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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Daniel34</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Daniel34"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Daniel34"/>
	<updated>2026-04-24T08:54:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/Order&amp;diff=164217</id>
		<title>Types/Order</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/Order&amp;diff=164217"/>
		<updated>2018-09-06T19:24:00Z</updated>

		<summary type="html">&lt;p&gt;Daniel34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Basic ==&lt;br /&gt;
The order property is a &#039;&#039;&#039;simple&#039;&#039;&#039; [[Types/string|string]]. When the game needs to sort prototypes, it looks at their order properties and sorts those alphabetically. A prototype with an order string of &amp;quot;a&amp;quot; will be listed before other prototypes with order string &amp;quot;b&amp;quot; or &amp;quot;c&amp;quot;. The &amp;quot;-&amp;quot; or &amp;quot;[]&amp;quot; structures that can be found in vanilla order strings &#039;&#039;do not&#039;&#039; have any special meaning.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
When the game compares 2 prototypes (of the same type) if the order strings aren&#039;t equal they&#039;re [[:Wikipedia:Lexicographical_order|lexicographically compared]] to determine if a given prototype is shown before or after another. When the order strings are equal the game then falls back to comparing the prototype names to determine order.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Two item prototypes ===&lt;br /&gt;
The second item is shown before the first one (in the crafting grid/inventory etc)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;{&lt;br /&gt;
    type = &amp;quot;item&amp;quot;,&lt;br /&gt;
    name = &amp;quot;item-1&amp;quot;,&lt;br /&gt;
    order = &amp;quot;ad&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
    type = &amp;quot;item&amp;quot;,&lt;br /&gt;
    name = &amp;quot;item-2&amp;quot;,&lt;br /&gt;
    order = &amp;quot;ab&amp;quot;,&lt;br /&gt;
  },&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Some sorted strings ===&lt;br /&gt;
Using a UTF-8 character list, the sort order of special characters can identified, here the sort order for common characters:&lt;br /&gt;
* &amp;quot;-&amp;quot;&lt;br /&gt;
* &amp;quot;0&amp;quot;&lt;br /&gt;
* &amp;quot;9&amp;quot;&lt;br /&gt;
* &amp;quot;A&amp;quot;&lt;br /&gt;
* &amp;quot;Z&amp;quot;&lt;br /&gt;
* &amp;quot;[&amp;quot;&lt;br /&gt;
* &amp;quot;]&amp;quot;&lt;br /&gt;
* &amp;quot;a&amp;quot;&lt;br /&gt;
* &amp;quot;z&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example using the above ordering:&lt;br /&gt;
* &amp;quot;a&amp;quot;&lt;br /&gt;
* &amp;quot;ab&amp;quot;&lt;br /&gt;
* &amp;quot;azaaa&amp;quot; (&amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt; is sorted before &amp;lt;code&amp;gt;z&amp;lt;/code&amp;gt;, so &amp;quot;ab&amp;quot; comes before &amp;quot;az&amp;quot;, regardless of the rest of the letters after &amp;quot;az&amp;quot;)&lt;br /&gt;
* &amp;quot;b&amp;quot;&lt;br /&gt;
* &amp;quot;b-zzzz&amp;quot;&lt;br /&gt;
* &amp;quot;b[aaaa]&amp;quot; (&amp;lt;code&amp;gt;[&amp;lt;/code&amp;gt; is sorted after &amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt; in UTF-8)&lt;br /&gt;
* &amp;quot;bb&amp;quot; (&amp;lt;code&amp;gt;b&amp;lt;/code&amp;gt; is sorted after &amp;lt;code&amp;gt;[&amp;lt;/code&amp;gt; in UTF-8)&lt;/div&gt;</summary>
		<author><name>Daniel34</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=134837</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=134837"/>
		<updated>2017-03-01T15:38:00Z</updated>

		<summary type="html">&lt;p&gt;Daniel34: was removed in 0.13.9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The in-game console is used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
&lt;br /&gt;
There are three types of command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiplayer&#039;&#039;&#039; - message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;Information&#039;&#039;&#039; - display various information about the game&lt;br /&gt;
* &#039;&#039;&#039;Scripting/Cheating&#039;&#039;&#039; - run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Options Menu -&amp;gt; Keyboard -&amp;gt; Toggle Lua console&#039;&#039;&#039;. When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console). Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
When console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages). Note that by default, all executed commands are made visible to all users. You can set the fade out time via &#039;&#039;&#039;Options Menu -&amp;gt; Other Settings -&amp;gt; Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command). This not only closes the console, but it also hides all the recent messages/commands. In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], you can clear the console with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Note that the console can also accept raw Lua code as well as game commands.&lt;br /&gt;
&lt;br /&gt;
=== Console history ===&lt;br /&gt;
&lt;br /&gt;
The console has an inbuilt history; it&#039;s a bit like a text editor where only one line of text is displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;larr;}} and {{keybinding|&amp;amp;rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing &#039;&#039;&#039;Return&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], the &#039;&#039;&#039;Tab&#039;&#039;&#039; key will auto-complete commands and player ids.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Chat ==&lt;br /&gt;
&lt;br /&gt;
Send private message to specific player with &#039;&#039;&#039;/whisper&#039;&#039;&#039; (or &#039;&#039;&#039;/w&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /whisper &amp;lt;playerId&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reply to the most recently received private message with &#039;&#039;&#039;/reply&#039;&#039;&#039; (or &#039;&#039;&#039;/r&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /reply &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], group chat works like this:&lt;br /&gt;
&lt;br /&gt;
 hello my team!&lt;br /&gt;
&lt;br /&gt;
 /s hello all players!&lt;br /&gt;
 /shout same as /s&lt;br /&gt;
&lt;br /&gt;
In Factorio 0.14.3 and earlier, group chat worked like this:&lt;br /&gt;
&lt;br /&gt;
 hello all players!&lt;br /&gt;
&lt;br /&gt;
 /team hello my team!&lt;br /&gt;
&lt;br /&gt;
These are just the main chat features - there are also options for banning, ignoring and muting players; see the console &#039;&#039;&#039;/help&#039;&#039;&#039; for a full list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
To see a list of all available commands, enter &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;) in to the console. The available commands will depend on Factorio version and game setup.&lt;br /&gt;
&lt;br /&gt;
 /help&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], the &#039;&#039;&#039;/help&#039;&#039;&#039; command will just display a list of commands - to get full details for a command add the command name (without slash) after &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;), for example if you want help on the &#039;&#039;&#039;/evolution&#039;&#039;&#039; command, you&#039;d type:&lt;br /&gt;
&lt;br /&gt;
 /h evolution&lt;br /&gt;
&lt;br /&gt;
=== Scripting and cheat commands ===&lt;br /&gt;
You can run Lua script commands via the console. It works similarly to any command line interface or the JavaScript console for your browser.&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
To run a script, prefix it with &#039;&#039;&#039;/command&#039;&#039;&#039; (or &#039;&#039;&#039;/c&#039;&#039;&#039;), for example:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print &#039;hello me!&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a multiplayer game, the command will be echoed to all other players (so they can see if you&#039;re cheating).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?p=203991#p203991 Factorio 0.14.5 and later], multiplayer server admins can use &#039;&#039;&#039;/silent-command&#039;&#039;&#039; (only via RCON/server console) instead of &#039;&#039;&#039;/c&#039;&#039;&#039; to avoid the command being echoed to all players.&lt;br /&gt;
&lt;br /&gt;
 /silent-command game.player.print &#039;only admins can use (and see) silent commands&#039;&lt;br /&gt;
&lt;br /&gt;
Mod developers can also take advantage of the special &#039;&#039;&#039;/measured-command&#039;&#039;&#039; which is like &#039;&#039;&#039;/c&#039;&#039;&#039; but will time how long the command takes to run. This is very useful for performance tuning your scripts.&lt;br /&gt;
&lt;br /&gt;
 /measured-command game.player.print &#039;how much time does this take to run?&#039;&lt;br /&gt;
&lt;br /&gt;
The game ignores newlines when pasting &amp;quot;scriptlets&amp;quot; in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.&lt;br /&gt;
&lt;br /&gt;
You can essentially fire any Lua command here, just as you would from a Lua program - Factorio [[Mods]] are merely Lua commands. Therefore you don&#039;t necessarily need &amp;quot;cheats&amp;quot; active per-se, as the console allows you full access to the game&#039;s internals. You only need a familiarity with the commands and types, as shown in the below examples and the [[Modding]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Command Examples==&lt;br /&gt;
&lt;br /&gt;
=== Large Screenshots ===&lt;br /&gt;
&lt;br /&gt;
This is how you would take a large HD screenshot. As usual, replace the X and Y with the values you wish.&lt;br /&gt;
&lt;br /&gt;
The file is put into a folder called &amp;quot;script-output&amp;quot;, which is located in the same location as the mods folder. These pictures can be quite large.&lt;br /&gt;
&lt;br /&gt;
 /c game.take_screenshot{&amp;lt;parameters&amp;gt;}&lt;br /&gt;
&lt;br /&gt;
The command takes the following parameters, separated by commas:&lt;br /&gt;
&lt;br /&gt;
* showgui - Boolean value, true or false. True if GUIs should be included in the screenshot.&lt;br /&gt;
* resolution - Takes an x and y, in the form {x = XPOS, y = YPOS}&lt;br /&gt;
* show_entity_info - Boolean value, true if alt info should be shown in the screenshot.&lt;br /&gt;
* zoom - A value to take the screenshot from a certain zoom.&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print(1234 * 5678)&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Unlock and Research all Technology ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.research_all_technologies()&lt;br /&gt;
&lt;br /&gt;
Undo this with:&lt;br /&gt;
&lt;br /&gt;
 /c for _, tech in pairs(game.player.force.technologies) do tech.researched=false end&lt;br /&gt;
&lt;br /&gt;
=== Reset any modifiers to default ===&lt;br /&gt;
This includes Tech and speed alterations.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.reset()&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.zoom = 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inventory Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
 /c game.player.selected.amount=7500&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the internal name of the item desired.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.cheat_mode=true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&lt;br /&gt;
  /c local radius = 150; game.player.force.chart(game.player.surface, {{game.player.position.x - radius, game.player.position.y - radius}, {game.player.position.x + radius, game.player.position.y + radius}})&lt;br /&gt;
&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
 /c game.surfaces[1].always_day=true&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.speed = X&lt;br /&gt;
&lt;br /&gt;
=== Freeze Time Passage ===&lt;br /&gt;
Stops the advancement of the time if true is passed, or unfreezes it if false is passed.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.surface.freeze_daytime(BOOL)&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 for coord in surface.get_chunks() do&lt;br /&gt;
  surface.pollute({coord.x * 32, coord.y * 32}, -10000000)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 5x5 patch of resources, centered on the player character. For resources other than stone, just change &amp;quot;stone&amp;quot; to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, or &amp;quot;coal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 for y=-2,2 do&lt;br /&gt;
  for x=-2,2 do&lt;br /&gt;
   surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=5000, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
  end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3x3 square.&lt;br /&gt;
&lt;br /&gt;
 /c for y=0,2 do&lt;br /&gt;
   for x=0,2 do&lt;br /&gt;
     game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
   end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&lt;br /&gt;
 /c local position = nil&lt;br /&gt;
 for i=1,9 do&lt;br /&gt;
 	position = game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
 	if position then &lt;br /&gt;
 		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position=position})&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&lt;br /&gt;
 /c&lt;br /&gt;
 local entity = &amp;quot;belt&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 local surface = game.player.surface&lt;br /&gt;
 local count = 0&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
   for key, ent in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= game.player.force})) do&lt;br /&gt;
     if string.find(ent.name,entity) then&lt;br /&gt;
       count = count + 1&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 end&lt;br /&gt;
 game.player.print(count)&lt;br /&gt;
&lt;br /&gt;
== Enemy/Evolution ==&lt;br /&gt;
=== Check how far the biters have evolved ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements.&lt;br /&gt;
 /evolution&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&lt;br /&gt;
 /c game.evolution_factor=X&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
 /c game.map_settings.enemy_evolution.time_factor = 0&lt;br /&gt;
 /c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units and worms, spawners will not be killed.&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies.&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
    for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= &amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
        entity.destroy()&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
=== Enable peaceful mode ===&lt;br /&gt;
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.&lt;br /&gt;
 /c game.player.surface.peaceful_mode = true&lt;br /&gt;
&lt;br /&gt;
=== Disable biter expansion ===&lt;br /&gt;
This prevents biters from creating new spawners.&lt;br /&gt;
 /c game.map_settings.enemy_expansion.enabled = false&lt;br /&gt;
&lt;br /&gt;
== Player Character ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get Player Position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print({&amp;quot;&amp;quot;, &amp;quot;(&amp;quot;, game.player.position.x, &amp;quot;, &amp;quot;, game.player.position.y, &amp;quot;)&amp;quot;})&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.teleport({X, Y})&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn a player character ===&lt;br /&gt;
This is useful for escaping god mode. (see [[Console#Enable_god_mode]].) This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = game.player.surface.create_entity{name=&amp;quot;player&amp;quot;, position = {0,0}, force = game.forces.player}&lt;br /&gt;
&lt;br /&gt;
=== Change Player color ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements. Replace COLOR with the name of a color.&lt;br /&gt;
 /color COLOR&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = nil&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.selected.destroy()&lt;br /&gt;
&lt;br /&gt;
To undo&lt;br /&gt;
&lt;br /&gt;
 /c game.player.create_character()&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
 /c game.player.force.laboratory_speed_modifier = 1&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific technologies ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6633 Enabling technologies] (forums)&lt;br /&gt;
 /c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
 /c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled = true&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled = true&lt;br /&gt;
&lt;br /&gt;
=== Finish research immediately ===&lt;br /&gt;
 /c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end&lt;br /&gt;
&lt;br /&gt;
== Command Line Parameters ==&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.14.21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
General options:&lt;br /&gt;
  -h [ --help ]                      display help&lt;br /&gt;
  --version                          show version information&lt;br /&gt;
  -v [ --verbose ]                   enable verbose logging&lt;br /&gt;
  -c [ --config ] PATH               config file to use&lt;br /&gt;
  --no-log-rotation                  don&#039;t rotate log file&lt;br /&gt;
  --mod-directory PATH               Mod directory to use&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg          map to scenario conversion&lt;br /&gt;
  -m [ --scenario2map ] arg          scenario to map conversion&lt;br /&gt;
  --apply-update arg                 immediately apply update package&lt;br /&gt;
  --create FILE                      create a new map&lt;br /&gt;
  --map-gen-settings FILE            Map generation settings for use with&lt;br /&gt;
                                     --create. See data/map-gen-settings.exampl&lt;br /&gt;
                                     e.json&lt;br /&gt;
  --start-server FILE                start a multiplayer server&lt;br /&gt;
  --start-server-load-scenario FILE  start a multiplayer server and load the&lt;br /&gt;
                                     specified scenario&lt;br /&gt;
  --start-server-load-latest         start a multiplayer server and load the&lt;br /&gt;
                                     latest available save&lt;br /&gt;
  --until-tick TICK                  run a save until given map tick&lt;br /&gt;
  --mp-connect ADDRESS               start factorio and connect to address&lt;br /&gt;
  --load-game FILE                   start Factorio and load a game in&lt;br /&gt;
                                     singleplayer&lt;br /&gt;
  --benchmark FILE                   load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1,000)       number of ticks for benchmarking. Default&lt;br /&gt;
                                     is 1000&lt;br /&gt;
  --force-opengl                     use OpenGL for rendering&lt;br /&gt;
  --force-d3d                        use Direct3D for rendering&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --port N                           network port to use&lt;br /&gt;
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind&lt;br /&gt;
                                     to&lt;br /&gt;
  --rcon-port N                      Port to use for RCON&lt;br /&gt;
  --rcon-password PASSWORD           Password for RCON&lt;br /&gt;
  --server-settings FILE             Path to file with server settings. See&lt;br /&gt;
                                     data/server-settings.example.json&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
  --map2scenario SAVE&lt;br /&gt;
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor. Assuming that save game name is &amp;quot;foo.zip&amp;quot;, executing &#039;./factorio --map2scenario s1&#039; will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;br /&gt;
* http://lua-api.factorio.com/ - links to specific versions of API reference&lt;br /&gt;
[[Category:Console]]&lt;/div&gt;</summary>
		<author><name>Daniel34</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=134802</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=134802"/>
		<updated>2017-02-21T23:26:17Z</updated>

		<summary type="html">&lt;p&gt;Daniel34: adjusted biter/spitter stats for 0.14.22&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
; It stinks and they don&#039;t like it&lt;br /&gt;
: Trigger an alien attack by [[pollution]].&lt;br /&gt;
; Steamrolled&lt;br /&gt;
: Destroy 10 spawners by impact.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Fire: 0/-50%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 5000&lt;br /&gt;
* Damage: 100&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/20%&lt;br /&gt;
*Physical: 8/20%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though due to their heavy armor, not present on small biters. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a huge threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a defense, to a degree. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
[[Spitters]] are much like [[Biters]]. The only difference, besides their appearance, is that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Damage: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 10 (acid)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
* Damage: 30 (acid)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Damage: 60 (acid)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:Evolution}}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>Daniel34</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roboport&amp;diff=133450</id>
		<title>Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roboport&amp;diff=133450"/>
		<updated>2016-12-21T13:22:11Z</updated>

		<summary type="html">&lt;p&gt;Daniel34: updated power usage for 0.13/0.14.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Roboport/infobox}}&lt;br /&gt;
&lt;br /&gt;
The Roboport is the resting place for all [[Robots]]. It also emits an area of 50x50 tiles, in which logistic robots can interact with logistic network entities, such as [[Storage chest]]s, or [[Requester chest]]s. Additionally, a 100x100 tile area is created for construction robots to function. This can be seen by hovering the mouse on a roboport, or logistics chest.&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:#E88A0C&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; square represents the reach of the logistics network where logistics robots can move. &lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; square represents the extent of the construction network where construction robots can repair, construct or remove structures. Note that construction robots can function inside of the logistics square, it is not exclusive to logistics robots. &lt;br /&gt;
&lt;br /&gt;
Robots placed into the air from the player&#039;s inventory inside of a roboport&#039;s coverage will seek out the nearest roboport to charge and rest.&lt;br /&gt;
&lt;br /&gt;
Two or more roboports can connect to form a [[Robotic network|robotic network]], if the borders of the orange logistic areas touch. This is shown by a dotted line running between the two ports. An example of this can be seen on the bottom-right. Non-connected roboports will not share robots.&lt;br /&gt;
&lt;br /&gt;
[[File:roboport_connection.jpg|300x300px|thumb|Two roboports connecting to form a logistic network. Notice the yellow dotted line indicating a successful bond.]]&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
A Roboport contains 7 [[Storages/Stack|slots]] reserved for [[robots]], and another 7 for [[repair pack]]s. Robots and repair packs can be inserted into the roboport with an [[inserter]]. While seemingly useful, a repair pack inside a roboport is reserved for the construction robots inside the roboport only. Repair packs are better stored inside a [[Storage Chest|logistics storage chest]] or a [[passive provider chest]] where they can be used by all robots in the logistics network. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport&#039;s coverage area.&lt;br /&gt;
&lt;br /&gt;
If a roboport is full of robots, robots attempting to rest will find a different roboport.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
The Roboport needs ~50 kW of energy when idle, but can use up to 4 x ~1 MW when charging bots. Ensure the power grid can meet the demand when making large requests of the robot system. &lt;br /&gt;
&lt;br /&gt;
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.&lt;br /&gt;
&lt;br /&gt;
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6005 How exactly do RoboPorts work with each other?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7993 Splitting up roboport functions]: &lt;br /&gt;
** Recharge bots&lt;br /&gt;
** Store unused bots&lt;br /&gt;
** Create a construction network&lt;br /&gt;
** Create a logistics network&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
{{C|Logistic network}}&lt;br /&gt;
{{C|Repair}}&lt;br /&gt;
{{C|Robots}}&lt;/div&gt;</summary>
		<author><name>Daniel34</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Roboport&amp;diff=133449</id>
		<title>Infobox:Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Roboport&amp;diff=133449"/>
		<updated>2016-12-21T13:20:13Z</updated>

		<summary type="html">&lt;p&gt;Daniel34: updated for 0.13/0.14.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category=Machinery&lt;br /&gt;
|category-name=Machine&lt;br /&gt;
|health=500&lt;br /&gt;
|stack-size=5&lt;br /&gt;
|supply-area=50x50&lt;br /&gt;
|construction-area=100x100&lt;br /&gt;
|transmission=50 kW electric&lt;br /&gt;
|robot-recharge-rate=4x1.0 MW electric&lt;br /&gt;
|internal-buffer-recharge-rate=5.0 MW electric&lt;br /&gt;
|recipe=Steel Plate, 45 + Iron Gear Wheel, 45 + Advanced Circuit, 45 + Time, 15&lt;br /&gt;
|total-raw=Iron Plate, 180 + Copper Plate, 225 + Steel Plate, 45 + Plastic bar, 90&lt;br /&gt;
|required-technologies=Construction robotics&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Infobox page]]&lt;/div&gt;</summary>
		<author><name>Daniel34</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Daniel34&amp;diff=133448</id>
		<title>User:Daniel34</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Daniel34&amp;diff=133448"/>
		<updated>2016-12-21T13:10:05Z</updated>

		<summary type="html">&lt;p&gt;Daniel34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moderator on the forums: https://forums.factorio.com/memberlist.php?mode=viewprofile&amp;amp;u=5208&lt;br /&gt;
&lt;br /&gt;
Simply here to fix outdated information I stumble upon from time to time.&lt;/div&gt;</summary>
		<author><name>Daniel34</name></author>
	</entry>
</feed>