;nbsp;805, {{Icon|Logistic science pack}} × 21&amp;amp;nbsp;605, {{Icon|Chemical science pack}} × 18&amp;amp;nbsp;850, {{Icon|Production science pack}} × 8&amp;amp;nbsp;500, {{Icon|Utility science pack}} × 10&amp;amp;nbsp;500, {{Icon|Space science pack}} × 16 000, {{Icon|Metallurgic science pack}} × 9&amp;amp;nbsp;000, {{Icon|Agricultural science pack}} × 12&amp;amp;nbsp;000, {{Icon|Electromagnetic science pack}} × 8&amp;amp;nbsp;500, {{Icon|Cryogenic science pack}} × 5&amp;amp;nbsp;500&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Promethium science pack (research)]]&lt;br /&gt;
* [[Shattered planet]]&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=Landing_pad_unloading_bay&amp;diff=219861</id>
		<title>Landing pad unloading bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=219861"/>
		<updated>2026-09-09T10:49:04Z</updated>

		<summary type="html">&lt;p&gt;Bilka: I think this is enough info to remove the stub tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landing pad unloading bay}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Landing pad unloading bays&#039;&#039;&#039; are special variants of [[cargo bay]]s{{SA}} that extend the storage capability of a [[cargo landing pad]]{{SA}}. To provide this bonus, unloading bays must be placed directly adjacent to a part of the landing pad, or to another cargo or unloading bay that is itself attached to the landing pad. This connection does not need to cover all tiles on one side of the bay; it may only cover two or three tiles horizontally or vertically. There can be any number of bays attached to a landing pad. The unloading bay snaps to a 2×2 grid, like the landing pad and rails.&lt;br /&gt;
&lt;br /&gt;
Unlike the cargo bay, the unloading bay can have [[inserters]] interact with it to unload items from all connected cargo bays and the original landing pad. As the unloading bay is 4×5 tiles in size, a single row of inserters can easily transfer items directly from an unloading to a waiting [[cargo wagon]].&lt;br /&gt;
&lt;br /&gt;
Additionally, unloading bays cannot be placed on [[space platform]]s. They must also be placed within 59 tiles of landing pad.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo bay]]&lt;br /&gt;
* [[Cargo landing pad]]&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=Landing_pad_unloading_bay&amp;diff=219860</id>
		<title>Landing pad unloading bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=219860"/>
		<updated>2026-09-09T10:48:22Z</updated>

		<summary type="html">&lt;p&gt;Bilka: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landing pad unloading bay}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Landing pad unloading bays&#039;&#039;&#039; are special variants of [[cargo bay]]s{{SA}} that extend the storage capability of a [[cargo landing pad]]{{SA}}. To provide this bonus, unloading bays must be placed directly adjacent to a part of the landing pad, or to another cargo or unloading bay that is itself attached to the landing pad. This connection does not need to cover all tiles on one side of the bay; it may only cover two or three tiles horizontally or vertically. There can be any number of bays attached to a landing pad. The unloading bay snaps to a 2×2 grid, like the landing pad and rails.&lt;br /&gt;
&lt;br /&gt;
Unlike the cargo bay, the unloading bay can have [[inserters]] interact with it to unload items from all connected cargo bays and the original landing pad. As the unloading bay is 4×5 tiles in size, a single row of inserters can easily transfer items directly from an unloading to a waiting [[cargo wagon]].&lt;br /&gt;
&lt;br /&gt;
Additionally, unloading bays cannot be placed on [[space platform]]s. They must also be placed within 59 tiles of landing pad.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo bay]]&lt;br /&gt;
* [[Cargo landing pad]]&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=Landing_pad_unloading_bay&amp;diff=219859</id>
		<title>Landing pad unloading bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landing_pad_unloading_bay&amp;diff=219859"/>
		<updated>2026-09-09T10:45:32Z</updated>

		<summary type="html">&lt;p&gt;Bilka: removed incorrect navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Landing pad unloading bay}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Landing pad unloading bays&#039;&#039;&#039; are special variants of [[cargo bay]]s{{SA}} that extend the storage capability of a [[cargo landing pad]]{{SA}}. To provide this bonus, unloading bays must be placed directly adjacent to a part of the landing pad, or to another cargo or unloading bay that is itself attached to the landing pad. This connection does not need to cover all tiles on one side of the bay; it may only cover two or three tiles horizontally or vertically. There can be any number of bays attached to a landing pad. The unloading bay snaps to a 2x2 grid, like the landing pad and rails.&lt;br /&gt;
&lt;br /&gt;
Unlike the cargo bay, the unloading bay can have [[inserters]] interact with it to unload items from all connected cargo bays and the original landing pad. As the unloading bay is 4x5 tiles in size, a single row of inserters can easily transfer items directly from an unloading to a waiting [[cargo wagon]].&lt;br /&gt;
&lt;br /&gt;
Additionally, unloading bay cannot be placed on [[space platform]]s. They must also be placed within 59 tiles of landing pad.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.1.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo bay]]&lt;br /&gt;
* [[Cargo landing pad]]&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=Programmable_speaker&amp;diff=219858</id>
		<title>Programmable speaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=219858"/>
		<updated>2026-09-09T10:35:11Z</updated>

		<summary type="html">&lt;p&gt;Bilka: matched the changeloged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Programmable speaker}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;programmable speaker&#039;&#039; is a [[circuit network]] entity that is capable of producing alerts in the form of sound, and elements on nearby players&#039; GUIs. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.&lt;br /&gt;
&lt;br /&gt;
== GUI and configuration ==&lt;br /&gt;
&lt;br /&gt;
[[File:Programmable_speaker_ui.png|330px]]&lt;br /&gt;
  	&lt;br /&gt;
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.&lt;br /&gt;
&lt;br /&gt;
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:speaker_map_alert.gif]]&amp;lt;br /&amp;gt;&lt;br /&gt;
As well as playing a sound, it can also be set to send a GUI text alert of up to 150 characters so the player can see what has caused the alarm. Both text and an icon can be specified, as seen in the check mark image above. In order to show an [[Alerts|alert]] in players&#039; GUIs, &amp;quot;Show alert&amp;quot; must be ticked. Additional options will be enabled that allow the player to select an icon and text for the alert.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Allow polyphony&amp;quot; check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Circuit value is pitch&amp;quot; check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|2.1.10|&lt;br /&gt;
* Renamed &amp;quot;Global&amp;quot; Programmable speaker playback mode to &amp;quot;Universe&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.1.7|&lt;br /&gt;
* Programmable speaker sounds played in Global or Surface playback mode no longer play for all forces.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.36|&lt;br /&gt;
* Added an option to control the volume of Programmable speaker sounds via circuit network.&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.&lt;br /&gt;
* Added an option for Programmable speaker to use Cyclic sounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Stack size reduced from 50 to 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.66|&lt;br /&gt;
* Programmable Speaker sounds now change volume accordingly as player moves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gleba&amp;diff=219857</id>
		<title>Gleba</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gleba&amp;diff=219857"/>
		<updated>2026-09-09T10:30:59Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Let&amp;#039;s not draw conclusions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:gleba_preview.png|210px|right]]&#039;&#039;&#039;Gleba&#039;&#039;&#039; is a moist, agricultural [[planet]] with fungal hills and swampy lowlands.&lt;br /&gt;
&lt;br /&gt;
It is home to the [[pentapods]]{{SA}}, which are spider-like [[enemies]] who are attracted to the scent of biological processing called Spores, similar to the way that [[Nauvis]] creatures negatively respond to [[pollution]]. One of the most prominent traits of Gleba is that nearly everything takes a biological form.&lt;br /&gt;
	&lt;br /&gt;
[[Planet discovery Gleba (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-gleba}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive Items ==&lt;br /&gt;
[[Yumako]] and [[jellynut]] fruits can only be obtained on Gleba. Trees bearing these fruits can be harvested by an [[agricultural tower]]; through seeds, a new crop can be planted and harvested indefinitely.&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Gleba and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Agricultural science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Artificial jellynut soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Artificial yumako soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Overgrowth jellynut soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Overgrowth yumako soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Biochamber|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Gleba but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Agricultural tower|space-age=yes}} (Buildable only on [[Gleba]] and [[Nauvis]])&lt;br /&gt;
* {{imagelink|Captive biter spawner|space-age=yes}} (spawners can be captured with Gleba&#039;s [[Capture bot rocket]], constructed with [[Aquilo]] research, and exclusively produced and placed on Nauvis).&lt;br /&gt;
* {{imagelink|Heating tower|space-age=yes}}&lt;br /&gt;
* {{imagelink|Biolab|space-age=yes}} (unlocked with Gleba science, but exclusively produced and placed on Nauvis)&lt;br /&gt;
* {{imagelink|Rocket turret|space-age=yes}}&lt;br /&gt;
* {{imagelink|Spidertron}}&lt;br /&gt;
* {{imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
* {{imagelink|Toolbelt equipment|space-age=yes}}&lt;br /&gt;
* {{imagelink|Productivity module 3}}&lt;br /&gt;
* {{imagelink|Efficiency module 3}}&lt;br /&gt;
&lt;br /&gt;
Note that while stack inserters &#039;&#039;can&#039;&#039; be crafted off of Gleba, the use of fast-[[spoilage mechanics|spoiling]] [[jelly]] as an ingredient makes doing so somewhat impractical, though hardly impossible.&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gleba Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Spores&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 10 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&lt;br /&gt;
Gleba&#039;s terrain consists of elevated regions of dry, buildable terrain and marshy lower areas marbled with [[shallow water]] that cannot directly be built upon without [[landfill]]. [[Cliff]]s usually represent the transition from lower lying areas to higher ones. The dark highlands biome are where [[stone]] may be found. The orange or turquoise midland biomes are also elevated and lack shallow water.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Wrigglers|Pentapod]] enemies can only build nests on shallow water tiles (regardless of biome), so midlands and highlands act as natural barriers to their expansion. Artificial barriers can be created by using landfill on available shallow water.&lt;br /&gt;
&lt;br /&gt;
The blue biomes are marshes that are typically found next to deep water lakes. Outside of their particular flora, these lands contain nothing special.&lt;br /&gt;
&lt;br /&gt;
The red and green biomes are marshlands where [[Jellystem]] and [[Yumako tree]]s can be found, respectively. They also contain [[Stromatolite|copper and iron stromatolites]] in abundance, making them good sources of ore and ore bacteria.&lt;br /&gt;
&lt;br /&gt;
For the purposes of where crops can be planted, each of these two biomes has 3 kinds of tiles.&lt;br /&gt;
&lt;br /&gt;
Fertile soil tiles are those surrounding natural [[Jellystem]]s and [[Yumako tree]]s. These tiles can be planted with seeds and grow trees without any additional intervention. However, there are usually not very many such tiles in a biome.&lt;br /&gt;
&lt;br /&gt;
Around fertile soil tiles are a larger number of wetland tiles. These are shallow water tiles that are not initially plantable, but artificial [[Artificial jellynut soil|jellynut]] and [[Artificial yumako soil|yumako]] soil tiles will make them fertile.&lt;br /&gt;
&lt;br /&gt;
The vast majority of the biome consists of darker red or green tiles (some are shallow water marshes, while others are buildable terrain) of types other than the above. All of these tiles can have overgrowth [[Overgrowth jellynut soil|jellynut]] and [[Overgrowth yumako soil|yumako]] soils placed on them, making virtually the entire biome farmable (though at substantial cost).&lt;br /&gt;
&lt;br /&gt;
On the map view, the lightest colored tiles in these biomes are fertile soils, the slightly darker tiles around them are wetlands, and the rest are  tiles that can have overgrowth soils placed on them.&lt;br /&gt;
&lt;br /&gt;
Note that the overgrowth soils can be placed on the same wetland tiles that artificial soils can be placed on. Overgrowth soils have no special effects on those tiles, and they are far more expensive than artificial soils. As such, care should be taken to avoid using the more expensive soils where the less expensive ones will do fine.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{main|Spoilage mechanics}}&lt;br /&gt;
Most biological products on Gleba are &amp;quot;spoilable&amp;quot;. A spoilable item has an inherent timer attached to it, which begins at the item&#039;s creation. When the timer reaches 0, the item is transformed into [[spoilage]],{{SA}} with a few exceptions. This process is inevitable and cannot be stopped.&lt;br /&gt;
&lt;br /&gt;
The exact time differs per item, ranging anywhere from a few minutes to 2 hours. This means that item throughput is more important than ever on Gleba, and buffering a large stockpile is ineffective, as items can spoil within containers.&lt;br /&gt;
&lt;br /&gt;
The [[Biochamber]], Gleba&#039;s special production building, uses a fuel source, [[nutrients]]. Nutrients also can spoil, and have a short, 5 minute spoil time.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] is readily available using offshore pumps&lt;br /&gt;
* [[Stone]] can be mined from patches on the surface as normal&lt;br /&gt;
* [[Iron ore]] can be obtained from [[iron bacteria]], which can be cultivated in a [[biochamber]] using [[iron bacteria cultivation]]&lt;br /&gt;
* [[Copper ore]] can be obtained from [[copper bacteria]], which can be cultivated in a biochamber using [[copper bacteria cultivation]]&lt;br /&gt;
* [[Coal]] can be obtained via [[coal synthesis]]&lt;br /&gt;
* [[Crude oil]] is not available. However:&lt;br /&gt;
** [[Plastic bar]]s can be obtained from [[bioplastic]]&lt;br /&gt;
** [[Sulfur]] can be obtained from [[biosulfur]]&lt;br /&gt;
** [[Lubricant]] can be obtained from [[biolubricant]]&lt;br /&gt;
** [[Rocket fuel]] can be obtained from [[rocket fuel from jelly]]&lt;br /&gt;
** [[Heavy oil]] can be obtained using [[coal liquefaction]], if the initial heavy oil is shipped in from another planet. This is only really useful for [[flamethrower turret]]s, since all other oil products can be obtained more efficiently using the bio recipes. [[Simple coal liquefaction]] is also an option if the [[calcite]] is shipped in from [[space platform]]s using [[advanced oxide asteroid crushing]] or from [[Vulcanus]].&lt;br /&gt;
&lt;br /&gt;
=== Power production ===&lt;br /&gt;
&lt;br /&gt;
The heating tower is a burner device that can be used to generate electricity via the use of [[heat exchanger]]s and steam turbines. Gleba renewably generates all its resources, which includes rocket fuel. Traditional boilers can also be used.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Gleba]] is connected to 4 other planets: [[Nauvis]], [[Vulcanus]]{{SA}}, [[Fulgora]]{{SA}}, and [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]] {{SA}}|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Gleba]]&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Vulcanus]] to [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Fulgora]]&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Aquilo]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asteroid type&lt;br /&gt;
! Chunk&lt;br /&gt;
! Medium&lt;br /&gt;
! Big&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Metallic asteroid chunk.png|32px]] Metallic&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Carbonic asteroid chunk.png|32px]] Carbonic&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oxide asteroid chunk.png|32px]] Oxide&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .30&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&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;
gleba_landscape.png|Example landscape of Gleba.&lt;br /&gt;
Gleba_map.png|Example mapview of Gleba, different colors represent different biomes.&lt;br /&gt;
Gleba landscape titlescreen.png|Gleba seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In biology, a gleba is a fleshy, spore-filled inner mass of some fungus like the puffball.&lt;br /&gt;
* During development, Gleba was once named &#039;&#039;Bacchus&#039;&#039;, after the Roman god of fertility, orchards, and vegetation.&lt;br /&gt;
* The planet icon shares a similar star-shaped pattern on the top compared to the ones on the native Pentapod enemies.&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;
&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=219856</id>
		<title>Tutorial:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=219856"/>
		<updated>2026-09-09T10:26:18Z</updated>

		<summary type="html">&lt;p&gt;Bilka: make clear that anything outputs the first signal even if the condition is not &amp;quot;each&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This is an &#039;&#039;&#039;advanced&#039;&#039;&#039; tutorial. Beginners should refer to the [[Tutorial:Circuit network cookbook]] for examples and the [[Circuit network]] page for an overview over the circuit network. This tutorial assumes a basic understanding of circuits and covers more advanced topics like SR latches, memory cells and clocks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Combinator logic is achieved by cross-connecting outputs to inputs in such a way to achieve the desired logic. While advanced logic requires a multitude of combinators, some very useful basic logic can be achieved using only a handful of combinators. Combinator logic works because Factorio only updates at &#039;&#039;&#039;60 times per second&#039;&#039;&#039;. Logically, each update tick is separated into two steps. In the first step, all combinators first read the input from the connected network(s), perform their computations. This produces an output value for every combinator. The tick update concludes with the second step, where the values of each network will be updated as the sum of all connected values.&lt;br /&gt;
&lt;br /&gt;
When logic values are computed by combinators, the outputs are not recognized by the circuit network until the following step. So when a [[decider combinator]] is used to detect a certain input condition, its output value will not take effect on the circuit network until the next step. &#039;&#039;&#039;This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Circuit wires act like a wire bus in electronics; they carry information in the connected wires, meaning that if there are similar signals on a wire it will add them automatically. If the signal is different, it will be carried in that wire as well, but as a different signal.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators, it is good practice to use the unused color to cross-connect, this will split the input and output networks and prevent unwanted inputs from accidentally connecting to a larger circuit network. Combinators will sum the red and green inputs prior to calculation, so either color can be used when wiring the output back to the input. In most cases however, it is more useful to use the opposing color of the wire so that it will not interfere with the resulting output and input.&lt;br /&gt;
&lt;br /&gt;
When trying to understand combinators, your best friend is the in-game editor. You can pause the game and, with the &amp;quot;Tick once&amp;quot; keybinding, inspect nodes and networks as they go through different states.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|right|Some of the virtual signals available for use in the circuit network]]&lt;br /&gt;
&lt;br /&gt;
In addition to the standard item signals, Factorio&#039;s circuit network also includes a set of signals that do not represent any particular game item. Instead, these virtual signals serve as user-definable channels for the circuit network; they hold whatever meaning the user wants them to. There are currently 102 virtual signals that can be sent over the circuit network (or 172 in [[Space Age]]{{SA}}), split between the Signals, Enemies, Environment, and Unsorted tabs. They include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* The 36 alphanumeric characters (A-Z, 0-9)&lt;br /&gt;
* 9 colors: red, green, blue, yellow, magenta, cyan, white, grey, and black&lt;br /&gt;
* 25 icons: several crosses, lines, and arrows&lt;br /&gt;
* All [[enemies|enemy]] varieties&lt;br /&gt;
* All environmental objects (trees, rocks, the player, and cliffs)&lt;br /&gt;
* The two wires, and spidertron, discharge, and artillery remotes&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
&lt;br /&gt;
There are three additional virtual signals known as &#039;&#039;logic signals&#039;&#039;. Unlike other signals, they cannot be sent over the circuit network; instead, they apply additional logic to combinators that modify their behavior. Specifically, these logic symbols act as wildcards, which are special signals that represent &#039;&#039;&#039;zero or more&#039;&#039;&#039; arbitrary signals instead of representing a single discrete signal.  Factorio&#039;s circuit network implements three types of wildcards.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything wildcard&amp;lt;/span&amp;gt; [[File:Signal_everything.png|left|20px]] ====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Everything&#039;&#039; wildcard is used with decider combinators. Its exact behavior depends on whether it is used as an input or an output:&lt;br /&gt;
* &#039;&#039;&#039;Input&#039;&#039;&#039;: Returns true if &#039;&#039;all&#039;&#039; input signals pass the condition, or if there are &#039;&#039;no&#039;&#039; input signals, otherwise it returns false.&lt;br /&gt;
* &#039;&#039;&#039;Output&#039;&#039;&#039;: Returns &#039;&#039;all&#039;&#039; non-zero input signals.&lt;br /&gt;
&lt;br /&gt;
When used as an input, the &#039;&#039;everything&#039;&#039; wildcard can be thought of as a logical AND, or a [[:Wikipedia:universal quantification|universal quantifier]]. When used as an output, it acts as an &#039;echo&#039; or &#039;dump&#039; of input signals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Can be used as an output as long as the input is not an &#039;&#039;each&#039;&#039; wildcard.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything wildcard&amp;lt;/span&amp;gt; [[File:Signal_anything.png|left|20px]] ====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Anything&#039;&#039; wildcard is also used with decider combinators.&lt;br /&gt;
&lt;br /&gt;
Given &#039;&#039;&#039;at least one&#039;&#039;&#039; input signal, it returns true if &#039;&#039;any&#039;&#039; input signal passes the condition. If no signal passes the condition, or there are no input signals, then it returns false. From this behavior, the &#039;&#039;anything&#039;&#039; wildcard can be thought of as a logical OR, or an [[:Wikipedia:existential quantification|existential quantifier]].&lt;br /&gt;
&lt;br /&gt;
When used in the output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first signal that matches the conditions (if any) and has a non-zero value on the selected input wire.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each wildcard&amp;lt;/span&amp;gt; [[File:Signal_each.png|left|20px]] ====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Each&#039;&#039; wildcard is used with both decider combinators and [[arithmetic combinator]]s, and behaves somewhat uniquely compared to the previous two. Generally speaking, it performs a combinator action on each signal &#039;&#039;&#039;individually&#039;&#039;&#039;, with the exact action depending on how it is used, and the type of combinator it is used in. It can be used as an input, and it can be used as an output, but &#039;&#039;only when it is used as input as well&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a &#039;&#039;&#039;decider combinator&#039;&#039;&#039;, when used as an input, the &#039;&#039;each&#039;&#039; wildcard individually compares each input signal against the combinator condition, returning each signal that passes the condition. The manner that the &#039;&#039;each&#039;&#039; wildcard returns signals when used as input depends on whether or not it is also used as output:&lt;br /&gt;
* &#039;&#039;&#039;Input only&#039;&#039;&#039;: Sums each input signal that passed the condition, and depending on output settings returns either a count of the passed signals or a summation of their values as the desired output signal.&lt;br /&gt;
* &#039;&#039;&#039;Input and Output&#039;&#039;&#039;: Returns each signal that passed the condition, their values depending on the output settings.&lt;br /&gt;
&lt;br /&gt;
In an &#039;&#039;&#039;arithmetic combinator&#039;&#039;&#039;, the designated arithmetic operation is applied individually to each input signal, and similar to the decider combinator, the signal that is returned depends on whether or not the &#039;&#039;each&#039;&#039; wildcard is used as output:&lt;br /&gt;
* &#039;&#039;&#039;Input only&#039;&#039;&#039;: The result of each operation on the input signals is summed and returned as the desired output signal.&lt;br /&gt;
* &#039;&#039;&#039;Input and Output&#039;&#039;&#039;: Each input signal is returned with the result of the specified operation applied to it.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Each&#039;&#039; wildcard is therefore notably more complex than the other two wildcards, but offers a good deal of power in exchange for its complexity.&lt;br /&gt;
&lt;br /&gt;
== Input insulator &amp;amp; gate ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an insulator to prevent downstream logic from backfeeding into the circuit network&#039;s inputs.&lt;br /&gt;
&lt;br /&gt;
A decider combinator set to (Out: Everything, Input-&amp;gt; Output) will also function as an insulator as long as the set logic condition is true. This can also selectively pass or &#039;gate&#039; inputs only when desired. This could be used to sequentially poll remote train stations for their chest contents, and include only desired stations.&lt;br /&gt;
&lt;br /&gt;
== Set/Reset latching switch ==&lt;br /&gt;
You want something to SET a trigger at some quantity, but then STAY on until that quantity hits some other value, the RESET value. You&#039;ll need one decider combinator and one arithmetic combinator. (Two decider combinators and a [[constant combinator]] can also be used for more complex multi-channel conditions.)&lt;br /&gt;
&lt;br /&gt;
Setup the first decider combinator to the desired set conditional and to output a 1. Then connect the output to the input of an arithmetic combinator, and configure it to multiply by the bias value, which is the difference between the set and reset values, and wire the arithmetic output to the input of the decider. The arithmetic output channel must be set the same as the decider&#039;s input channel.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever the set conditional is reached, the decider will output a &#039;1&#039;, and the bias of the arithmetic combinator will be applied. This will &#039;hold&#039; the output true until the value goes back below the reset point.&lt;br /&gt;
&lt;br /&gt;
In this specific example, the pump runs when light oil reaches 20000, and turns off when it reaches 5000:&lt;br /&gt;
&lt;br /&gt;
[[File:SR_latch.png|600px]]&lt;br /&gt;
&lt;br /&gt;
A similar backup steam power example with detailed configuration and explanation can be found here:&amp;lt;br&amp;gt;[[Tutorial:Circuit_network_cookbook#RS_latch_-_single_decider_version|RS latch - single decider version]]&lt;br /&gt;
&lt;br /&gt;
== Basic memory ==&lt;br /&gt;
A decider combinator can be used to store values, either for a counter or for more advanced logic (see below). The decider combinator is configured with&lt;br /&gt;
* input and output connected to the same network (typically each other),&lt;br /&gt;
* condition set to a signal &amp;gt; 0 for positive values or ≠ 0 to store both positive and negative values,&lt;br /&gt;
* output set to the input count of a specific input signal or [[File:Signal everything.png|24px|alt=Everything]].&lt;br /&gt;
As long as all inputs on the network are zero, it will hold the previously set value.&lt;br /&gt;
&lt;br /&gt;
Remember the two step update process from above? If the network has value [[File:Signal-X.png|24px|alt=X]]=5, the combinator will read this value from the network as its input, determine that it is &amp;gt; 0. It will then set the output to the input, which is [[File:Signal-X.png|24px|alt=X]]=5. In the next step, the value of the network will be computed, which is the sum of all the connected outputs, which is [[File:Signal-X.png|24px|alt=X]]=5, again.&lt;br /&gt;
&lt;br /&gt;
A non-zero input held over time, e. g. the output of a constant combinator, will create a basic runaway clock. The stored value will be incremented by the sum of all connected input values every cycle. So e.g. with a constant combinator that produces [[File:Signal-A.png|24px|alt=A]]=1 connected to the memory, the network will store the value 1 in the first tick, 2 in the second, etc., incrementing 60 times per second.&lt;br /&gt;
{{BlueprintString|bp-string=0eNqlU11rwzAM/C96TkuStWvqh8F+xyghH2orSOygyGWh5L/PjkcJJetW9hKQLd2d7pwrlI3FjkkLqCtQZXQP6uMKPZ100fgzGToEBSTYQgS6aH1VY0U18qoybUm6EMMwRkC6xk9QyRj9CuCJpNCyjJCOhwhQCwlh0DMVQ65tWyI7iodAEXSmd7NGe36Ht9sk620EA6jVNsvWW8fk5oRNk5d4Li7khlznkRpB/sGAC7FYd3JjDh2rd5jQrHcwiWcmHAKLxsor6T1U4j8nRtTzpah2G7te4sqSTKWfHr2Nd3unjxJYWPtu6Zo4qAmECxZ8w+burqab7iNxL/mfLcEL8iBn0qfgTUgIVOyLtit4kqvgzU0aK539B3Y35JP5+ZFNm5N2YKCELY7P2J/MvF6II53CTJ9Lzz3h6c2r2T8WgZPfhwCyZLPbp7vsdR+/xJtx/AJNbzZ8}}&lt;br /&gt;
&lt;br /&gt;
Again, how does this work in detail? The network will start without any values set. As soon as the constant combinator becomes active, it will produce [[File:Signal-A.png|24px|alt=A]]=1, and the decider combinator will produce 0 because no value is set yet. Step 2: The network will be set to the sum of all output, so [[File:Signal-A.png|24px|alt=A]]=1. In the next update tick, the constant combinator produces [[File:Signal-A.png|24px|alt=A]]=1 again, but now the decider sees [[File:Signal-A.png|24px|alt=A]]=1, so it would also output [A]=1. Step 2: The network is set to the sum, which is [[File:Signal-A.png|24px|alt=A]]=2. And so on.&lt;br /&gt;
&lt;br /&gt;
Typically a constant combinator producing 1 will be used, but of course it could output other values, including negative values.&lt;br /&gt;
A negative value would decrease the stored value in the example below.&lt;br /&gt;
If the decider combinator uses &amp;gt; 0 as the condition, only positive values will be allowed, so the value will stop decreasing if 0 is reached.&lt;br /&gt;
If the condition is ≠ 0, negative values will also be allowed.&lt;br /&gt;
&lt;br /&gt;
A single pulse of an input will cause a single increment by the pulsed value, creating a counter. In the following blueprint, place one item on the belt. Every time it is scanned by the connected belt, a pulse is generated that increments the stored value.&lt;br /&gt;
{{BlueprintString|bp-string=0eNqllMGO4jAMQP/F5zAqpaXQw/7IahWljQFLbVIlLtoK5d83aXdZEJ3DMBeQU+fFenZyg6YbcXBkGOobUGuNh/rnDTydjerSGk8DQg3E2IMAo/oUsVPGD9bxpsGOIQggo/E31NvwSwAaJiZcSHMwSTP2DbqY8BlDwGB93GZNOjWiqqL8KAVMUG/KQ/ZRhiBeaPl7tG2kCdDksF1S8hX27gvs/XOlT+xCQNTKznaywYu6knVpX0uuHYklGtV0KDX59A/1SXUexf2zQ6XlRRktEySWGK2yGx8y/q0vqb3VEZKF+VCz1ODTedv0c3aI5rEtpKEu/7NSGFsY1lwX7/l4cV2ssMs7W2NLGt2mtX1DRnGUtcI/fmo7X7f9F5tkabo7OZHzLF9m/UqOx7hyL2rJ2OAV3cQXMmdY/HpW6eJkKegH5eZya/gRd9qRh/Eb7GGKtY6G5cnZXpKJsKXx4Sut3T24Xml1HlstIP/uZOzfuoXVcf1OV2/N2Ux7moR9eormZ6t+eOUERNF+GZXDtqiOeXXYH7NdVoTwB9igtjA=}}&lt;br /&gt;
&lt;br /&gt;
A stored value is cleared if the condition is no longer met, which makes the decider clear its output. This only works if the value is also not output elsewhere in the network. A stored value can also be reset to zero if a negative pulse equal to the input occurs. The latter can also happen while other inputs are still connected.&lt;br /&gt;
&lt;br /&gt;
== Basic clocks ==&lt;br /&gt;
[[File:Timer.png|thumb|right|377px|A basic clock. 30 ticks is the ceiling for signal C, which is continuously added.]]&lt;br /&gt;
[[File:Single combinator clock.png|thumb|right|Settings for a single-combinator version.]]&lt;br /&gt;
Clocks are constructed by having the output of a combinator tied back to its own input, such that every cycle advances its own count. Either the arithmetic combinator or the decider combinator can be used.&lt;br /&gt;
&lt;br /&gt;
An arithmetic combinator tied to itself is fun to watch and will happily run-away, but requires additional control logic to reset.&lt;br /&gt;
&lt;br /&gt;
With a single decider combinator, a self-resetting clock can be built. Wire output to input and configure with less than (&amp;lt;) with a specific number, and Input → Output. When a constant combinator is then connected to the input, every cycle it will count up by the output of the constant combinator until the number is reached. The decider will then clear its output, only the constant combinator will contribute to the value in the network, which resets the clock.&lt;br /&gt;
&lt;br /&gt;
This means that the clock sequence will not include zero. It will begin at the value set in the constant combinator. Furthermore, it will include the number value that causes the conditional to become false. An arithmetic combinator can modify the clock sequence, but remember that its outputs will occur one cycle later than the clock cycle values.&lt;br /&gt;
&lt;br /&gt;
The constant combinator can be dispensed with by adding the constant 1 as an additional output. Note that this version will set the signal value equal to the threshold for one tick, so with the same thresholds it will count for 1 more tick (analogous to the difference between 1-based and 0-based counting in computer programming). If the exact period is important, the threshold must be lowered by 1 (e.g. to repeat every second (60 ticks), the threshold must be 59).&lt;br /&gt;
&lt;br /&gt;
A clock that only counts once can be built using the following setup. The clock can get reset by enabling and disabling the constant combinator that outputs [[File:Signal-R.png|24px|alt=R]].&lt;br /&gt;
&lt;br /&gt;
[[File:Onetime_Clock.png|thumb|none|360px|One-time clock. Runs until T=Z+1. Reset via R&amp;gt;0.]]&lt;br /&gt;
{{BlueprintString|bp-string=0eNq1VdtugzAM/Rc/p1Wh9BZtPzHtaVOFKLidJUhQSKpVFf8+B6oK9QrT9oJI4hzb5xzDETa5w9KQsiCPQKlWFcjPI1S0U0nu9+yhRJBAFgsQoJLCrzJMKUMzSnWxIZVYbaAWQCrDb5BBLZ4C+EQ2UfY2QlivBaCyZAnbeprFIVau2KDhFI8qEVDqiq9q5dMz3GI2E3AAOZqtgvGM02RkMG0D5sLXYo3O4w1+JXtiAL51go35LGugKr+7JVPZ+Kq1PRnreOdcVBsxevctVegx+l/68Je4mzIxTTcSXjhGO1u6oalTXR64A6dsvDW6iEkxBshtkldYN+dKtTw03QX+YTDrEk68ijiSTOrINstGnJ1BVJeBfMKoYT+YgINr75QLacOHHrmh7WI8WN0t5RbNHac/Ecb5UQmWk47d13e4vElS0I+G6VAawjMNy9V/0vDWpaFLAr9Xsc/W+msAJT2dEf1y6K/5CP9x6E/8tJqBnFwM8+sfD7M1bsgsB31nedoR4PZH4MGoX3tcDFDeO8n/LGTn5yRgz05txVsG0WIVLpbz1WQ6ier6B+n0TYg=}}&lt;br /&gt;
&lt;br /&gt;
== Pulse generators ==&lt;br /&gt;
&lt;br /&gt;
Connecting an additional (=) decider combinator to the output of a basic clock will create a pulse generator, and will pulse a single output every time the clock cycles through the set condition. Any output value can be used, either directly from the clock sequence (input-&amp;gt;output), a 1, or some value on a separate logic channel on the circuit network, such as set by a constant combinator. or by the circuit network.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PulseGen.png|500px]]&lt;br /&gt;
*&#039;&#039;The value 1 can be written as any positive integer, so long as it is within the cap or ceiling of your timer.&#039;&#039;&lt;br /&gt;
*&#039;&#039;As an example from the above timer, this light will pulse every 1st tick after the timer reaches 30 ticks, making it pulse 1/30th of a second, as Factorio updates at 60 times per second.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Edge detectors ==&lt;br /&gt;
&lt;br /&gt;
The computation delay of combinators can be used to generate a one-tick pulse when a signal changes, e. g. from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
Connect an output of a combinator with red to the input, and with green to the output of an arithmetic combinator that multiplies by -1. When the red circuit changes a signal from 0 to 1, the arithmetic combinator gets input 1, but the output is still 0. So the green wire has value 1 for this one tick. In the next tick, the arithmetic combinator updates, so the output switches to -1. The green wire now has two inputs that cancel each other out. The same happens if the red input signal changes from 1 to 0, but in this case the green wire becomes -1 for one tick.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re only interested in generating a pulse if the signal changes from 0 to 1, a decider combinator set to &amp;gt;0 can be used to filter out the negative pulses. This mechanic can e. g. be used to count the numbers of trains that enter a station.&lt;br /&gt;
&lt;br /&gt;
== Counter ==&lt;br /&gt;
A counter is used to count the number of input events, and output the sum of that count. Any pulsing input into a decider combinator configured input -&amp;gt; output and wired between output and input will create a counter, but this input must be zero at all other times or else the combinator will run away like a clock. A pulse generator is normally used to accomplish this. Combining several gating decider isolators set with sequential conditionals, a clock, and a pulse generator to the input of a counter will allow remote polling and counting of each isolator&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
== Memory cells ==&lt;br /&gt;
&lt;br /&gt;
=== Simple latch ===&lt;br /&gt;
&lt;br /&gt;
When looping the combinator to itself, use a different color of wire from your main inputs or outputs. &lt;br /&gt;
&lt;br /&gt;
[[File:SimpleLatchv2.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Output 1!!Input 1!!Input 2!! Output 1 (t+1)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&#039;&#039;Output 1 is the green wire loop seen in the picture, it carries the value to latch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Input 1 is Set, while Input 2 is Reset.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Positive cell ===&lt;br /&gt;
&lt;br /&gt;
Cell for storing a positive value, with reset support:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedMemoryCell.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Connect the desired value as signal I on the right side to set the memory cell and connect a negative value as signal I to reset the cell.&lt;br /&gt;
&lt;br /&gt;
* The output of the memory cell is 2 mutually exclusive signals.&lt;br /&gt;
** In case input signal I &amp;gt; 0 then signal I is passed to the other side.&lt;br /&gt;
** In case input signal I is interrupted, then signal M is passed instead as a memory of previous input value.&lt;br /&gt;
* When input signal I is interrupted, it takes 2 ticks to switch to memory signal M.&lt;br /&gt;
* In case input I signal lasts only one tick then memory cell starts to cycle between the 2 previous values, tick by tick. Indefinitely.&lt;br /&gt;
* Switching is seamless, e.g. there are no ticks with empty signal.&lt;br /&gt;
&lt;br /&gt;
=== Positives and negatives cell ===&lt;br /&gt;
&lt;br /&gt;
This cell can store negatives or positives. Reset is done on a dedicated line. Additionally, a 1-tick burst is handled properly. [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330&amp;amp;p=362377#p362377 Forum post].&lt;br /&gt;
&lt;br /&gt;
* The output M (memory) is the last non-zero input I (Input).&lt;br /&gt;
* A non zero R (reset) signal sets the output to zero.&lt;br /&gt;
* 1-tick bursts of R or I are handled properly.&lt;br /&gt;
* Negatives are handled properly.&lt;br /&gt;
&lt;br /&gt;
[[File:Memory_cell_with_negatives.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== Multiplier and Dictionaries/Arrays ==&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|500px]]&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.{{clear}}&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|500px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=14556 Combinators 101 (Tutorial)]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Foundry&amp;diff=219855</id>
		<title>Foundry</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Foundry&amp;diff=219855"/>
		<updated>2026-09-09T10:10:37Z</updated>

		<summary type="html">&lt;p&gt;Bilka: style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Foundry}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Foundry&#039;&#039;&#039; is a version of the [[assembling machine]] from [[Vulcanus]]{{SA}} that specializes in metallurgy. It has a built-in 50% [[productivity]] bonus.&lt;br /&gt;
&lt;br /&gt;
The foundry can only be crafted on Vulcanus due to its higher atmospheric pressure, but it can be used on other planets once transported via [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Foundry has twenty available unique recipes (not including the recipe for itself), one of which must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Technology required&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Only usable on [[Vulcanus]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|10}}{{icon|Molten iron|250}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|15}}{{icon|Molten copper|250}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten carbide|3}}{{icon|Tungsten plate|2}}{{icon|Molten copper|200}}&lt;br /&gt;
| {{icon|Metallurgic science pack|1}}&lt;br /&gt;
| {{icontech|Metallurgic science pack (research)}}[[Metallurgic science pack (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}}&lt;br /&gt;
| {{icon|Time|30}}{{icon|Advanced circuit|10}}{{icon|Electric engine unit|10}}{{icon|Tungsten carbide|20}}{{icon|Electric mining drill|1}}{{icon|Molten iron|200}}&lt;br /&gt;
| {{icon|Big mining drill|1}}&lt;br /&gt;
| {{icontech|Big mining drill (research)}}[[Big mining drill (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Foundry}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Electronic circuit|30}}{{icon|Lubricant|20}}{{icon|Refined concrete|20}}{{icon|Steel plate|50}}{{icon|Tungsten carbide|50}}&lt;br /&gt;
| {{icon|Foundry|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}}&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Tungsten plate|5}}{{icon|Express transport belt|1}}{{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Turbo transport belt|1}}&lt;br /&gt;
| {{icontech|Turbo transport belt (research)}}[[Turbo transport belt (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo underground belt}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Tungsten plate|40}}{{icon|Express underground belt|2}}{{icon|Lubricant|40}}&lt;br /&gt;
| {{icon|Turbo underground belt|2}}&lt;br /&gt;
| {{icontech|Turbo transport belt (research)}}[[Turbo transport belt (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo splitter}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Processing unit|2}}{{icon|Tungsten plate|15}}{{icon|Express splitter|2}}{{icon|Lubricant|80}}&lt;br /&gt;
| {{icon|Turbo splitter|1}}&lt;br /&gt;
| {{icontech|Turbo transport belt (research)}}[[Turbo transport belt (research)]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Usable anywhere&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Iron ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten iron|500}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Copper ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten copper|500}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting steel}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|30}}&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron gear wheel}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron stick}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting low density structure}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Plastic bar|5}}{{icon|Molten iron|80}}{{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete from molten iron}}†&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone brick|5}}{{icon|Molten iron|20}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper cable}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe to ground}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Pipe|10}}{{icon|Molten iron|50}}&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tungsten plate}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten ore|4}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Tungsten plate|1}}&lt;br /&gt;
| {{icontech|Tungsten steel (research)}}[[Tungsten steel (research)]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Usable anywhere (Non-unique)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Holmium plate}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Holmium solution|20}}&lt;br /&gt;
| {{icon|Holmium plate|1}}&lt;br /&gt;
| {{icontech|Holmium processing (research)}}[[Holmium processing (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Express transport belt}}&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Iron gear wheel|10}}{{icon|Fast transport belt|1}}{{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Express transport belt|1}}&lt;br /&gt;
| {{icontech|Logistics 3 (research)}}[[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Express underground belt}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Iron gear wheel|80}}{{icon|Fast underground belt|2}}{{icon|Lubricant|40}}&lt;br /&gt;
| {{icon|Express underground belt|2}}&lt;br /&gt;
| {{icontech|Logistics 3 (research)}}[[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Express splitter}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Iron gear wheel|10}}{{icon|Fast splitter|1}}{{icon|Advanced circuit|10}}{{icon|Lubricant|80}}&lt;br /&gt;
| {{icon|Express splitter|1}}&lt;br /&gt;
| {{icontech|Logistics 3 (research)}}[[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fast transport belt}}&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Iron gear wheel|5}}{{icon|Transport belt|1}}&lt;br /&gt;
| {{icon|Fast transport belt|1}}&lt;br /&gt;
| {{icontech|Logistics 2 (research)}}[[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fast underground belt}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Iron gear wheel|40}}{{icon|Underground belt|2}}&lt;br /&gt;
| {{icon|Fast underground belt|2}}&lt;br /&gt;
| {{icontech|Logistics 2 (research)}}[[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Fast splitter}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Iron gear wheel|10}}{{icon|Splitter|1}}{{icon|Electronic circuit|10}}&lt;br /&gt;
| {{icon|Fast splitter|1}}&lt;br /&gt;
| {{icontech|Logistics 2 (research)}}[[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Transport belt}}&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Iron gear wheel|1}}{{icon|Iron plate|1}}&lt;br /&gt;
| {{icon|Transport belt|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Underground belt}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|10}}{{icon|Transport belt|5}}&lt;br /&gt;
| {{icon|Underground belt|2}}&lt;br /&gt;
| {{icontech|Logistics (research)}}[[Logistics (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Splitter}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Iron plate|5}}{{icon|Transport belt|4}}{{icon|Electronic circuit|5}}&lt;br /&gt;
| {{icon|Splitter|1}}&lt;br /&gt;
| {{icontech|Logistics (research)}}[[Logistics (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†Note that the foundry recipe for making [[concrete]] can benefit from [[productivity module|productivity modules]], despite the regular concrete recipe not being able to use them.&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Most of the foundry&#039;s recipes are more efficient than creating the same items in a [[furnace]] or [[assembling machine]]. However, because of the built-in +50% productivity bonus (which applies even to items like belts that don&#039;t benefit from [[productivity module]]s), and because the same bonus also applies to the recipes for [[molten iron]] and [[molten copper]], the actual efficiency gains from using a foundry are much higher than the value listed in the recipe.&lt;br /&gt;
&lt;br /&gt;
The table below compares the values of the base recipes (with 1 ore = 10 molten metal), and then shows the actual output of the recipe with the default foundry bonuses of 4 crafting speed and 150% productivity (1 ore = 15 molten metal). For example, inserting 200 [[iron ore]] into a foundry with no [[module]]s installed would result in 3,000 [[molten iron]] which could be turned into 450 [[iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 3 | Name !! colspan = 10 | Base recipe values !! colspan = 4 | With foundry bonuses&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 4 | Furnace/Assembler !! colspan = 4 | Foundry !! colspan = 2 | Efficiency !! colspan = 2 | Foundry !! colspan = 2 | Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Time !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Output !! Time !! {{icon|Molten iron}} !! {{icon|Molten copper}} !! Output !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Time !! Output  !! {{icon|Iron ore}} !! {{icon|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Iron plate|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Steel plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|30}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| 167%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Steel plate|1.5}}&lt;br /&gt;
| 375%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron gear wheel}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| 200%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron gear wheel|1.5}}&lt;br /&gt;
| 450%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron stick}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron stick|6}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Concrete}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|2.5}}&lt;br /&gt;
| {{icon|Concrete|15}}&lt;br /&gt;
| 113%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe|1.5}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe to ground}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|50}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe to ground|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Low density structure}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Iron ore|10}}&lt;br /&gt;
| {{icon|Copper ore|20}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Molten iron|80}}&lt;br /&gt;
| {{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| 125%&lt;br /&gt;
| 80%&lt;br /&gt;
| {{icon|Time|3.75}}&lt;br /&gt;
| {{icon|Low density structure|1.5}}&lt;br /&gt;
| 281%&lt;br /&gt;
| 180%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Copper plate|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 225%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper cable}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 200%&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Copper cable|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 450%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alternate recipe chains ===&lt;br /&gt;
Because the foundry can cast iron, steel, and copper plates but can also directly cast various items normally made &#039;&#039;from&#039;&#039; those plates, there exist alternate production chains, where the foundry is used to cast the plates and then another production building is used to create the final product:&lt;br /&gt;
* Steel can be produced by casting iron plates and refining them in an [[electric furnace]]&lt;br /&gt;
* Gears, iron sticks, pipes, and pipes-to-ground can be crafted by casting iron plates and feeding them to an assembler&lt;br /&gt;
* Copper wire can be produced by casting copper plates and feeding them to an assembler or an [[electromagnetic plant]]&lt;br /&gt;
* Low density structures can be produced by casting copper plates and steel plates (or, as mentioned above, casting iron plates and converting them to steel in a furnace) and feeding them to an assembler&lt;br /&gt;
&lt;br /&gt;
These alternate production chains can potentially be more resource-efficient than just casting the result directly, albeit at the cost of considerably more machines (and in some cases more high-level, high-[[quality]] modules) for a given rate of output. In this case, the inherent +50% productivity bonus of the foundry does not matter, nor do any productivity modules the foundry has, because those bonuses also apply when casting the metal plates. Instead, the decision is between any productivity bonus the second production machine can provide versus the fact that most of the &#039;Casting&#039; recipes cost less to begin with. (This inherent advantage is the value listed in the &#039;Efficiency&#039; column under &#039;Base recipe values&#039; in the above table.)&lt;br /&gt;
&lt;br /&gt;
==== Concrete ====&lt;br /&gt;
&lt;br /&gt;
The cast concrete alternate recipe is unique in that the base recipe it is replacing doesn&#039;t use metal plates at all, but instead raw [[iron ore]]. Thus, in this case, the inherent +50% productivity bonus of the foundry &#039;&#039;does&#039;&#039; matter, since there is no way to integrate a foundry into the production chain while using the normal recipe. This inherent bonus (which applies twice, once when melting the ore and again when casting the concrete) more than makes up for the cast concrete recipe&#039;s inherent efficiency of only 50%.&lt;br /&gt;
&lt;br /&gt;
Additionally, the cast concrete recipe is considered an intermediate product and thus accepts productivity modules, while the normal recipe is considered a finished product and does not, allowing additional productivity bonuses. The ore melting step is also an intermediate product accepting productivity modules.&lt;br /&gt;
&lt;br /&gt;
Concrete requires non-metal ingredients as well: [[stone brick]] and [[water]]. While the cast concrete recipe has an inherent efficiency of only 50% with respect to iron ore, its inherent efficiency with respect to the other ingredients is exactly 100%. Using the foundry allows these ingredients to benefit from its inherent +50% productivity bonus, as well as any productivity modules used.&lt;br /&gt;
&lt;br /&gt;
Lastly, the foundry recipe allows for quality concrete to be made directly from quality stone, since all other ingredients are liquids that ignore quality. Quality stone, in turn, can be made directly from quality calcite using the lava-to-metal recipes, since lava is also a liquid. One legendary calcite can create 33.75 legendary concrete (counting foundry bonuses, but no other productivity bonuses), which is very useful for crafting legendary [[rocket silo]]s, [[nuclear reactor]]s, etc. &lt;br /&gt;
&lt;br /&gt;
==== Steel plates ====&lt;br /&gt;
&lt;br /&gt;
Initially, it seems like the electric furnace, with just 2 module slots, cannot make up for the +67% inherent efficiency boost from the cast-steel recipe. However, steel production also has an [[Steel_plate_productivity_(research)|infinite research]] which adds a productivity bonus; while this bonus applies to both casting steel and smelting steel (and &#039;&#039;doesn&#039;t&#039;&#039; apply to casting iron plates in order to smelt them into steel), the +50% inherent productivity and more module slots of the foundry give it a higher bonus to start with, meaning that the same &#039;&#039;absolute&#039;&#039; bonus makes for a larger &#039;&#039;relative increase&#039;&#039; in the electric furnace. For example, with no productivity modules, researching 5 levels of the technology will take the foundry from 150% total (not bonus) productivity to 200% productivity, boosting its output by a third. By contrast, the furnace will go from 100% total productivity to 150% productivity, boosting its output by a half. With the right combination of high-quality [[productivity module 3]]s and steel plate productivity research, it is possible to make the electric furnace production chain more efficient.&lt;br /&gt;
&lt;br /&gt;
For example, a foundry with 4 legendary productivity module 3s (+25% productivity each) casting iron plates feeding an electric furnace with 2 legendary productivity module 3s and a +50% steel plate productivity has exactly the same overall efficiency as a foundry with 4 legendary productivity module 3s and the same +50% steel plate productivity casting steel plates directly, with both producing exactly 1 steel plate per 10 units of molten iron. Any additional research past that point will make the electric furnace production chain strictly better. If using mere rare productivity module 3s (+16% productivity each) instead, the changeover happens somewhere between +150% and +160% research.&lt;br /&gt;
&lt;br /&gt;
Additionally, with enough levels of steel plate productivity research, it is possible to reach the hard cap of +300% productivity. Thus the absolute maximum efficiency possible for casting steel is 4/3 steel plates per 10 units of molten iron, while the electric furnace production chain can reach 2 steel plates per 10 units of molten iron.&lt;br /&gt;
&lt;br /&gt;
==== Iron gear wheels ====&lt;br /&gt;
&lt;br /&gt;
It is never possible for gears made in an assembler to be more efficient than those made by casting them directly. The cast gears recipe is &#039;&#039;twice&#039;&#039; as efficient as the normal one and no productivity research applies; the highest efficiency possible from an assembler, 200% from an assembler 3 with 4 legendary productivity module 3s, is only just enough to break even.&lt;br /&gt;
&lt;br /&gt;
==== Iron sticks ====&lt;br /&gt;
&lt;br /&gt;
Conversely, the cast iron stick recipe has no inherent resource efficiency at all, thus casting iron plates and then converting them to sticks using an assembler with &#039;&#039;any productivity modules at all&#039;&#039; is more efficient than using that same foundry to cast them directly.&lt;br /&gt;
&lt;br /&gt;
==== Pipes &amp;amp; Pipes to ground ====&lt;br /&gt;
&lt;br /&gt;
Unlike all the other items with alternate production chains here, [[pipe|pipes]] and [[pipe to ground|pipes to ground]] are not intermediate products. Thus it is not possible to use productivity modules on foundries or assemblers which are producing them. Since it &#039;&#039;is&#039;&#039; possible to use productivity modules on a foundry casting iron plates which are then converted to pipes in an assembler, and the cast recipe has no inherent resource efficiency to overcome, doing so is more efficient than casting them directly.&lt;br /&gt;
&lt;br /&gt;
==== Copper cables ====&lt;br /&gt;
&lt;br /&gt;
Much like iron gears, copper cables have a 200% efficient casting recipe and no researchable productivity bonus, thus it is not possible to produce them more efficiently using an assembler. However, copper cables can also be produced in the [[electromagnetic plant]], which has &#039;&#039;5&#039;&#039; module slots and an inherent +50% productivity boost of its own. So long as the electromagnetic plant&#039;s productivity is greater than +100%, this production chain is more efficient than casting directly. 5 productivity 3s of common quality (+10% productivity each) will give a productivity of exactly +100%; any better quality modules, or productivity 2s of epic quality or better, will make them more efficient.&lt;br /&gt;
&lt;br /&gt;
==== Low density structure ====&lt;br /&gt;
&lt;br /&gt;
Low density structures are notable because the crafting recipe has an efficiency of &#039;&#039;less&#039;&#039; than 100% with respect to copper, and while its efficiency with respect to iron is greater than 100%, it is less than the inherent efficiency of casting steel plates. Thus, even with no productivity modules or productivity research at all, casting the plates and then creating the low density structures in an assembler is more efficient. However, low density structures also require plastic, and since plastic bars cannot be cast, you are losing out on the inherent +50% productivity bonus the foundry offers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Process&lt;br /&gt;
! Raw resources to make {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces + Assemblers&lt;br /&gt;
| {{icon|Iron ore|10}} {{icon|Copper ore|20}} {{icon|Plastic bar|5}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundry Direct&lt;br /&gt;
| {{icon|Iron ore|3.5}} {{icon|Copper ore|11.1}} {{icon|Plastic bar|3.33}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundries + Assemblers&lt;br /&gt;
| {{icon|Iron ore|2.67}} {{icon|Copper ore|8.88}} {{icon|Plastic bar|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that making low density structures is subject to its own [[Low_density_structure_productivity_(research)|productivity research]], and both that, and the use of productivity modules of any kind, will make the use of the alternate production chain more attractive: the efficiency gain for iron and copper will increase, while the efficiency loss in plastic, while not entirely negated, will shrink. For example, with no efficiency boosts, the alternative production chain is 33% more efficient in iron, 25% more efficient in copper, and 33% less efficient in plastic, but with +100% productivity from research, the alternative production chain is 60% more efficient in iron, 50% more efficient in copper, and only 20% less efficient in plastic.&lt;br /&gt;
&lt;br /&gt;
Additionally, the hard cap of +300% productivity applies here, too, and this &#039;&#039;can&#039;&#039; entirely negate the penalty to plastic, though the level of research required to do so is considerable.&lt;br /&gt;
&lt;br /&gt;
The low density structure casting recipe does have one advantage: [[Quality]]. Because the only solid input is plastic, all it takes to make low density structures of a particular quality is to have plastic of that quality.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since low density structures can be [[Recycler|recycled]] back to copper and steel plates, one can use this recipe to generate high quality copper and steel plates from plastic, consuming less molten metal than many other means of producing quality plates. Additionally, if the foundry can get to the 300% low density structures productivity cap (via modules and research), then the plastic will (on average) be completely regenerated, allowing a small amount of quality plastic to produce arbitrary amounts of quality copper and steel plates, given sufficient molten metal.&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;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=219854</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=219854"/>
		<updated>2026-09-09T10:05:16Z</updated>

		<summary type="html">&lt;p&gt;Bilka: removed information to unrelated to the map generator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen in Space Age]]&lt;br /&gt;
A preset may be chosen in the top left dropdown instead of manually configuring the generation. If playing in [[Space Age]]{{SA}}, presets will only change settings on [[Nauvis]].&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings. The recommended way to play Factorio.&lt;br /&gt;
&lt;br /&gt;
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.&lt;br /&gt;
&lt;br /&gt;
All other settings are set to their defaults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion            !! Default !! Evolution        !! Default&lt;br /&gt;
|-                                      &lt;br /&gt;
| Enabled                    || Yes     || Enabled          || Yes    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum expansion distance || 7       || Time factor      || 40     &lt;br /&gt;
|-                                      &lt;br /&gt;
| Minimum group size         || 5       || Destroy factor   || 200    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum group size         || 20      || Pollution factor || 9      &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || 4      &lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || 60     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Recipes/Technology          !! Default&lt;br /&gt;
|-                                        &lt;br /&gt;
| Enabled                   || Yes     || Technology price multiplier || 1&lt;br /&gt;
|-                                        &lt;br /&gt;
| Absorption modifier       || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Attack cost modifier      || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Minimum damage to trees   || 60      &lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 10      &lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || 2%      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches on Nauvis have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have 200% richness instead of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: 200% enemy base frequency and 200% enemy base size on Nauvis, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption and attack cost modifiers are set to 50% instead of 100%&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Technologies are more expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot; with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources on Nauvis are set to 33% frequency and 300% size. Nauvis water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Map height on all planets is limited to 128. Resources on Nauvis are set to 300% frequency, 50% size and 200% richness. Nauvis water is set to 25% coverage and size. Starting area size is increased to 300%. &lt;br /&gt;
&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
Lakes with consistent size and cliffs that tend to follow the coastline. Forest paths are disabled. The same elevation as Factorio 1.1.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. This preset uses the map and cliff generation from version [[version history/1.1.0#1.1.0|1.1]]&lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
A large island in an endless ocean. Forest paths are disabled.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. Terrain map type is set to island. This preset uses the map and cliff generation from version 1.1.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page. If playing in [[Space Age]]{{SA}}, you can preview any planet by using the drop-down menu in the top right. There will also be additional settings for planet-specific settings, and each setting will show an icon telling which planet it affects.&lt;br /&gt;
&lt;br /&gt;
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed. If playing in Space Age, a single seed will effect all planets at once.&lt;br /&gt;
&lt;br /&gt;
All resources and terrain features can be disabled by unchecking the checkbox in front of them.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.&lt;br /&gt;
&lt;br /&gt;
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness increases by distance from the starting area.&lt;br /&gt;
&lt;br /&gt;
If playing in Space Age, resource settings can be changed for each planet individually, even if that resource appears on multiple planets. For example, [[coal]] can be configured differently for its appearances on Nauvis and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
What settings are optimal highly depends on the desired playstyle and the resulting resource needs of the factory. These are especially influenced by whether the factory is supposed to run after &amp;quot;winning&amp;quot; the game, if [[quality]] is used and how the mined ores are transported to the machines in which they are consumed.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.&lt;br /&gt;
&lt;br /&gt;
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.&lt;br /&gt;
&lt;br /&gt;
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.&lt;br /&gt;
&lt;br /&gt;
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs. Cliffs can be set separately for their appearances on [[Fulgora]]{{SA}} and [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.&lt;br /&gt;
&lt;br /&gt;
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.&lt;br /&gt;
&lt;br /&gt;
Vulcanus volcanism determines the distribution of lava compared to the mountains and ashlands on Vulcanus. Higher scale means more lava rivers, lower scale generates more mountains instead. Higher coverage means larger lava pools, smaller coverage means more ashlands.&lt;br /&gt;
&lt;br /&gt;
Gleba water control the distribution of swamps compared to the highlands on [[Gleba]]{{SA}}. Higher scale means more swamplands, lower scale generates more infrequent patches of highland. Higher coverage means larger bodies of deep water, lower coverage means less water and larger highlands.&lt;br /&gt;
&lt;br /&gt;
Gleba plants control the distribution of Gleba&#039;s many flora. It behaves similarly to Nauvis trees.&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
[[File:MapGeneratorEnemy.png|thumb|right|400px|The enemy tab]]&lt;br /&gt;
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled. Bases can be changed for both Nauvis and Gleba individually.&lt;br /&gt;
&lt;br /&gt;
There are two ways to disable enemies alltogether: &amp;quot;no enemies mode&amp;quot;, or &amp;quot;peaceful mode&amp;quot;. Selecting either will disable some [[achievements]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No enemies&#039;&#039;&#039;: [[Enemies#Nests|Nests]] will still spawn, but no enemies themselves will spawn from them. [[Pollution]] will still effect the nests by increasing their health.&lt;br /&gt;
** In Space Age, on Vulcanus, demolishers will also not spawn, and thus there will be no territories. On Gleba, destroying egg rafts will no longer spawn wrigglers. [[Pentapod egg]]{{SA}} and [[biter egg]]{{SA}} will no longer spawn their creatures upon spoiling, and will instead simply disappear. &lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Enemies don&#039;t begin fights, only responding if the player (or a structure) fires at them. Only the enemies located near the fired shot are aggravated and they do not call other enemies to join them. The aggravated enemies primarily attack the structures and players that initiated the aggression and also the structures that block their paths. After destroying their targets, most of the time the aggravated enemies will return to being peaceful, but some of them continue a nonstop rampage where they target nearby structures (but not faraway ones). Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
** In [[Space Age]], [[demolisher]]s will not attack if you build in their territory, but will still destroy buildings if they are placed in its path.&lt;br /&gt;
&lt;br /&gt;
The starting area is an almost circular radius around the spawn point that does not contain enemy bases or demolisher territory. Increasing its size pushes the bases further out, while decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effect.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Expansions|Enemy expansion]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion setting    !! Description&lt;br /&gt;
|-                           &lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-                           &lt;br /&gt;
| Minimum group size         || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size         || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Evolution|Evolution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolution setting !! Description&lt;br /&gt;
|-                  &lt;br /&gt;
| Time factor       || Controls how fast evolution increases over time.&lt;br /&gt;
|-                  &lt;br /&gt;
| Destroy factor    || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-                  &lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&lt;br /&gt;
The map width and height allow generating maps with finite resources and area. It is possible to limit generation to only one dimension, like the [[#Ribbon world|ribbon world]]. The technology price multiplier allows one to multiply the [[research|technology cost]].&lt;br /&gt;
&lt;br /&gt;
[[Pollution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution setting         !! Description&lt;br /&gt;
|-                       &lt;br /&gt;
| Absorption modifier       || Modifier of how much pollution is absorbed by trees and tiles.&lt;br /&gt;
|-&lt;br /&gt;
| Attack cost modifier      || Modifier of how much pollution is absorbed by enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map exchange string ===&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz&lt;br /&gt;
   WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4&lt;br /&gt;
   p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P&lt;br /&gt;
   leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE&lt;br /&gt;
   WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD&lt;br /&gt;
   dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9&lt;br /&gt;
   ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7&lt;br /&gt;
   ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr&lt;br /&gt;
   lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/&lt;br /&gt;
   jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG&lt;br /&gt;
   40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9&lt;br /&gt;
   3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ&lt;br /&gt;
   2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A&lt;br /&gt;
   dl73Kk=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Starting area ===&lt;br /&gt;
&lt;br /&gt;
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of [[coal]], [[iron ore]], [[copper ore]], and [[stone]] each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [[Uranium ore]] and [[crude oil]] do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[https://forums.factorio.com/viewtopic.php?p=432592#p432592]&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[Map_structure#Chunk|chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[Time#Seconds|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&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;
* Added &amp;quot;Lakes&amp;quot; map generation preset&lt;br /&gt;
* Map generation system reworked}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.44|&lt;br /&gt;
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&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=Cryogenic_science_pack_(research)&amp;diff=219824</id>
		<title>Cryogenic science pack (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cryogenic_science_pack_(research)&amp;diff=219824"/>
		<updated>2026-09-04T17:42:08Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fix section order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cryogenic science pack (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Cryogenic science pack&#039;&#039;&#039; unlocks the [[cryogenic science pack]] and is a prerequisite for various other late-game technologies in the tech tree.&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;
* [[Aquilo]]&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=Bioflux_(research)/de&amp;diff=219823</id>
		<title>Bioflux (research)/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Bioflux_(research)/de&amp;diff=219823"/>
		<updated>2026-09-04T17:41:27Z</updated>

		<summary type="html">&lt;p&gt;Bilka: match en&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Bioflux (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Bioflux&#039;&#039;&#039; ermöglicht dem Spieler die Herstellung von {{L|Bioflux}}, ein wichtiger Bestandteil vieler Rezepte auf {{L|Gleba}}.&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=Bacteria_cultivation_(research)&amp;diff=219822</id>
		<title>Bacteria cultivation (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Bacteria_cultivation_(research)&amp;diff=219822"/>
		<updated>2026-09-04T17:41:01Z</updated>

		<summary type="html">&lt;p&gt;Bilka: link bioflux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox: Bacteria cultivation  (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Unlocks [[copper bacteria]] and [[iron bacteria]] cultivation, allowing players to multiply their bacteria by feeding them [[bioflux]]. New bacteria will always be at maximum [[Spoilage_mechanics|freshness]].&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Promethium_science_pack_(research)/de&amp;diff=219821</id>
		<title>Promethium science pack (research)/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Promethium_science_pack_(research)/de&amp;diff=219821"/>
		<updated>2026-09-04T17:35:32Z</updated>

		<summary type="html">&lt;p&gt;Bilka: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Promethium science pack (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Wissenschaftspaket aus Promethium&#039;&#039;&#039; ermöglicht dem Spieler die Herstellung von [[Promethium science pack/de|Wissenschaftspaketen aus Promethium]]. Außerdem werden der {{L|Solar system edge}} und der [[Shattered planet/de|zerbrochene Planet]] als Reiseziele für die {{L|Space platform}} freigeschaltet. Letzterer dient als einzige Quelle für {{L|Promethium asteroid chunk}}, die für das Forschungspaket benötigt werden.&lt;br /&gt;
&lt;br /&gt;
== Siehe auch ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Science pack}}&lt;br /&gt;
* {{L|Technologies}}&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=Asteroid_reprocessing_(research)/de&amp;diff=219820</id>
		<title>Asteroid reprocessing (research)/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroid_reprocessing_(research)/de&amp;diff=219820"/>
		<updated>2026-09-04T17:30:19Z</updated>

		<summary type="html">&lt;p&gt;Bilka: match the en page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Asteroid reprocessing (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Schaltet neue Baupläne frei, die dem {{L|Crusher}} erlauben {{L|Asteroids|Asteroidenbrocken}} erneut zu verarbeiten. Dabei besteht eine Zufallschance andere Brocken zu gewinnen.&lt;br /&gt;
&lt;br /&gt;
== Siehe auch ==&lt;br /&gt;
* {{L|Asteroids}}{{SA}}&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&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=Fish_breeding_(research)/de&amp;diff=219819</id>
		<title>Fish breeding (research)/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fish_breeding_(research)/de&amp;diff=219819"/>
		<updated>2026-09-04T17:25:44Z</updated>

		<summary type="html">&lt;p&gt;Bilka: fixed links (don&amp;#039;t use the template if you are going to manually translate anyway), 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox: Fish breeding (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Die Forschung &#039;&#039;&#039;Fischzucht (Forschung)&#039;&#039;&#039; schaltet den Bauplan [[Raw fish/de|Fischzucht]] frei, mit dem man [[Raw fish/de|Fische]] automatisiert züchten kann, sowie den Bauplan [[nutrients from fish/de| Nährstoffe aus Fisch]], der ermöglicht, Nährstoffe aus Fischen zu gewinnen.&lt;br /&gt;
&lt;br /&gt;
Dabei ist zu beachten, dass für die Zucht von Fischen mehr Nährstoffe benötigt werden, als durch die gewonnenen Fische zurückgewonnen werden können.&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=Nutrients_from_fish/de&amp;diff=219818</id>
		<title>Nutrients from fish/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nutrients_from_fish/de&amp;diff=219818"/>
		<updated>2026-09-04T17:25:29Z</updated>

		<summary type="html">&lt;p&gt;Bilka: Redirected page to Nutrients/de&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Nutrients/de]]&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Health_(research)&amp;diff=219817</id>
		<title>Health (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Health_(research)&amp;diff=219817"/>
		<updated>2026-09-04T17:18:00Z</updated>

		<summary type="html">&lt;p&gt;Bilka: 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Health (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Adds 50 health to the [[player]] per research level and can be researched infinitely. Players start with 250 health.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Health (research)|1}} Health 1 || {{Icon|Time|60}} {{Icon|Automation science pack|1}} {{Icon|Logistic science pack|1}} {{Icon|Chemical 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|50 × 2&amp;lt;sup&amp;gt;(Level)&amp;lt;/sup&amp;gt;}}&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;(eg. 100 for level 1, 200 for level 2, 400 for level 3) || 50 per level&lt;br /&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fish_breeding_(research)&amp;diff=219816</id>
		<title>Fish breeding (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fish_breeding_(research)&amp;diff=219816"/>
		<updated>2026-09-04T17:17:53Z</updated>

		<summary type="html">&lt;p&gt;Bilka: 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox: Fish breeding (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Unlocks [[fish breeding]], a way to automate [[fish]], and [[nutrients from fish]], a way to collect [[nutrients]] from fish.  Note that the amount of nutrients needed to make a fish is more than the amount of nutrients harvested from fish.&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;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Bilka</name></author>
	</entry>
</feed>