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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DemiPixel</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=DemiPixel"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/DemiPixel"/>
	<updated>2026-04-23T09:41:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Flamethrower_turret&amp;diff=151627</id>
		<title>Infobox:Flamethrower turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Flamethrower_turret&amp;diff=151627"/>
		<updated>2017-10-25T08:03:20Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Very simple check in-game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = fluid-turret&lt;br /&gt;
|internal-name = flamethrower-turret&lt;br /&gt;
|expensive-total-raw = Time, 32.5 + Engine unit, 5 + Iron plate, 80 + Steel plate, 30&lt;br /&gt;
|total-raw = Time, 32.5 + Engine unit, 5 + Iron plate, 40 + Steel plate, 30&lt;br /&gt;
|recipe = Time, 20 + Engine unit, 5 + Iron gear wheel, 15 + Pipe, 10 + Steel plate, 30&lt;br /&gt;
| health = 1400&lt;br /&gt;
|stack-size=50&lt;br /&gt;
| category = Combat&lt;br /&gt;
| ammunition = crude oil + heavy oil + light oil&lt;br /&gt;
|dimensions=2x3&lt;br /&gt;
|required-technologies = Flamethrower&lt;br /&gt;
|boosting-technologies = Flamethrower damage&lt;br /&gt;
|fluid-consumption = 3{{Translation|/s}}&lt;br /&gt;
|range = 30 (Limited 45° arc)&lt;br /&gt;
|damage = Over time: 13{{Translation|/s}} fire&amp;lt;br /&amp;gt;Area of effect: 90{{Translation|/s}} fire&lt;br /&gt;
|area-of-effect-size = 2.5&lt;br /&gt;
|extra2 = Damage over times lasts 2 seconds&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:DemiPixel&amp;diff=139664</id>
		<title>User:DemiPixel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:DemiPixel&amp;diff=139664"/>
		<updated>2017-06-21T05:59:41Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okay.&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Water_barrel&amp;diff=139660</id>
		<title>Water barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Water_barrel&amp;diff=139660"/>
		<updated>2017-06-20T20:01:38Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Redirected page to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Sulfuric_acid_barrel&amp;diff=139659</id>
		<title>Sulfuric acid barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Sulfuric_acid_barrel&amp;diff=139659"/>
		<updated>2017-06-20T20:01:35Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Redirected page to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Petroleum_gas_barrel&amp;diff=139658</id>
		<title>Petroleum gas barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Petroleum_gas_barrel&amp;diff=139658"/>
		<updated>2017-06-20T20:01:31Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Redirected page to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lubricant_barrel&amp;diff=139657</id>
		<title>Lubricant barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lubricant_barrel&amp;diff=139657"/>
		<updated>2017-06-20T20:01:23Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Redirected page to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Light_oil_barrel&amp;diff=139656</id>
		<title>Light oil barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Light_oil_barrel&amp;diff=139656"/>
		<updated>2017-06-20T20:01:16Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Redirected page to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Heavy_oil_barrel&amp;diff=139655</id>
		<title>Heavy oil barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Heavy_oil_barrel&amp;diff=139655"/>
		<updated>2017-06-20T20:00:34Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Redirected page to Barrel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Heavy_oil_barrel&amp;diff=139654</id>
		<title>Heavy oil barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Heavy_oil_barrel&amp;diff=139654"/>
		<updated>2017-06-20T19:58:32Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Created page with &amp;quot;#REDIRECT Barrel&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT Barrel&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=137618</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=137618"/>
		<updated>2017-05-17T01:09:44Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Add multiplier/dictionaries/arrays&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Small pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Small pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Small pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Small pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Basic inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage Tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items, while the belt has backed up (so theres obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area are 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required ofc.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Basic inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left]|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
=== SR latch ===&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
=== Usage of SR latch ===&lt;br /&gt;
* Here is an example of how you could use an SR latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant Combinator]]&lt;br /&gt;
* [[Decider Combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:CombinatorMultiplierMath.png&amp;diff=137617</id>
		<title>File:CombinatorMultiplierMath.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:CombinatorMultiplierMath.png&amp;diff=137617"/>
		<updated>2017-05-17T00:54:41Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Mathematical representation of combinator multiplier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mathematical representation of combinator multiplier.&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:CombinatorMultiplierDetailed.png&amp;diff=137616</id>
		<title>File:CombinatorMultiplierDetailed.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:CombinatorMultiplierDetailed.png&amp;diff=137616"/>
		<updated>2017-05-17T00:53:59Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: All combinator info of a multiplier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All combinator info of a multiplier.&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary&amp;diff=137490</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary&amp;diff=137490"/>
		<updated>2017-05-15T08:27:54Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: +Vanilla to glossary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with {{keybinding|CTRL|F}} to find specific terms. The page is also organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
;1-1, 1-2-1, 2-4, 4-8-4 and similar : A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of locomotives at the head of the train, followed by the number of cargo wagons or fluid wagons, and optionally followed by the number of tail locomotives if it&#039;s a double-headed train. In general, the smaller numbers are the number of locomotives.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods : A term referring to the mods made by user &#039;&#039;Arch666Angel&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement bob&#039;s mods.&lt;br /&gt;
;Angelbobs : A community term that means a game with both Angel&#039;s mods and Bob&#039;s mods installed.&lt;br /&gt;
;Assembly : Another word for an [[Assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts not moving due to being full of items. This is not necessarily a bad thing.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bootstrap factory : A factory that&#039;s made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.&lt;br /&gt;
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]].&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;BP : Short for [[Blueprint]].&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because you&#039;re not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|Main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
;Capacity : Maximum amount of items/fluid that can exist within something.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
;Death world : A world generation configuration that results in a large quantity of [[Enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[Diesel locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Entity : Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;Frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;Fuel : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Gigabase : An even larger megabase, typically has RPM counts &amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[Balancers]].&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]].&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or &amp;quot;RPM&amp;quot;. A base typically is considered a megabase when it can maintain 1 RPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QOL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|Sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width of 9 tiles, the width of the rocket silo.&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
;RPM : Shorthand for rockets per minute, usually used to meassure the size of very big bases, see [[#M|Megabase]] and [[#G|Gigabase]].&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
;Scenario : A map that has been saved via the [[Map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[Transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Spaghetti : A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.&lt;br /&gt;
;Stacker : A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Stealing : Some entities allow inserters to insert and remove items from the same slots, including fuel in boilers, ammo in gun turrets, science packs in labs, modules in beacons, robots in roboports, and any items in chests. &#039;Stealing&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. The commonly used phrases are &#039;coal stealing&#039; and &#039;ammo stealing&#039;.&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called rainbow belt.&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Turret : Stationary defense weapon. There are three types of turrets in Factorio, the [[Laser turret]], [[Gun turret]], and [[Flamethrower turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary&amp;diff=137489</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary&amp;diff=137489"/>
		<updated>2017-05-15T08:21:50Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: +Contaminated to glossary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with {{keybinding|CTRL|F}} to find specific terms. The page is also organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
;1-1, 1-2-1, 2-4, 4-8-4 and similar : A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of locomotives at the head of the train, followed by the number of cargo wagons or fluid wagons, and optionally followed by the number of tail locomotives if it&#039;s a double-headed train. In general, the smaller numbers are the number of locomotives.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods : A term referring to the mods made by user &#039;&#039;Arch666Angel&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement bob&#039;s mods.&lt;br /&gt;
;Angelbobs : A community term that means a game with both Angel&#039;s mods and Bob&#039;s mods installed.&lt;br /&gt;
;Assembly : Another word for an [[Assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts not moving due to being full of items. This is not necessarily a bad thing.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[Balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bootstrap factory : A factory that&#039;s made at the start of a new game in order to jump-start automation of basic equipment, climb the tech tree, and ultimately produce construction materials for a bigger, more organized factory, such as a megabase. The purpose of this factory is to allow you to grow your production to a decent size and then have a fresh start with all of the tech at your disposal, rather than building a giant factory from the ground up and then having to refactor parts of it.&lt;br /&gt;
;Bots : Shorthand version for [[Construction robot]] or [[Logistic robot]].&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;BP : Short for [[Blueprint]].&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because you&#039;re not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|Main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
;Capacity : Maximum amount of items/fluid that can exist within something.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
;Death world : A world generation configuration that results in a large quantity of [[Enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[Diesel locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train.&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
;Entity : Anything that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;Frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;Fuel : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
;Gigabase : An even larger megabase, typically has RPM counts &amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : An item is another form of entity, representing the un-built version of a machine, tools, etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[Balancers]].&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[World generator#Map Exchange String]].&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of rockets per minute, or &amp;quot;RPM&amp;quot;. A base typically is considered a megabase when it can maintain 1 RPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QOL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|Sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width of 9 tiles, the width of the rocket silo.&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
;RPM : Shorthand for rockets per minute, usually used to meassure the size of very big bases, see [[#M|Megabase]] and [[#G|Gigabase]].&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
;Scenario : A map that has been saved via the [[Map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[Transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Spaghetti : A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the record is just over an hour.&lt;br /&gt;
;Stacker : A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Stealing : Some entities allow inserters to insert and remove items from the same slots, including fuel in boilers, ammo in gun turrets, science packs in labs, modules in beacons, robots in roboports, and any items in chests. &#039;Stealing&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. The commonly used phrases are &#039;coal stealing&#039; and &#039;ammo stealing&#039;.&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called rainbow belt.&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Turret : Stationary defense weapon. There are three types of turrets in Factorio, the [[Laser turret]], [[Gun turret]], and [[Flamethrower turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=136088</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=136088"/>
		<updated>2017-04-27T03:58:30Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Updated info for 0.15&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 [[radar]]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;
* Damage Type: Physical&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;
* Damage Type: Physical&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;
* Damage Type: Physical&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;
* Damage Type: Physical&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 due to their heavy armor. 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 big 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 to damage them for a longer time, 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 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 buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, 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;
* Damage Type: Acid&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;
* Damage Type: Acid&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;
* Damage Type: Acid&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;
* Damage Type: Acid&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&lt;br /&gt;
* Damage Type: 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&lt;br /&gt;
* Damage Type: 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&lt;br /&gt;
* Damage Type: 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;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack. &lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&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: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;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&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.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded. &lt;br /&gt;
&lt;br /&gt;
The current (as of 0.14.22) default settings are:&lt;br /&gt;
&lt;br /&gt;
Percentual Increases:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per &lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| Tick || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|- &lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3 ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35 ||71.25% ||28.75% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4 ||50.0% ||50.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45 ||33.75% ||66.25% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5 ||20.0% ||80.0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55 ||7.6% ||79.8% ||12.6% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6 || ||79.0% ||21.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65 || ||62.5% ||37.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7 || ||38.25% ||61.75% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75 || ||33.5% ||66.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8 || ||29.5% ||70.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85 || ||26.25% ||73.25% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9 || ||24.0% ||76.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95 || ||16.25% ||58.75% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|1 || ||12.5% ||50.0% ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25 ||100.0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3 ||41.25% ||58.75% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || ||100.0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55 || ||66.0% ||11.5% ||22.5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6 || ||39.5% ||39.5% ||21.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65 || ||17.5% ||53.75% ||28.75% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7 || || ||65.0% ||35.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75 || || ||55.00% ||45.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8 || || ||45.0% ||55.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85 || || ||35.0% ||65.0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9 || || ||23.75% ||76.25% ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95 || || ||16.25% ||58.75% ||25.0%&lt;br /&gt;
|-&lt;br /&gt;
|1 || || ||12.5% ||50.0% ||37.5%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Alien_artifact&amp;diff=136087</id>
		<title>Archive:Alien artifact</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Alien_artifact&amp;diff=136087"/>
		<updated>2017-04-27T03:55:02Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: Updated info for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Alien artifact/infobox}}&lt;br /&gt;
&lt;br /&gt;
Alien artifacts (also known as “Alien eggs”) can only be obtained by destroying [[Enemies#Spawners|alien spawners]]. They are needed for some very powerful high tech equipment, but mainly for production of [[Alien science pack]]s. Unlike other items dropped on the ground, it is not necessary to use the “Pick up items” key to pick up artifacts—simply walking over them is enough. Like other items, they can also be picked up by ordering [[Construction robot]]s to “deconstruct” them.&lt;br /&gt;
&lt;br /&gt;
Alien artifacts become more and more challenging to obtain, as the more enemies are killed, the more the remaining enemies will [[Enemies#Evolution|evolve]] stronger.&lt;br /&gt;
&lt;br /&gt;
As of 0.15, alien artifacts and alien science packs were removed from the game. This makes destroying [[Enemies#Spawners|alien spawners]] only beneficial for clearing out land or preventing attacks.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=136086</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=136086"/>
		<updated>2017-04-27T01:28:18Z</updated>

		<summary type="html">&lt;p&gt;DemiPixel: 0.15 change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; is used to unlock recipes and bonuses. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Only one [[technologies|technology]] can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.&lt;br /&gt;
&lt;br /&gt;
[[File:Technology_Screen.png|thumb|The technology screen]]&lt;br /&gt;
&lt;br /&gt;
Research progress for a technology is divided into &#039;&#039;units&#039;&#039;. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.&lt;br /&gt;
&lt;br /&gt;
The time a technology will take to research can be calculated using this function:&lt;br /&gt;
&lt;br /&gt;
 time = (time cost * units / labs) seconds&lt;br /&gt;
&lt;br /&gt;
[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They may act as an incentive to automate which continues on throughout the game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png]]&lt;br /&gt;
&lt;br /&gt;
The following screenshot shows how all four types of science packs can be inserted from two conveyor belts.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png]]&lt;br /&gt;
&lt;br /&gt;
As of 0.15, there are now up to 7 science packs, requiring a more complex build.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
; Tech maniac&lt;br /&gt;
: Research all technologies&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Technology tree]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>DemiPixel</name></author>
	</entry>
</feed>