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	<updated>2026-04-24T04:15:02Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/BaseAttackParameters&amp;diff=179526</id>
		<title>Types/BaseAttackParameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/BaseAttackParameters&amp;diff=179526"/>
		<updated>2020-05-16T13:30:48Z</updated>

		<summary type="html">&lt;p&gt;Boodals: /* rotate_penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The abstract base of all attack parameters.&lt;br /&gt;
&lt;br /&gt;
== Extensions ==&lt;br /&gt;
* [[Types/ProjectileAttackParameters]]&lt;br /&gt;
* [[Types/BeamAttackParameters]]&lt;br /&gt;
* [[Types/StreamAttackParameters]]&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
=== cooldown ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
Number of ticks in which it will be possible to shoot again. If &amp;lt; 1, multiple shots can be performed in one tick.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== min_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
=== turn_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
If this is &amp;lt;= 0, it is set to 1.&lt;br /&gt;
&lt;br /&gt;
=== fire_penalty ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Used when searching for the nearest enemy, when this is &amp;gt; 0, enemies that aren&#039;t burning are preferred over burning enemies. Definition of &amp;quot;burning&amp;quot; for this: Entity has sticker attached to it, and the sticker has a [[Prototype/Sticker#spread_fire_entity|spread_fire_entity]] set.&lt;br /&gt;
&lt;br /&gt;
=== rotate_penalty ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
A higher penalty will discourage turrets from targeting units that would take longer to turn to face.&lt;br /&gt;
&lt;br /&gt;
=== health_penalty ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
A higher penalty will discourage turrets from targeting units with higher health. A negative penalty will encourage turrets to target units with higher health.&lt;br /&gt;
&lt;br /&gt;
=== min_attack_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If less than &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;, the entity will choose a random distance between &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;min_attack_distance&amp;lt;/code&amp;gt; and attack from that distance.&lt;br /&gt;
&lt;br /&gt;
=== damage_modifier ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
=== ammo_consumption_modifier ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Must be greater than or equal to 0.&lt;br /&gt;
&lt;br /&gt;
=== cooldown_deviation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Must be between 0 and 1.&lt;br /&gt;
&lt;br /&gt;
=== warmup ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint32]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. This also allows to &amp;quot;adjust&amp;quot; the shooting animation to the effect of shooting.&lt;br /&gt;
&lt;br /&gt;
=== lead_target_for_projectile_speed ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Base game uses&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;lead_target_for_projectile_speed = 0.2* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Presumably this should be set to the projectile speed to make the unit/turret lead their projectiles.&lt;br /&gt;
&lt;br /&gt;
=== movement_slow_down_cooldown ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;lt;code&amp;gt;cooldown&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== movement_slow_down_factor ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
=== ammo_type ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/AmmoType]]&lt;br /&gt;
&lt;br /&gt;
Can be mandatory.&lt;br /&gt;
&lt;br /&gt;
=== sound ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/LayeredSound]]&lt;br /&gt;
&lt;br /&gt;
=== animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== cyclic_sound ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/CyclicSound]]&lt;br /&gt;
&lt;br /&gt;
=== use_shooter_direction ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== ammo_categories ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] (array) [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Names of [[Prototype/AmmoCategory|Prototype/AmmoCategories]].&lt;br /&gt;
&lt;br /&gt;
=== ammo_category ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
The name of a [[Prototype/AmmoCategory]]. Mandatory if &amp;lt;code&amp;gt;ammo_type&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ammo_category&amp;lt;/code&amp;gt; is not given, otherwise ignored.&lt;/div&gt;</summary>
		<author><name>Boodals</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/BaseAttackParameters&amp;diff=179525</id>
		<title>Types/BaseAttackParameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/BaseAttackParameters&amp;diff=179525"/>
		<updated>2020-05-16T13:10:46Z</updated>

		<summary type="html">&lt;p&gt;Boodals: /* health_penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The abstract base of all attack parameters.&lt;br /&gt;
&lt;br /&gt;
== Extensions ==&lt;br /&gt;
* [[Types/ProjectileAttackParameters]]&lt;br /&gt;
* [[Types/BeamAttackParameters]]&lt;br /&gt;
* [[Types/StreamAttackParameters]]&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
=== cooldown ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
Number of ticks in which it will be possible to shoot again. If &amp;lt; 1, multiple shots can be performed in one tick.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== min_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
=== turn_range ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
If this is &amp;lt;= 0, it is set to 1.&lt;br /&gt;
&lt;br /&gt;
=== fire_penalty ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Used when searching for the nearest enemy, when this is &amp;gt; 0, enemies that aren&#039;t burning are preferred over burning enemies. Definition of &amp;quot;burning&amp;quot; for this: Entity has sticker attached to it, and the sticker has a [[Prototype/Sticker#spread_fire_entity|spread_fire_entity]] set.&lt;br /&gt;
&lt;br /&gt;
=== rotate_penalty ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
=== health_penalty ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
A higher penalty will discourage turrets from targeting units with higher health. A negative penalty will encourage turrets to target units with higher health.&lt;br /&gt;
&lt;br /&gt;
=== min_attack_distance ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If less than &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt;, the entity will choose a random distance between &amp;lt;code&amp;gt;range&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;min_attack_distance&amp;lt;/code&amp;gt; and attack from that distance.&lt;br /&gt;
&lt;br /&gt;
=== damage_modifier ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
=== ammo_consumption_modifier ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Must be greater than or equal to 0.&lt;br /&gt;
&lt;br /&gt;
=== cooldown_deviation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Must be between 0 and 1.&lt;br /&gt;
&lt;br /&gt;
=== warmup ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint32]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. This also allows to &amp;quot;adjust&amp;quot; the shooting animation to the effect of shooting.&lt;br /&gt;
&lt;br /&gt;
=== lead_target_for_projectile_speed ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
Base game uses&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;lead_target_for_projectile_speed = 0.2* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Presumably this should be set to the projectile speed to make the unit/turret lead their projectiles.&lt;br /&gt;
&lt;br /&gt;
=== movement_slow_down_cooldown ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;lt;code&amp;gt;cooldown&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== movement_slow_down_factor ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
=== ammo_type ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/AmmoType]]&lt;br /&gt;
&lt;br /&gt;
Can be mandatory.&lt;br /&gt;
&lt;br /&gt;
=== sound ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/LayeredSound]]&lt;br /&gt;
&lt;br /&gt;
=== animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RotatedAnimation]]&lt;br /&gt;
&lt;br /&gt;
=== cyclic_sound ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/CyclicSound]]&lt;br /&gt;
&lt;br /&gt;
=== use_shooter_direction ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
=== ammo_categories ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] (array) [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Names of [[Prototype/AmmoCategory|Prototype/AmmoCategories]].&lt;br /&gt;
&lt;br /&gt;
=== ammo_category ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
The name of a [[Prototype/AmmoCategory]]. Mandatory if &amp;lt;code&amp;gt;ammo_type&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ammo_category&amp;lt;/code&amp;gt; is not given, otherwise ignored.&lt;/div&gt;</summary>
		<author><name>Boodals</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Recipe&amp;diff=175894</id>
		<title>Prototype/Recipe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Recipe&amp;diff=175894"/>
		<updated>2019-09-09T21:48:34Z</updated>

		<summary type="html">&lt;p&gt;Boodals: /* Recipe data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype parent|PrototypeBase}}&lt;br /&gt;
A recipe. It can be a crafting recipe, a smelting recipe, or a custom type of recipe (see [[Prototype/RecipeCategory]]).&lt;br /&gt;
&lt;br /&gt;
{{Prototype TOC|recipe}}&lt;br /&gt;
&lt;br /&gt;
== General properties ==&lt;br /&gt;
Inherits all properties from [[PrototypeBase]].&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|category|[[Types/string|string]]|&amp;quot;crafting&amp;quot;|optional=true}}&lt;br /&gt;
Optional. The category of this recipe. The built-in categories can be found [[Data.raw#recipe-category|here]]. See also [[Prototype/RecipeCategory]].&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|subgroup|[[Types/string|string]]||optional=true}}&lt;br /&gt;
Optional. The subgroup of this recipe. If not specified, defaults to the subgroup of the product if there is only 1, or main_product if multiple products exist. If multiple products exit and no main_product is specified, the subgroup is required.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|icons, icon,  icon_size (IconSpecification)|[[Types/IconSpecification|IconSpecification]]|optional=true}}&lt;br /&gt;
An icon is mandatory for recipe with more than 1 product and no main_product. Otherwise defaults to the icon of main_product/1 product.&lt;br /&gt;
&lt;br /&gt;
If given, it overwrites the icon of the main_product/1 product.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|crafting_machine_tint|[[Types/table|table]] of [[Types/Color|Color]]|optional=true}}&lt;br /&gt;
Optional.&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;crafting_machine_tint = { primary = {r=0,g=0,b=0,a=0}, secondary = {r=0,g=0,b=0,a=0}, tertiary = {r=0,g=0,b=0,a=0}, quaternary = {r=0,g=0,b=0,a=0}}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each key/value pair is optional and defaults to the above value.&lt;br /&gt;
&lt;br /&gt;
== Recipe data ==&lt;br /&gt;
If the recipe does not have a difficulty, this is located directly in the prototype. Otherwise, if the &amp;quot;&#039;&#039;&#039;normal&#039;&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;&#039;expensive&#039;&#039;&#039;&amp;quot; property exists, the recipe has difficulty. Then, the recipe data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has recipe data defined, the other difficulty can be set to &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. This will disable the recipe for the difficulty, same as setting it &amp;lt;code&amp;gt;enabled = false&amp;lt;/code&amp;gt;. If it is enabled (by technologies etc), it will use the data from the other difficulty. Not setting a difficulty, e.g. &amp;lt;code&amp;gt;normal = nil&amp;lt;/code&amp;gt;, is possible and gives that difficulty the exact same properties as the difficulty that is defined. See below for examples.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|ingredients|[[Types/table|table]] of [[Types/IngredientPrototype|IngredientPrototype]]}}&lt;br /&gt;
A table containing ingredient names and counts. Can also contain information about fluid temperature and catalyst amounts.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ingredients = {{&amp;quot;iron-stick&amp;quot;, 2}, {&amp;quot;iron-plate&amp;quot;, 3}}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The same with full format:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ingredients = {{type = &amp;quot;item&amp;quot;, name = &amp;quot;iron-stick&amp;quot;, amount = 2}, {type = &amp;quot;item&amp;quot;, name = &amp;quot;iron-plate&amp;quot;, amount = 3}}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
For fluids, the full format always has to be used:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ingredients = {{type=&amp;quot;fluid&amp;quot;, name=&amp;quot;water&amp;quot;, amount=50}, {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;crude-oil&amp;quot;, amount=100}}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Maximal ingredient amount is 65535. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[https://factorio.com/blog/post/fff-256]&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|result|[[Types/string|string]]|optional=true}}&lt;br /&gt;
Can be replaced with the results parameter. The item created by this recipe. Must be the name of an item, such as &amp;quot;iron-gear-wheel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|result_count|[[Types/uint32|uint32]]|1|optional=true}}&lt;br /&gt;
Optional. The number of items created by this recipe.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|results|[[Types/table|table]] of [[Types/ProductPrototype|ProductPrototype]]|optional=true}}&lt;br /&gt;
A table containing result names and counts. Can also contain information about fluid temperature and catalyst amounts. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[https://factorio.com/blog/post/fff-256]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
results=&lt;br /&gt;
    {&lt;br /&gt;
      {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;heavy-oil&amp;quot;, amount=3},&lt;br /&gt;
      {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;light-oil&amp;quot;, amount=3},&lt;br /&gt;
      {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;petroleum-gas&amp;quot;, amount=4}&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
results = &lt;br /&gt;
    {&lt;br /&gt;
      {type = &amp;quot;item&amp;quot;, name = &amp;quot;iron-nuggets&amp;quot;, amount = 9},&lt;br /&gt;
      {type = &amp;quot;item&amp;quot;, name = &amp;quot;gold-nuggets&amp;quot;, amount = 1}&lt;br /&gt;
     },&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|energy_required|[[Types/double|double]]|0.5|optional=true}}&lt;br /&gt;
Optional. The amount of time it takes to make this recipe.&lt;br /&gt;
&lt;br /&gt;
This is the number of seconds it takes to craft at crafting speed 1.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|emissions_multiplier|[[Types/double|double]]|1.0|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|requester_paste_multiplier|[[Types/uint32|uint32]]|30|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|overload_multiplier|[[Types/uint32|uint32]]|0|optional=true}}&lt;br /&gt;
Used to determine how many extra items are put into an assembling machine before it&#039;s considered &amp;quot;full enough&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If set to 0, it instead uses the following formula: 1.166 / (energy_required / the assembler&#039;s crafting_speed), rounded up, and clamped between 2 and 100.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|enabled|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
Optional. This can be false to disable the recipe at the start of the game, or &amp;quot;true&amp;quot; to leave it enabled.&lt;br /&gt;
&lt;br /&gt;
If your recipe is unlocked by a technology, you should set this to &amp;quot;false&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|hidden|[[Types/bool|bool]]|false|optional=true}}&lt;br /&gt;
Optional. Hides the recipe from crafting menus.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|hide_from_stats|[[Types/bool|bool]]|false|optional=true}}&lt;br /&gt;
Optional. Hides the recipe from flow stats (item/fluid production statistics).&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|hide_from_player_crafting|[[Types/bool|bool]]|false|optional=true}}&lt;br /&gt;
Optional. Hides the recipe from the player&#039;s crafting screen. The recipe will still show up for selection in machines.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|allow_decomposition|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
Optional. Whether this recipe is allowed to be broken down for the recipe tooltip &amp;quot;Total raw&amp;quot; calculations.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|allow_as_intermediate|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
Optional. Whether the recipe can be used as an intermediate recipe in hand-crafting.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|allow_intermediates|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
Optional. Whether the recipe is allowed to use intermediate recipes when hand-crafting.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|always_show_made_in|[[Types/bool|bool]]|false|optional=true}}&lt;br /&gt;
Optional. Whether the &amp;quot;Made in: {Machine}&amp;quot; part of the tool-tip should always be present, not only when the recipe can not be hand-crafted.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|show_amount_in_title|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
Optional. Whether the recipe name should have the product amount in front of it, e.g. &amp;quot;2 [[transport belt]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|always_show_products|[[Types/bool|bool]]|false|optional=true}}&lt;br /&gt;
Optional. Whether the products are always shown in the recipe tool-tip.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|main_product|[[Types/string|string]]|optional=true}}&lt;br /&gt;
Optional.&lt;br /&gt;
&lt;br /&gt;
For recipes with more than one product: This defines of which result the icon, subgroup and name is used. If it is not set and the recipe has more than 1 result the recipe will use the recipe-name and recipe-description locale and its own subgroup and icon.&lt;br /&gt;
&lt;br /&gt;
For recipes with 1 result: The recipe uses the icon, subgroup and name of the result by default. If set this property is set to an empty string, the recipe will use the properties of the recipe instead of the result.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;iron-plate&amp;quot; ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
  {&lt;br /&gt;
    type = &amp;quot;recipe&amp;quot;,&lt;br /&gt;
    name = &amp;quot;iron-plate&amp;quot;,&lt;br /&gt;
    category = &amp;quot;smelting&amp;quot;,&lt;br /&gt;
    energy_required = 3.5,&lt;br /&gt;
    ingredients = {{&amp;quot;iron-ore&amp;quot;, 1}},&lt;br /&gt;
    result = &amp;quot;iron-plate&amp;quot;&lt;br /&gt;
  }&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;coal-liquefaction&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;{&lt;br /&gt;
  type = &amp;quot;recipe&amp;quot;,&lt;br /&gt;
  name = &amp;quot;coal-liquefaction&amp;quot;,&lt;br /&gt;
  category = &amp;quot;oil-processing&amp;quot;,&lt;br /&gt;
  subgroup = &amp;quot;fluid-recipes&amp;quot;,&lt;br /&gt;
  order = &amp;quot;a[oil-processing]-c[coal-liquefaction]&amp;quot;,&lt;br /&gt;
  enabled = false,&lt;br /&gt;
  energy_required = 5,&lt;br /&gt;
  icon = &amp;quot;__base__/graphics/icons/fluid/coal-liquefaction.png&amp;quot;,&lt;br /&gt;
  icon_size = 32,&lt;br /&gt;
  ingredients =&lt;br /&gt;
  {&lt;br /&gt;
    {type=&amp;quot;item&amp;quot;, name=&amp;quot;coal&amp;quot;, amount=10},&lt;br /&gt;
    {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;heavy-oil&amp;quot;, amount=25},&lt;br /&gt;
    {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;steam&amp;quot;, amount=50}&lt;br /&gt;
  },&lt;br /&gt;
  results=&lt;br /&gt;
  {&lt;br /&gt;
    {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;heavy-oil&amp;quot;, amount=35},&lt;br /&gt;
    {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;light-oil&amp;quot;, amount=15},&lt;br /&gt;
    {type=&amp;quot;fluid&amp;quot;, name=&amp;quot;petroleum-gas&amp;quot;, amount=20}&lt;br /&gt;
  },&lt;br /&gt;
  allow_decomposition = false&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;iron-gear-wheel&amp;quot; — recipe with difficulty ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;  {&lt;br /&gt;
    type = &amp;quot;recipe&amp;quot;,&lt;br /&gt;
    name = &amp;quot;iron-gear-wheel&amp;quot;,&lt;br /&gt;
    normal =&lt;br /&gt;
    {&lt;br /&gt;
      ingredients = {{&amp;quot;iron-plate&amp;quot;, 2}},&lt;br /&gt;
      result = &amp;quot;iron-gear-wheel&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    expensive =&lt;br /&gt;
    {&lt;br /&gt;
      ingredients = {{&amp;quot;iron-plate&amp;quot;, 4}},&lt;br /&gt;
      result = &amp;quot;iron-gear-wheel&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
  },&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modified so that it cannot be crafted in normal mode, unless unlocked via command/research ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;  {&lt;br /&gt;
    type = &amp;quot;recipe&amp;quot;,&lt;br /&gt;
    name = &amp;quot;iron-gear-wheel&amp;quot;,&lt;br /&gt;
    normal = false,&lt;br /&gt;
    expensive =&lt;br /&gt;
    {&lt;br /&gt;
      ingredients = {{&amp;quot;iron-plate&amp;quot;, 4}},&lt;br /&gt;
      result = &amp;quot;iron-gear-wheel&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
  },&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modified so that the expensive recipe is always used, even in normal mode ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;  {&lt;br /&gt;
    type = &amp;quot;recipe&amp;quot;,&lt;br /&gt;
    name = &amp;quot;iron-gear-wheel&amp;quot;,&lt;br /&gt;
    normal = nil, --this line can be omitted&lt;br /&gt;
    expensive =&lt;br /&gt;
    {&lt;br /&gt;
      ingredients = {{&amp;quot;iron-plate&amp;quot;, 4}},&lt;br /&gt;
      result = &amp;quot;iron-gear-wheel&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
  },&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boodals</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=166742</id>
		<title>Types/EntityPrototypeFlags</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=166742"/>
		<updated>2019-01-05T05:39:54Z</updated>

		<summary type="html">&lt;p&gt;Boodals: Replaced old references to creepers with biters, and fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;not-rotatable&amp;quot; ==&lt;br /&gt;
Can&#039;t be rotated before or after placing.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;placeable-[force]&amp;quot; ==&lt;br /&gt;
*&amp;quot;placeable-player&amp;quot;&lt;br /&gt;
*&amp;quot;placeable-neutral&amp;quot;&lt;br /&gt;
*&amp;quot;placeable-enemy&amp;quot;&lt;br /&gt;
placeable neutral/player/enemy will add the entities to the screens in the map editor. For example, the biter-spawner has the placeable-player and placeable-enemy flags. If you go into the map editor and use &#039;f&#039; to switch between player entities and enemy entities you will see that both have a biter spawner. If you were to place one of each in the map (along with a player) and then save/play it, you would see the biters attacking each other since they are on opposing forces. On the other hand, if you were to add the &amp;quot;placeable-neutral&amp;quot; flag and (after restarting factorio if you left it running) place one next to the two previous spawners, the neutral biters would neither attack the other biters nor be attacked by them.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;placeable-off-grid&amp;quot; ==&lt;br /&gt;
placeable-off-grid refers to the fact that most entities are placed on an invisible &#039;grid&#039; within the world, entities with the placeable-off-grid flag do not have to line up with this grid (like trees and land-mines)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;player-creation&amp;quot; ==&lt;br /&gt;
Makes it possible for the biter AI to target the entity as a distraction.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;building-direction-8-way&amp;quot; ==&lt;br /&gt;
Uses 45 degree angle increments when selecting direction.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;filter-directions&amp;quot; ==&lt;br /&gt;
Used to automatically detect the proper direction, if possible. Used by base with the pump, train stop, and train signal.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;fast-replaceable-no-build-while-moving&amp;quot; ==&lt;br /&gt;
Fast replace will not apply when building while moving.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;breaths-air&amp;quot; ==&lt;br /&gt;
This is used to specify that the entity breaths air, and so is affected by poison (currently [[Poison_capsule|Poison Capsules]] are the only source).&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;not-repairable&amp;quot; ==&lt;br /&gt;
Used to specify that the entity can not be &#039;healed&#039; by repair-packs (or construction robots with repair packs)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;not-blueprintable&amp;quot; ==&lt;br /&gt;
The entity can&#039;t be used in blueprints.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;not-deconstructable&amp;quot; ==&lt;br /&gt;
The entity can&#039;t be deconstructed.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;not-on-map&amp;quot; ==&lt;br /&gt;
The entity does not get drawn on the map.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;hide-from-bonus-gui&amp;quot; ==&lt;br /&gt;
Hides the entity from the bonus GUI (button above the map).&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;hide-alt-info&amp;quot; ==&lt;br /&gt;
Hides the alt-info of an entity in alt-mode, for example the recipe icon.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;fast-replaceable-no-cross-type-while-moving&amp;quot; ==&lt;br /&gt;
Do not fast replace over other entity types when building while moving.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;no-gap-fill-while-building&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;not-flammable&amp;quot; ==&lt;br /&gt;
Do not apply fire stickers to the entity.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    flags = {&amp;quot;placeable-neutral&amp;quot;, &amp;quot;player-creation&amp;quot;}&lt;/div&gt;</summary>
		<author><name>Boodals</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Technology&amp;diff=166711</id>
		<title>Prototype/Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Technology&amp;diff=166711"/>
		<updated>2019-01-03T16:02:57Z</updated>

		<summary type="html">&lt;p&gt;Boodals: /* effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
More in [[Research]]&lt;br /&gt;
&lt;br /&gt;
== General properties ==&lt;br /&gt;
Inherits all properties from [[Prototype]].&lt;br /&gt;
&lt;br /&gt;
=== icons, icon,  icon_size (IconSpecification) ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/IconSpecification]]&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
:&#039;&#039;See [[Prototype#name ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inherited from [[Prototype]]. If the name ends with &amp;lt;code&amp;gt;-number&amp;lt;/code&amp;gt;, the number is ignored for localization purposes. E. g. if the name is &amp;lt;code&amp;gt;whatever-name-3&amp;lt;/code&amp;gt;, the game looks for the &amp;lt;code&amp;gt;technology-name.whatever-name&amp;lt;/code&amp;gt; localization. The technology tree will also show the number on the technology icon.&lt;br /&gt;
&lt;br /&gt;
== Technology data ==&lt;br /&gt;
If the technology does not have a difficulty, this is located directly in the prototype. Otherwise, if the &amp;quot;normal&amp;quot; or &amp;quot;expensive&amp;quot; property exists, the technology has difficulty. Then, the technology data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has technology data defined, the other difficulty can be set to false. This will give it the exact same properties as the difficulty that is defined.&lt;br /&gt;
&lt;br /&gt;
=== upgrade ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: false&lt;br /&gt;
&lt;br /&gt;
When set to true, and the technology contains several levels, only the relevant one is displayed in the technology screen.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;  {&lt;br /&gt;
    type = &amp;quot;technology&amp;quot;,&lt;br /&gt;
    name = &amp;quot;rocket-damage-2&amp;quot;,&lt;br /&gt;
    ...&lt;br /&gt;
    upgrade = &amp;quot;true&amp;quot;&lt;br /&gt;
  }&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== enabled ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/bool]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: true&lt;br /&gt;
&lt;br /&gt;
=== unit ===&lt;br /&gt;
It contains&lt;br /&gt;
* count — [[Types/double]] — How many units are needed. Must be positive.&lt;br /&gt;
* count_formula — [[Types/string]] — Formula that specifies how many units are needed per level of the infinite technology. May not be specified if count is speficied.&lt;br /&gt;
* time — [[Types/double]] — How much time is needed per one unit, in lab with crafting speed 1 it is the number of seconds.&lt;br /&gt;
* ingredients — list of ingredients needed for one units&lt;br /&gt;
  unit =&lt;br /&gt;
  {&lt;br /&gt;
    count = 20,&lt;br /&gt;
    time = 5,&lt;br /&gt;
    ingredients = { [&amp;quot;science-pack-1&amp;quot;] = 1 }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
=== max_level ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/uint32]] or [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Same as the level of the technology, which is 0 for non-upgrades, and the level of the upgrade for upgrades.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;infinite&amp;quot; for infinite technologies, otherwise uint.&lt;br /&gt;
&lt;br /&gt;
=== prerequisites ===&lt;br /&gt;
List of technologies needed to be researched before this one can be researched.&lt;br /&gt;
  prerequisites = {&amp;quot;explosives&amp;quot;, &amp;quot;military-2&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== effects ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [http://lua-api.factorio.com/latest/Concepts.html#Modifier Modifier]&lt;br /&gt;
&lt;br /&gt;
List of effects of the technology (applied when the technology is researched).&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    {&lt;br /&gt;
      type  = &amp;quot;unlock-recipe&amp;quot;,&lt;br /&gt;
      recipe = &amp;quot;land-mine&amp;quot;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;/div&gt;</summary>
		<author><name>Boodals</name></author>
	</entry>
</feed>