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	<updated>2026-04-25T09:57:33Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/FluidBox&amp;diff=190605</id>
		<title>Types/FluidBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/FluidBox&amp;diff=190605"/>
		<updated>2022-12-28T11:36:03Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: Undo revision 190604 by Deadlock989 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
[[File:Fluidboxes.png|thumb|550px|Visual representation of base_area, base_level and height. When all the fluidboxes are connected, the water leaves fluidbox A and flows into the other 3 boxes through fluidbox B until the water level is equal in all boxes. For more info about fluids, see [[Fluid system#See also]].]]&lt;br /&gt;
Used to set the fluid amount an entity can hold, as well as the connection points for pipes leading into and out of the entity.&lt;br /&gt;
&lt;br /&gt;
Entities can have multiple fluidboxes. These can be part of a [[Types/EnergySource#Fluid_energy_source]] or be specified directly in the entity prototype. &lt;br /&gt;
&lt;br /&gt;
A fluidbox can store only one type of fluid at a time. However, a fluid system (multiple connected fluid boxes) can contain multiple different fluids, see [[Fluid_system#Fluid_mixing]]. &lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
&lt;br /&gt;
=== pipe_connections ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/PipeConnectionDefinition]]&lt;br /&gt;
&lt;br /&gt;
Max number of members is 255.&lt;br /&gt;
&lt;br /&gt;
Connection points to connect to other fluidboxes. This is also marked as blue arrows in alt mode.&lt;br /&gt;
Fluid may flow in or out depending on the `type` field of each connection.&lt;br /&gt;
Connection points may depend on the direction the entity is facing.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== base_area ===&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;
Must be greater than 0. The total fluid capacity of the fluid box is &amp;lt;code&amp;gt;base_area × height × 100&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== base_level ===&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;: 0&lt;br /&gt;
&lt;br /&gt;
Base level is the elevation of the invisible fluid box.&lt;br /&gt;
0 is ground level.&lt;br /&gt;
 &lt;br /&gt;
-1 puts the &#039;&#039;&#039;top&#039;&#039;&#039; of the fluid box at the &#039;&#039;&#039;bottom&#039;&#039;&#039; of a pipe connection, so, fluid &amp;quot;falls&amp;quot; in to it, and can&#039;t get out. &lt;br /&gt;
&lt;br /&gt;
1 puts the &#039;&#039;&#039;bottom&#039;&#039;&#039; of the fluid box at the &#039;&#039;&#039;top&#039;&#039;&#039; of a pipe connection, so fluid &amp;quot;falls&amp;quot; out of it, but fluids already outside cannot get into it.&lt;br /&gt;
&lt;br /&gt;
In other words: &lt;br /&gt;
&lt;br /&gt;
1 = output only (and will attempt to empty as fast as possible). &lt;br /&gt;
&lt;br /&gt;
-1 = input only (and will attempt to fill as fast as possible). &lt;br /&gt;
&lt;br /&gt;
0 means fluids can freely flow in and out (and like a pipe, will balance to the level of the pipe next to it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having a -1 or 1 improperly set on an output or input, respectively, will cause issues like output fluid not leaving the building, or input fluid not entering, regardless of fluid levels in the pipe or fluid box.&lt;br /&gt;
&lt;br /&gt;
=== height ===&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;
Must be greater than 0. The total fluid capacity of the fluid box is &amp;lt;code&amp;gt;base_area × height × 100&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== filter ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Name of a [[Prototype/Fluid]]. Can be used to specify which fluid is allowed to enter this fluid box. [https://forums.factorio.com/viewtopic.php?f=28&amp;amp;t=46302]&lt;br /&gt;
&lt;br /&gt;
=== render_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RenderLayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;object&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== hide_connection_info ===&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;
Hides the blue input/output arrows and icons at each connection point.&lt;br /&gt;
&lt;br /&gt;
=== pipe_covers ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
The pictures to show when another fluid box connects to this one.&lt;br /&gt;
&lt;br /&gt;
=== pipe_picture ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
=== minimum_temperature ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The minimum temperature allowed into the fluidbox. Only applied if a &amp;lt;code&amp;gt;filter&amp;lt;/code&amp;gt; is specified [https://forums.factorio.com/viewtopic.php?p=496738#p496738].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;minimum_temperature = 100.0&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== maximum_temperature ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The maximum temperature allowed into the fluidbox. Only applied if a &amp;lt;code&amp;gt;filter&amp;lt;/code&amp;gt; is specified [https://forums.factorio.com/viewtopic.php?p=496738#p496738].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;maximum_temperature = 1000.0&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== production_type ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;None&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
* &amp;quot;input&amp;quot;&lt;br /&gt;
* &amp;quot;input-output&amp;quot;&lt;br /&gt;
* &amp;quot;output&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== secondary_draw_order ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/int8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Set the secondary draw order for all orientations. Used to determine render order for sprites with the same &amp;lt;code&amp;gt;render_layer&amp;lt;/code&amp;gt; in the same position. Sprites with a higher &amp;lt;code&amp;gt;secondary_draw_order&amp;lt;/code&amp;gt; are drawn on top.&lt;br /&gt;
&lt;br /&gt;
=== secondary_draw_orders ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/int8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {north = 1, east = 1, south = 1, west = 1}&lt;br /&gt;
&lt;br /&gt;
Set the secondary draw order for each orientation. Used to determine render order for sprites with the same &amp;lt;code&amp;gt;render_layer&amp;lt;/code&amp;gt; in the same position. Sprites with a higher &amp;lt;code&amp;gt;secondary_draw_order&amp;lt;/code&amp;gt; are drawn on top.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;fluid_box =&lt;br /&gt;
    {&lt;br /&gt;
      base_area = 1,&lt;br /&gt;
      height = 2,&lt;br /&gt;
      base_level = -1,&lt;br /&gt;
      pipe_covers = pipecoverspictures(),&lt;br /&gt;
      pipe_connections =&lt;br /&gt;
      {&lt;br /&gt;
        {type = &amp;quot;input-output&amp;quot;, position = {-2, 0.5}},&lt;br /&gt;
        {type = &amp;quot;input-output&amp;quot;, position = {2, 0.5}}&lt;br /&gt;
      },&lt;br /&gt;
      production_type = &amp;quot;input-output&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/FluidBox&amp;diff=190604</id>
		<title>Types/FluidBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/FluidBox&amp;diff=190604"/>
		<updated>2022-12-28T11:27:13Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* hide_connection_info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
[[File:Fluidboxes.png|thumb|550px|Visual representation of base_area, base_level and height. When all the fluidboxes are connected, the water leaves fluidbox A and flows into the other 3 boxes through fluidbox B until the water level is equal in all boxes. For more info about fluids, see [[Fluid system#See also]].]]&lt;br /&gt;
Used to set the fluid amount an entity can hold, as well as the connection points for pipes leading into and out of the entity.&lt;br /&gt;
&lt;br /&gt;
Entities can have multiple fluidboxes. These can be part of a [[Types/EnergySource#Fluid_energy_source]] or be specified directly in the entity prototype. &lt;br /&gt;
&lt;br /&gt;
A fluidbox can store only one type of fluid at a time. However, a fluid system (multiple connected fluid boxes) can contain multiple different fluids, see [[Fluid_system#Fluid_mixing]]. &lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
&lt;br /&gt;
=== pipe_connections ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/PipeConnectionDefinition]]&lt;br /&gt;
&lt;br /&gt;
Max number of members is 255.&lt;br /&gt;
&lt;br /&gt;
Connection points to connect to other fluidboxes. This is also marked as blue arrows in alt mode.&lt;br /&gt;
Fluid may flow in or out depending on the `type` field of each connection.&lt;br /&gt;
Connection points may depend on the direction the entity is facing.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== base_area ===&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;
Must be greater than 0. The total fluid capacity of the fluid box is &amp;lt;code&amp;gt;base_area × height × 100&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== base_level ===&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;: 0&lt;br /&gt;
&lt;br /&gt;
Base level is the elevation of the invisible fluid box.&lt;br /&gt;
0 is ground level.&lt;br /&gt;
 &lt;br /&gt;
-1 puts the &#039;&#039;&#039;top&#039;&#039;&#039; of the fluid box at the &#039;&#039;&#039;bottom&#039;&#039;&#039; of a pipe connection, so, fluid &amp;quot;falls&amp;quot; in to it, and can&#039;t get out. &lt;br /&gt;
&lt;br /&gt;
1 puts the &#039;&#039;&#039;bottom&#039;&#039;&#039; of the fluid box at the &#039;&#039;&#039;top&#039;&#039;&#039; of a pipe connection, so fluid &amp;quot;falls&amp;quot; out of it, but fluids already outside cannot get into it.&lt;br /&gt;
&lt;br /&gt;
In other words: &lt;br /&gt;
&lt;br /&gt;
1 = output only (and will attempt to empty as fast as possible). &lt;br /&gt;
&lt;br /&gt;
-1 = input only (and will attempt to fill as fast as possible). &lt;br /&gt;
&lt;br /&gt;
0 means fluids can freely flow in and out (and like a pipe, will balance to the level of the pipe next to it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having a -1 or 1 improperly set on an output or input, respectively, will cause issues like output fluid not leaving the building, or input fluid not entering, regardless of fluid levels in the pipe or fluid box.&lt;br /&gt;
&lt;br /&gt;
=== height ===&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;
Must be greater than 0. The total fluid capacity of the fluid box is &amp;lt;code&amp;gt;base_area × height × 100&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== filter ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Name of a [[Prototype/Fluid]]. Can be used to specify which fluid is allowed to enter this fluid box. [https://forums.factorio.com/viewtopic.php?f=28&amp;amp;t=46302]&lt;br /&gt;
&lt;br /&gt;
=== render_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RenderLayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;object&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== hide_connection_info ===&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;
Hides the blue input/output arrows and icons at each connection point. Defaults to true for storage-tank entities.&lt;br /&gt;
&lt;br /&gt;
=== pipe_covers ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
The pictures to show when another fluid box connects to this one.&lt;br /&gt;
&lt;br /&gt;
=== pipe_picture ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
=== minimum_temperature ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The minimum temperature allowed into the fluidbox. Only applied if a &amp;lt;code&amp;gt;filter&amp;lt;/code&amp;gt; is specified [https://forums.factorio.com/viewtopic.php?p=496738#p496738].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;minimum_temperature = 100.0&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== maximum_temperature ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The maximum temperature allowed into the fluidbox. Only applied if a &amp;lt;code&amp;gt;filter&amp;lt;/code&amp;gt; is specified [https://forums.factorio.com/viewtopic.php?p=496738#p496738].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;maximum_temperature = 1000.0&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== production_type ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;None&amp;quot; or &amp;quot;none&amp;quot;&lt;br /&gt;
* &amp;quot;input&amp;quot;&lt;br /&gt;
* &amp;quot;input-output&amp;quot;&lt;br /&gt;
* &amp;quot;output&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== secondary_draw_order ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/int8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Set the secondary draw order for all orientations. Used to determine render order for sprites with the same &amp;lt;code&amp;gt;render_layer&amp;lt;/code&amp;gt; in the same position. Sprites with a higher &amp;lt;code&amp;gt;secondary_draw_order&amp;lt;/code&amp;gt; are drawn on top.&lt;br /&gt;
&lt;br /&gt;
=== secondary_draw_orders ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/int8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {north = 1, east = 1, south = 1, west = 1}&lt;br /&gt;
&lt;br /&gt;
Set the secondary draw order for each orientation. Used to determine render order for sprites with the same &amp;lt;code&amp;gt;render_layer&amp;lt;/code&amp;gt; in the same position. Sprites with a higher &amp;lt;code&amp;gt;secondary_draw_order&amp;lt;/code&amp;gt; are drawn on top.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;fluid_box =&lt;br /&gt;
    {&lt;br /&gt;
      base_area = 1,&lt;br /&gt;
      height = 2,&lt;br /&gt;
      base_level = -1,&lt;br /&gt;
      pipe_covers = pipecoverspictures(),&lt;br /&gt;
      pipe_connections =&lt;br /&gt;
      {&lt;br /&gt;
        {type = &amp;quot;input-output&amp;quot;, position = {-2, 0.5}},&lt;br /&gt;
        {type = &amp;quot;input-output&amp;quot;, position = {2, 0.5}}&lt;br /&gt;
      },&lt;br /&gt;
      production_type = &amp;quot;input-output&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/MiningDrill&amp;diff=190602</id>
		<title>Prototype/MiningDrill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/MiningDrill&amp;diff=190602"/>
		<updated>2022-12-26T21:23:32Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype parent|Prototype/EntityWithOwner}}&lt;br /&gt;
A mining drill for automatically extracting resources from [[Prototype/ResourceEntity|resource entities]]. This prototype type is used by [[burner mining drill]], [[electric mining drill]] and [[pumpjack]] in vanilla.&lt;br /&gt;
&lt;br /&gt;
{{Prototype TOC|mining-drill}}&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
This prototype inherits the properties of [[Prototype/EntityWithOwner]].&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|vector_to_place_result|[[Types/vector|vector]]}}&lt;br /&gt;
The position where any item results are placed, when the mining drill is facing north (default direction). If the drill does not produce any solid items but uses a fluidbox output instead (e.g. pumpjacks), a vector of {0,0} disables the yellow arrow alt-mode indicator for the placed item location.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|resource_searching_radius|[[Types/double|double]]}}&lt;br /&gt;
The distance from the centre of the mining drill to search for resources in.&lt;br /&gt;
&lt;br /&gt;
This is 2.49 for electric mining drills (a 5x5 area) and 0.99 for burner mining drills (a 2x2 area). The drill searches resource outside its natural boundary box, which is 0.01 (the middle of the entity); making it 2.5 and 1.0 gives it another block radius.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|energy_usage|[[Types/Energy|Energy]]}}&lt;br /&gt;
The amount of energy used by the drill while mining. Can&#039;t be less than or equal to 0.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|mining_speed|[[Types/double|double]]}}&lt;br /&gt;
The speed of this drill.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|energy_source|[[Types/EnergySource|EnergySource]]}}&lt;br /&gt;
The energy source of this mining drill.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|resource_categories|[[Types/table|array]] of [[Types/string|string]]}}&lt;br /&gt;
The names of the [[Prototype/ResourceCategory]] that can be mined by this drill. For a list on built-in categories, see [[Data.raw#resource-category]].&amp;lt;/br&amp;gt;&lt;br /&gt;
Note: Categories containing resources which produce items, fluids, or items+fluids may be combined on the same entity, but may not work as expected.&amp;lt;/br&amp;gt;&lt;br /&gt;
Examples: Miner does not rotate fluid-resulting resources until depletion. Fluid isn&#039;t output (fluid resource change and fluidbox matches previous fluid). Miner with no vector_to_place_result can&#039;t output an item result and halts.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|output_fluid_box|[[Types/FluidBox|FluidBox]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|input_fluid_box|[[Types/FluidBox|FluidBox]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|animations|[[Types/Animation4Way|Animation4Way]]|optional=true}}&lt;br /&gt;
Loaded only if &amp;lt;code&amp;gt;graphics_set&amp;lt;/code&amp;gt; does not exist.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|graphics_set|[[Types/MiningDrillGraphicsSet|MiningDrillGraphicsSet]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|wet_mining_graphics_set|[[Types/MiningDrillGraphicsSet|MiningDrillGraphicsSet]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|base_picture|[[Types/Sprite4Way|Sprite4Way]]|optional=true}}&lt;br /&gt;
Used by the [[pumpjack]] to have a static 4 way sprite.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|allowed_effects|[[Types/EffectTypeLimitation|EffectTypeLimitation]]|All effects are allowed|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|radius_visualisation_picture|[[Types/Sprite|Sprite]]|optional=true}}&lt;br /&gt;
The sprite used to show the range of the mining drill.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|circuit_wire_max_distance|[[Types/double|double]]|0|optional=true}}&lt;br /&gt;
The maximum circuit wire distance for this entity.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|draw_copper_wires|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|draw_circuit_wires|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|base_render_layer|[[Types/RenderLayer|RenderLayer]]|&amp;quot;lower-object&amp;quot;|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|base_productivity|[[Types/float|float]]|0|optional=true}}&lt;br /&gt;
Productivity bonus that this machine always has.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|monitor_visualization_tint|[[Types/Color|Color]]|optional=true}}&lt;br /&gt;
When this mining drill is connected to the circuit network, the resource that it is reading (either the entire resource patch, or the resource in the mining area of the drill, depending on circuit network setting), is tinted in this color when mousing over the mining drill.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|circuit_wire_connection_points|[[Types/table|table]] of [[Types/WireConnectionPoint|WireConnectionPoint]]|optional=true}}&lt;br /&gt;
Mandatory if circuit_wire_max_distance  &amp;gt; 0.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|circuit_connector_sprites|[[Types/table|table]] of [[Types/CircuitConnectorSprites|CircuitConnectorSprites]]|optional=true}}&lt;br /&gt;
Mandatory if circuit_wire_max_distance  &amp;gt; 0.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|module_specification|[[Types/ModuleSpecification|ModuleSpecification]]|optional=true}}&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Accumulator&amp;diff=184212</id>
		<title>Prototype/Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Accumulator&amp;diff=184212"/>
		<updated>2021-01-12T16:54:05Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* Optional properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype parent|Prototype/EntityWithHealth}}&lt;br /&gt;
Entity with energy source with specialised animation for charging/decharging.&lt;br /&gt;
&lt;br /&gt;
{{Prototype TOC|accumulator}}&lt;br /&gt;
&lt;br /&gt;
== Usage in base==&lt;br /&gt;
*[[Accumulator]]&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
This prototype inherits all the properties from [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|energy_source|[[Types/EnergySource|EnergySource]]}}&lt;br /&gt;
The capacity of the energy source buffer specifies the capacity of the accumulator. Must be an electric energy source.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|picture|[[Types/Sprite|Sprite]]}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|charge_cooldown|[[Types/uint16|uint16]]}}&lt;br /&gt;
Count of ticks to preserve the animation even when the charging ends. Used to prevent rapid blinking of the accumulator with unstable need to use it.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|discharge_cooldown|[[Types/uint16|uint16]]}}&lt;br /&gt;
How long (in ticks) the animation will last after discharge has been initialized.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|charge_animation|[[Types/Animation|Animation]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|charge_light|[[Types/LightDefinition|LightDefinition]]|optional=true}}&lt;br /&gt;
Note that some kind of charge_animation must also be defined for the light to appear.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|discharge_animation|[[Types/Animation|Animation]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|discharge_light|[[Types/LightDefinition|LightDefinition]]|optional=true}}&lt;br /&gt;
Note that some kind of discharge_animation must also be defined for the light to appear.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|circuit_wire_connection_point|[[Types/WireConnectionPoint|WireConnectionPoint]]|optional=true}}&lt;br /&gt;
Defines how wires visually connect to this accumulator.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|circuit_wire_max_distance|[[Types/double|double]]|0|optional=true}}&lt;br /&gt;
The maximum circuit wire distance for this entity.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|draw_copper_wires|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|draw_circuit_wires|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|circuit_connector_sprites|[[Types/CircuitConnectorSprites|CircuitConnectorSprites]]|optional=true}}&lt;br /&gt;
The pictures displayed for circuit connections to this accumulator.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|default_output_signal|[[Types/SignalIDConnector|SignalIDConnector]]|optional=true}}&lt;br /&gt;
The name of the signal that is the default for when an accumulator is connected to the circuit network.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;{&lt;br /&gt;
    type = &amp;quot;accumulator&amp;quot;,&lt;br /&gt;
    name = &amp;quot;accumulator&amp;quot;,&lt;br /&gt;
    icon = &amp;quot;__base__/graphics/icons/accumulator.png&amp;quot;,&lt;br /&gt;
    icon_size = 32,&lt;br /&gt;
    flags = {&amp;quot;placeable-neutral&amp;quot;, &amp;quot;player-creation&amp;quot;},&lt;br /&gt;
    minable = {mining_time = 0.1, result = &amp;quot;accumulator&amp;quot;},&lt;br /&gt;
    max_health = 150,&lt;br /&gt;
    corpse = &amp;quot;accumulator-remnants&amp;quot;,&lt;br /&gt;
    collision_box = {{-0.9, -0.9}, {0.9, 0.9}},&lt;br /&gt;
    selection_box = {{-1, -1}, {1, 1}},&lt;br /&gt;
    drawing_box = {{-1, -1.5}, {1, 1}},&lt;br /&gt;
    energy_source =&lt;br /&gt;
    {&lt;br /&gt;
      type = &amp;quot;electric&amp;quot;,&lt;br /&gt;
      buffer_capacity = &amp;quot;5MJ&amp;quot;,&lt;br /&gt;
      usage_priority = &amp;quot;tertiary&amp;quot;,&lt;br /&gt;
      input_flow_limit = &amp;quot;300kW&amp;quot;,&lt;br /&gt;
      output_flow_limit = &amp;quot;300kW&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    picture = accumulator_picture(),&lt;br /&gt;
    charge_animation = accumulator_charge(),&lt;br /&gt;
&lt;br /&gt;
    charge_cooldown = 30,&lt;br /&gt;
    charge_light = {intensity = 0.3, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},&lt;br /&gt;
    discharge_animation = accumulator_discharge(),&lt;br /&gt;
    discharge_cooldown = 60,&lt;br /&gt;
    discharge_light = {intensity = 0.7, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},&lt;br /&gt;
    vehicle_impact_sound =  { filename = &amp;quot;__base__/sound/car-metal-impact.ogg&amp;quot;, volume = 0.65 },&lt;br /&gt;
    working_sound =&lt;br /&gt;
    {&lt;br /&gt;
      sound =&lt;br /&gt;
      {&lt;br /&gt;
        filename = &amp;quot;__base__/sound/accumulator-working.ogg&amp;quot;,&lt;br /&gt;
        volume = 1&lt;br /&gt;
      },&lt;br /&gt;
      idle_sound =&lt;br /&gt;
      {&lt;br /&gt;
        filename = &amp;quot;__base__/sound/accumulator-idle.ogg&amp;quot;,&lt;br /&gt;
        volume = 0.4&lt;br /&gt;
      },&lt;br /&gt;
      max_sounds_per_type = 5&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    circuit_wire_connection_point = circuit_connector_definitions[&amp;quot;accumulator&amp;quot;].points,&lt;br /&gt;
    circuit_connector_sprites = circuit_connector_definitions[&amp;quot;accumulator&amp;quot;].sprites,&lt;br /&gt;
    circuit_wire_max_distance = default_circuit_wire_max_distance,&lt;br /&gt;
&lt;br /&gt;
    default_output_signal = {type = &amp;quot;virtual&amp;quot;, name = &amp;quot;signal-A&amp;quot;}&lt;br /&gt;
  }&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Damage&amp;diff=183889</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Damage&amp;diff=183889"/>
		<updated>2020-12-08T16:46:01Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* Piercing power */ Only cannon shells have piercing_damaged defined as of Factorio 1.1 and probably much earlier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:player_attacked_by_biters_small.png|thumb|300px|right|Red flashing while taking damage.]]Taking &#039;&#039;&#039;damage&#039;&#039;&#039; is the effect of lowering the health of the [[player]], [[enemies]] or other entities.&lt;br /&gt;
== Overview ==&lt;br /&gt;
In Factorio, entities have health, can die/be destroyed, and have resistances. &#039;&#039;Damage&#039;&#039; is defined as the concept of lowering an entity&#039;s health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity&#039;s resistances will define exactly how much damage the entity will take off of an arbitrary attack.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s maximum health is 250 (without [[energy shield]]s). Other entities&#039; health values are listed in their individual entries.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The concept of damage is directly connected to the following achievements:&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;
== Damage types ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage type !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun shells ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], [[Defender_capsule|defender robots]]&lt;br /&gt;
|-&lt;br /&gt;
| Impact || Collision (of [[Locomotive|train]]/[[car]]/[[tank]])&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [[Flamethrower]]&lt;br /&gt;
|-&lt;br /&gt;
| Acid || [[Enemies#Worms|Worms]], [[Enemies#Spitters|Spitters]]&lt;br /&gt;
|-&lt;br /&gt;
| Poison || [[Poison capsule]]&lt;br /&gt;
|-&lt;br /&gt;
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]], [[Artillery shell]]&lt;br /&gt;
|-&lt;br /&gt;
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor robots]], [[personal laser defense]]&lt;br /&gt;
|-&lt;br /&gt;
| Electric || [[Discharge defense]], [[Destroyer capsule|destroyer robots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piercing power ===&lt;br /&gt;
Piercing power is present with [[tank]] ammunition. It determines how much HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
Resistance has two aspects:&lt;br /&gt;
=== Decrease, or &amp;quot;flat&amp;quot; resistance ===&lt;br /&gt;
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn&#039;t be less than 1. If the result damage would be less than 1, an alternate formula is used.&lt;br /&gt;
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then&lt;br /&gt;
&lt;br /&gt;
if 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;
otherwise if 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;
otherwise&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;
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)&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;
=== Percentage resistance ===&lt;br /&gt;
&lt;br /&gt;
Percentage resistance reduces the damage by the specified percent. It is applied &#039;&#039;after&#039;&#039; flat/decrease resistances when both are present and thus changes the &#039;modified damage&#039; value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. This is the only way to have an entity immune to a type of damage, as flat reduction cannot reduce damage beneath 1.&lt;br /&gt;
&lt;br /&gt;
As an example, an entity with 25% resistance to physical damage hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The formula used for percentage resistance to damage is as follows:&lt;br /&gt;
&lt;br /&gt;
Let M denote the flat-resistance-modified starter damage, and let P denote the percentage resistance (in decimal form, so 25%=0.25), and let F denote final damage.&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;
--------&lt;br /&gt;
&lt;br /&gt;
In Factorio, resistances are displayed in the UI as follows:&lt;br /&gt;
&lt;br /&gt;
Decrease resistance/Percentage resistance (Damage type)&lt;br /&gt;
&lt;br /&gt;
So, an entity that displays 10/20% resistance to fire has 10 flat resistance and 20% percent resistance to fire. If the aforementioned entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.&lt;br /&gt;
&lt;br /&gt;
The formula used for the above:&lt;br /&gt;
&lt;br /&gt;
16&amp;lt;sup&amp;gt;final damage&amp;lt;/sup&amp;gt; = (30&amp;lt;sup&amp;gt;initial raw damage&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;flat resist&amp;lt;/sup&amp;gt;) * 0.8&amp;lt;sup&amp;gt;20% resistance&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combined formulas ==&lt;br /&gt;
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.&lt;br /&gt;
=== If R+1&amp;lt;D ===&lt;br /&gt;
F = (D - R) * (1 - P)&lt;br /&gt;
=== otherwise if D&amp;gt;1 ===&lt;br /&gt;
F = (1 - P) / (R-D+2)&lt;br /&gt;
=== otherwise ===&lt;br /&gt;
F = (1 - P) / (R+1)&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/FluidBox&amp;diff=182748</id>
		<title>Types/FluidBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/FluidBox&amp;diff=182748"/>
		<updated>2020-10-07T23:33:14Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* maximum_temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
[[File:Fluidboxes.png|thumb|550px|Visual representation of base_area, base_level and height. When all the fluidboxes are connected, the water leaves fluidbox A and flows into the other 3 boxes through fluidbox B until the water level is equal in all boxes. For more info about fluids, see [[Fluid system#See also]].]]&lt;br /&gt;
Used to set the fluid amount an entity can hold, as well as the connection points for pipes leading into and out of the entity.&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
&lt;br /&gt;
=== pipe_connections ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/PipeConnectionDefinition]]&lt;br /&gt;
&lt;br /&gt;
Max number of members is 255.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== base_area ===&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;
Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
=== base_level ===&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;: 0&lt;br /&gt;
&lt;br /&gt;
=== height ===&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;
Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
=== filter ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Can be used to specify which fluid is allowed to enter this fluid box. [https://forums.factorio.com/viewtopic.php?f=28&amp;amp;t=46302]&lt;br /&gt;
&lt;br /&gt;
=== render_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RenderLayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;object&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== pipe_covers ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
The pictures to show when another fluid box connects to this one.&lt;br /&gt;
&lt;br /&gt;
=== pipe_picture ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
=== minimum_temperature ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The minimum temperature allowed into the fluidbox.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;minimum_temperature = 100.0&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== maximum_temperature ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The maximum temperature allowed into the fluidbox. Only works if a filter is specified [https://forums.factorio.com/viewtopic.php?p=496738#p496738]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;maximum_temperature = 1000.0&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== production_type ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Possible values:&lt;br /&gt;
* &amp;quot;None&amp;quot;&lt;br /&gt;
* &amp;quot;input&amp;quot;&lt;br /&gt;
* &amp;quot;input-output&amp;quot;&lt;br /&gt;
* &amp;quot;output&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== secondary_draw_order ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/int8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Set the secondary draw order for all orientations.&lt;br /&gt;
&lt;br /&gt;
=== secondary_draw_orders ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/int8]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: {north = 1, east = 1, south = 1, west = 1}&lt;br /&gt;
&lt;br /&gt;
Set the secondary draw order for each orientation.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;fluid_box =&lt;br /&gt;
    {&lt;br /&gt;
      base_area = 1,&lt;br /&gt;
      height = 2,&lt;br /&gt;
      base_level = -1,&lt;br /&gt;
      pipe_covers = pipecoverspictures(),&lt;br /&gt;
      pipe_connections =&lt;br /&gt;
      {&lt;br /&gt;
        {type = &amp;quot;input-output&amp;quot;, position = {-2, 0.5}},&lt;br /&gt;
        {type = &amp;quot;input-output&amp;quot;, position = {2, 0.5}}&lt;br /&gt;
      },&lt;br /&gt;
      production_type = &amp;quot;input-output&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/WorkingVisualisation&amp;diff=182733</id>
		<title>Types/WorkingVisualisation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/WorkingVisualisation&amp;diff=182733"/>
		<updated>2020-10-05T20:37:09Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used by crafting machines to display different graphics when the machine is running.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== render_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RenderLayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;object&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== fadeout ===&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;
=== synced_fadeout ===&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;
=== constant_speed ===&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;
Whether the animations are always played at the same speed, not adjusted to the machine speed.&lt;br /&gt;
&lt;br /&gt;
=== always_draw ===&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;
=== animated_shift ===&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;
=== align_to_waypoint ===&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;
=== secondary_draw_order ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/int8]]&lt;br /&gt;
&lt;br /&gt;
=== draw_as_sprite ===&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;
=== draw_as_light ===&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;
=== light ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/LightDefinition]]&lt;br /&gt;
&lt;br /&gt;
=== effect ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Either &amp;quot;flicker&amp;quot;, &amp;quot;uranium-glow&amp;quot; or &amp;quot;none&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== apply_recipe_tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Either &amp;quot;primary&amp;quot;, &amp;quot;secondary&amp;quot;, &amp;quot;tertiary&amp;quot;, &amp;quot;quaternary&amp;quot; or &amp;quot;none&amp;quot;. Used by [[Prototype/CraftingMachine]].&lt;br /&gt;
&lt;br /&gt;
=== apply_tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Either &amp;quot;resource-color&amp;quot;, &amp;quot;input-fluid-base-color&amp;quot;, &amp;quot;input-fluid-flow-color&amp;quot;, &amp;quot;status&amp;quot; or &amp;quot;none&amp;quot;. Used by [[Prototype/MiningDrill]] and [[Prototype/CraftingMachine]] (&amp;quot;status&amp;quot; only?).&lt;br /&gt;
&lt;br /&gt;
=== north_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
Either these animations for the directions are loaded, or &amp;lt;code&amp;gt;animation&amp;lt;/code&amp;gt; and the positions for the directions are loaded.&lt;br /&gt;
&lt;br /&gt;
=== west_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
=== south_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
=== east_animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
=== animation ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation]]&lt;br /&gt;
&lt;br /&gt;
Either this and the below positions are loaded, or the animation properties for each direction are loaded.&lt;br /&gt;
&lt;br /&gt;
=== north_position ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
=== west_position ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
=== south_position ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
=== east_position ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=176580</id>
		<title>Types/EntityPrototypeFlags</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=176580"/>
		<updated>2019-10-13T09:53:12Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* &amp;quot;breaths-air&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Array ([[Types/table]]) of strings. The possible strings are listed below.&lt;br /&gt;
&lt;br /&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 determine the default force when placing entities in the map editor and using the *AUTO* option for the force.&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. Makes it possible to blueprint, deconstruct, and repair the entity (can be turned off again using the specific flags). Enables smoke to be created automatically when building the entity.&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 breathes 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-on-map&amp;quot; ==&lt;br /&gt;
The entity does not get drawn on the map.&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;hidden&amp;quot; ==&lt;br /&gt;
Hides the entity from the bonus GUI (button above the map) and from the made in property of recipe tooltips.&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;
== &amp;quot;no-automated-item-removal&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Prevents inserters and loaders from taking items from this entity.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;no-automated-item-insertion&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Prevents inserters and loaders from inserting items into this entity.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;no-copy-paste&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;not-selectable-in-game&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;not-upgradable&amp;quot; == &lt;br /&gt;
The entity can&#039;t be selected by the Upgrade Planner tool.&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>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/BaseAttackParameters&amp;diff=176480</id>
		<title>Types/BaseAttackParameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/BaseAttackParameters&amp;diff=176480"/>
		<updated>2019-10-04T22:52:15Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* fire_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;
=== 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;
=== 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;
=== 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_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;
=== 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;
=== 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;
=== 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; is not given, otherwise ignored.&lt;br /&gt;
&lt;br /&gt;
=== sound ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sound]]&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/table]]&lt;br /&gt;
&lt;br /&gt;
Table with the following mandatory key/value pairs:&lt;br /&gt;
* begin_sound - [[Types/Sound]]&lt;br /&gt;
* middle_sound - [[Types/Sound]]&lt;br /&gt;
* end_sound - [[Types/Sound]]&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;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Module&amp;diff=175213</id>
		<title>Prototype/Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Module&amp;diff=175213"/>
		<updated>2019-08-05T10:47:35Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* Mandatory properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype parent|Prototype/Item}}&lt;br /&gt;
A [[module]].&lt;br /&gt;
&lt;br /&gt;
{{Prototype TOC|module}}&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
This prototype inherits all the properties from [[Prototype/Item]].&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|category|[[Types/string|string]]}}&lt;br /&gt;
The name of a module category. Used when upgrading modules. Must match the name of a registered [[Prototype/ModuleCategory]].&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|tier|[[Types/uint32|uint32]]}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|effect|[[Types/Effect|Effect]]}}&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|limitation|[[Types/table|table]] of [[Types/string|string]]|optional=true}}&lt;br /&gt;
Array of recipe names this module can be used on. If empty, the module can be used on all recipes.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|limitation_message_key|[[Types/string|string]]|optional=true}}&lt;br /&gt;
Mandatory when &amp;lt;code&amp;gt;limitation&amp;lt;/code&amp;gt; is present. The locale key of the message that is shown when the player attempts to use the module on a recipe it can&#039;t be used on. The locale key will be prefixed with &amp;lt;code&amp;gt;item-limitation.&amp;lt;/code&amp;gt; (the &amp;quot;category&amp;quot; of the locale) by the game.&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/MiningDrill&amp;diff=175111</id>
		<title>Prototype/MiningDrill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/MiningDrill&amp;diff=175111"/>
		<updated>2019-08-02T00:09:48Z</updated>

		<summary type="html">&lt;p&gt;Deadlock989: /* input_fluid_patch_shadow_animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype parent|Prototype/EntityWithHealth}}&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Prototype type: &#039;&#039;&#039;mining-drill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A mining drill. Based on [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
&lt;br /&gt;
This prototype inherits the properties of [[Prototype/EntityWithHealth]].&lt;br /&gt;
&lt;br /&gt;
=== vector_to_place_result ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/vector]]&lt;br /&gt;
&lt;br /&gt;
The position where the (mine) result is placed, when the mining drill is facing south (?).&lt;br /&gt;
&lt;br /&gt;
=== resource_searching_radius ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The distance from the centre of the mining drill to search for resources in.&lt;br /&gt;
&lt;br /&gt;
This is 2.49 for electric mining drills (a 5x5 area) and 0.99 for burner mining drills (a 2x2 area). The drill searches resource outside its natural boundary box, which is 0.01 (the middle of the entity); making it 2.5 and 1.0 gives it another block radius.&lt;br /&gt;
&lt;br /&gt;
=== energy_usage ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Energy]]&lt;br /&gt;
&lt;br /&gt;
The amount of energy used by the drill while mining. Can&#039;t be less than or equal to 0&lt;br /&gt;
&lt;br /&gt;
=== mining_speed ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
The speed of this drill.&lt;br /&gt;
&lt;br /&gt;
=== energy_source ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/EnergySource]]&lt;br /&gt;
&lt;br /&gt;
The energy source of this mining drill.&lt;br /&gt;
&lt;br /&gt;
=== resource_categories ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
The names of the [[Prototype/ResourceCategory]] that can be mined by this drill. For a list on built-in categories, see [[Data.raw#resource-category]].&lt;br /&gt;
&lt;br /&gt;
=== animations ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation4Way]]&lt;br /&gt;
&lt;br /&gt;
The animations to use.&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
=== output_fluid_box ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FluidBox]]&lt;br /&gt;
&lt;br /&gt;
=== input_fluid_box ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FluidBox]]&lt;br /&gt;
&lt;br /&gt;
=== base_picture ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
=== shadow_animations ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation4Way]]&lt;br /&gt;
&lt;br /&gt;
=== allowed_effects ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/EffectTypeLimitation]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: All effects are allowed&lt;br /&gt;
&lt;br /&gt;
=== radius_visualization_picture ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite]]&lt;br /&gt;
&lt;br /&gt;
The sprite used to show the range of the mining drill.&lt;br /&gt;
&lt;br /&gt;
=== storage_slots ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/ItemStackIndex]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
The output slot(s).&lt;br /&gt;
&lt;br /&gt;
=== circuit_wire_max_distance ===&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;: 0&lt;br /&gt;
&lt;br /&gt;
The maximum circuit wire distance for this entity.&lt;br /&gt;
&lt;br /&gt;
=== draw_copper_wires ===&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;
=== draw_circuit_wires ===&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;
=== base_render_layer ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/RenderLayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: &amp;quot;lower-object&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== base_productivity ===&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;
Productivity bonus that this machine always has.&lt;br /&gt;
&lt;br /&gt;
=== monitor_visualization_tint ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Color]]&lt;br /&gt;
&lt;br /&gt;
When this mining drill is connected to the circuit network, the resource that it is reading (either the entire resource patch, or the resource in the mining area of the drill, depending on circuit network setting), is tinted in this color when mousing over the mining drill.&lt;br /&gt;
&lt;br /&gt;
=== circuit_wire_connection_points ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/WireConnectionPoint]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if circuit_wire_max_distance  &amp;gt; 0.&lt;br /&gt;
&lt;br /&gt;
=== circuit_connector_sprites ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/CircuitConnectorSprites]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if circuit_wire_max_distance  &amp;gt; 0.&lt;br /&gt;
&lt;br /&gt;
=== module_specification ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/ModuleSpecification]]&lt;br /&gt;
&lt;br /&gt;
=== input_fluid_patch_sprites ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
Only read if &amp;lt;code&amp;gt;input_fluid_box&amp;lt;/code&amp;gt; exists. Even then it&#039;s optional.&lt;br /&gt;
&lt;br /&gt;
=== input_fluid_patch_shadow_sprites ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
Only read if &amp;lt;code&amp;gt;input_fluid_box&amp;lt;/code&amp;gt; exists. Even then it&#039;s optional.&lt;br /&gt;
&lt;br /&gt;
=== input_fluid_patch_window_sprites ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
Only read if &amp;lt;code&amp;gt;input_fluid_box&amp;lt;/code&amp;gt; exists. Even then it&#039;s optional.&lt;br /&gt;
&lt;br /&gt;
=== input_fluid_patch_shadow_animations ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/Animation4Way]]&lt;br /&gt;
&lt;br /&gt;
Only read if &amp;lt;code&amp;gt;input_fluid_box&amp;lt;/code&amp;gt; exists. Even then it&#039;s optional.&lt;br /&gt;
&lt;br /&gt;
=== input_fluid_patch_window_base_sprites ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
Only read if &amp;lt;code&amp;gt;input_fluid_box&amp;lt;/code&amp;gt; exists. Even then it&#039;s optional.&lt;br /&gt;
&lt;br /&gt;
=== input_fluid_patch_window_flow_sprites ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/table]] of [[Types/Sprite4Way]]&lt;br /&gt;
&lt;br /&gt;
Mandatory if &amp;lt;code&amp;gt;input_fluid_patch_window_base_sprites&amp;lt;/code&amp;gt; exists.&lt;br /&gt;
&lt;br /&gt;
input_fluid_patch_window_base_sprites count has to match input_fluid_patch_window_flow_sprites count.&lt;/div&gt;</summary>
		<author><name>Deadlock989</name></author>
	</entry>
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