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		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=217451</id>
		<title>Achievements</title>
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		<updated>2026-03-06T10:58:36Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* List of Space Age expansion achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, changing any enemy or pollution settings to anything lower than default disables the following achievements, and will warn the player of this before they start the game:&lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online on the map where the achievement is being awarded.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
| Here &amp;quot;build&amp;quot; means to &#039;&#039;place&#039;&#039; the spidertron, simply crafting it does not unlock this achievement.&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
| This achievement checks that a [[steam turbine]] produced power. Beforehand, a [[nuclear reactor]] needs to be built and a [[uranium fuel cell]] consumed, as well as a [[depleted uranium fuel cell]] produced. These various conditions can be unrelated, meaning the steam turbine does not need to be consuming steam that was produced with the help of a nuclear reactor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. [[Tile]]s do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. Tiles do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
| Tiles also count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| The actual condition is a check each time a tile is exhausted, that there are no ore tiles left within 12 tiles. [https://forums.factorio.com/126207]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | These three achievements refer to the Iron Throne, a large throne made from swords fused together with dragonfire in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; and its TV adaptation &#039;&#039;Game of Thrones&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to that particular network.&lt;br /&gt;
10 GJ over an hour is equivalent to a constant production of 10GJ ÷ (60 × 60s) = 2778kW. With the day-night cycle, a solar panel on Nauvis produces 42 kW on average. So in theory just 67 solar panels are enough to gain the achievement, if the produced power is consumed.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, as well as the name of Sun Microsystems&#039; Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only the first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]]. Note spawner health is larger with higher [[evolution]].&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
| All [[Gleba]] plants count as trees for this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]].&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 7 for a total of 100 robots. In the base game (i.e. without Space Age), 3 rocket launches are needed to obtain the space science packs to get the 3,000 space science needed to research level 7.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;The Art of Siege&#039;&#039; is a collection of four board wargames published by Simulations Publications Inc. in 1979 that simulate four famous sieges.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement can no longer be unlocked if the first [[Enemies#Nests|spawner or egg raft]] is destroyed in any way but with artillery. Killing Nauvis worms is allowed.&lt;br /&gt;
A possible strategy to neutralize spawners without destroying them is to block enemy spawning by placing structures around spawners.[https://forums.factorio.com/128208]&lt;br /&gt;
&lt;br /&gt;
In Space Age, the [[pentapod egg]]s required for [[biochamber]]s can be obtained from [[stompers|stomper]] shells, so no egg rafts need to be destroyed.&lt;br /&gt;
&amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting solar panels does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; the chests breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
| A play on name of the similar Nauvis achievement &amp;quot;It stinks and they don&#039;t like it&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from the movie &#039;&#039;Gran Torino&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish the process of researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]] (meaning you should not even unlock the ability to make &amp;quot;purple&amp;quot; or &amp;quot;yellow&amp;quot; science packs, much less research something requiring them.)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from the movie &#039;&#039;Predator&#039;&#039; (1987).&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from the movie &#039;&#039;Split Second&#039;&#039; .&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.46|&lt;br /&gt;
* New achievement limitations won&#039;t affect saves started before the version 2.0.45.&lt;br /&gt;
* Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.&lt;br /&gt;
* Some achievements are also disabled when Gleba enemies are set to be lower.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.45|&lt;br /&gt;
* Fixed that the achievements checks of map startup difficulty settings didn&#039;t check for pollution, expansion settings, starting area and trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement updated with different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=217450</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=217450"/>
		<updated>2026-03-06T10:57:59Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* List of Space Age expansion achievements */ clarifying what I wrote yesterday&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, changing any enemy or pollution settings to anything lower than default disables the following achievements, and will warn the player of this before they start the game:&lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online on the map where the achievement is being awarded.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
| Here &amp;quot;build&amp;quot; means to &#039;&#039;place&#039;&#039; the spidertron, simply crafting it does not unlock this achievement.&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
| This achievement checks that a [[steam turbine]] produced power. Beforehand, a [[nuclear reactor]] needs to be built and a [[uranium fuel cell]] consumed, as well as a [[depleted uranium fuel cell]] produced. These various conditions can be unrelated, meaning the steam turbine does not need to be consuming steam that was produced with the help of a nuclear reactor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. [[Tile]]s do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. Tiles do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
| Tiles also count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| The actual condition is a check each time a tile is exhausted, that there are no ore tiles left within 12 tiles. [https://forums.factorio.com/126207]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | These three achievements refer to the Iron Throne, a large throne made from swords fused together with dragonfire in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; and its TV adaptation &#039;&#039;Game of Thrones&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to that particular network.&lt;br /&gt;
10 GJ over an hour is equivalent to a constant production of 10GJ ÷ (60 × 60s) = 2778kW. With the day-night cycle, a solar panel on Nauvis produces 42 kW on average. So in theory just 67 solar panels are enough to gain the achievement, if the produced power is consumed.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, as well as the name of Sun Microsystems&#039; Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only the first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]]. Note spawner health is larger with higher [[evolution]].&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
| All [[Gleba]] plants count as trees for this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]].&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 7 for a total of 100 robots. In the base game (i.e. without Space Age), 3 rocket launches are needed to obtain the space science packs to get the 3,000 space science needed to research level 7.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;The Art of Siege&#039;&#039; is a collection of four board wargames published by Simulations Publications Inc. in 1979 that simulate four famous sieges.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement can no longer be unlocked if the first [[Enemies#Nests|spawner or egg raft]] is destroyed in any way but with artillery. Killing Nauvis worms is allowed.&lt;br /&gt;
A possible strategy to neutralize spawners without destroying them is to block enemy spawning by placing structures around spawners.[https://forums.factorio.com/128208]&lt;br /&gt;
&lt;br /&gt;
In Space Age, the [[pentapod egg]]s required for [[biochamber]]s can be obtained from [[stompers|stomper]] shells, so no egg rafts need to be destroyed.&lt;br /&gt;
&amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting solar panels does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; the chests breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
| A play on name of the similar Nauvis achievement &amp;quot;It stinks and they don&#039;t like it&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from the movie &#039;&#039;Gran Torino&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish the process of researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]] (meaning you should not even unlock the ability to make &amp;quot;purple&amp;quot; or &amp;quot;yellow&amp;quot; science, much less research something requiring them.)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from the movie &#039;&#039;Predator&#039;&#039; (1987).&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from the movie &#039;&#039;Split Second&#039;&#039; .&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.46|&lt;br /&gt;
* New achievement limitations won&#039;t affect saves started before the version 2.0.45.&lt;br /&gt;
* Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.&lt;br /&gt;
* Some achievements are also disabled when Gleba enemies are set to be lower.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.45|&lt;br /&gt;
* Fixed that the achievements checks of map startup difficulty settings didn&#039;t check for pollution, expansion settings, starting area and trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement updated with different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=217449</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=217449"/>
		<updated>2026-03-05T10:37:58Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* List of Space Age expansion achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, changing any enemy or pollution settings to anything lower than default disables the following achievements, and will warn the player of this before they start the game:&lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online on the map where the achievement is being awarded.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
| Here &amp;quot;build&amp;quot; means to &#039;&#039;place&#039;&#039; the spidertron, simply crafting it does not unlock this achievement.&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
| This achievement checks that a [[steam turbine]] produced power. Beforehand, a [[nuclear reactor]] needs to be built and a [[uranium fuel cell]] consumed, as well as a [[depleted uranium fuel cell]] produced. These various conditions can be unrelated, meaning the steam turbine does not need to be consuming steam that was produced with the help of a nuclear reactor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. [[Tile]]s do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. Tiles do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
| Tiles also count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| The actual condition is a check each time a tile is exhausted, that there are no ore tiles left within 12 tiles. [https://forums.factorio.com/126207]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | These three achievements refer to the Iron Throne, a large throne made from swords fused together with dragonfire in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; and its TV adaptation &#039;&#039;Game of Thrones&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to that particular network.&lt;br /&gt;
10 GJ over an hour is equivalent to a constant production of 10GJ ÷ (60 × 60s) = 2778kW. With the day-night cycle, a solar panel on Nauvis produces 42 kW on average. So in theory just 67 solar panels are enough to gain the achievement, if the produced power is consumed.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, as well as the name of Sun Microsystems&#039; Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only the first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]]. Note spawner health is larger with higher [[evolution]].&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
| All [[Gleba]] plants count as trees for this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]].&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 7 for a total of 100 robots. In the base game (i.e. without Space Age), 3 rocket launches are needed to obtain the space science packs to get the 3,000 space science needed to research level 7.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;The Art of Siege&#039;&#039; is a collection of four board wargames published by Simulations Publications Inc. in 1979 that simulate four famous sieges.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement can no longer be unlocked if the first [[Enemies#Nests|spawner or egg raft]] is destroyed in any way but with artillery. Killing Nauvis worms is allowed.&lt;br /&gt;
A possible strategy to neutralize spawners without destroying them is to block enemy spawning by placing structures around spawners.[https://forums.factorio.com/128208]&lt;br /&gt;
&lt;br /&gt;
In Space Age, the [[pentapod egg]]s required for [[biochamber]]s can be obtained from [[stompers|stomper]] shells, so no egg rafts need to be destroyed.&lt;br /&gt;
&amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting solar panels does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; the chests breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
| A play on name of the similar Nauvis achievement &amp;quot;It stinks and they don&#039;t like it&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from the movie &#039;&#039;Gran Torino&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching anything with [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from the movie &#039;&#039;Predator&#039;&#039; (1987).&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from the movie &#039;&#039;Split Second&#039;&#039; .&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.46|&lt;br /&gt;
* New achievement limitations won&#039;t affect saves started before the version 2.0.45.&lt;br /&gt;
* Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.&lt;br /&gt;
* Some achievements are also disabled when Gleba enemies are set to be lower.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.45|&lt;br /&gt;
* Fixed that the achievements checks of map startup difficulty settings didn&#039;t check for pollution, expansion settings, starting area and trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement updated with different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=217448</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=217448"/>
		<updated>2026-03-05T10:09:07Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* List of base game achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 59 in the base game, and an additional 29 when using [[Space Age]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, changing any enemy or pollution settings to anything lower than default disables the following achievements, and will warn the player of this before they start the game:&lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online on the map where the achievement is being awarded.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of base game achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If placing an assembling machine 1 is bypassed by handcrafting and only a [[assembling machine 2]] is placed, placing that assembler will &#039;&#039;not&#039;&#039; unlock this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
| Here &amp;quot;build&amp;quot; means to &#039;&#039;place&#039;&#039; the spidertron, simply crafting it does not unlock this achievement.&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
| This achievement checks that a [[steam turbine]] produced power. Beforehand, a [[nuclear reactor]] needs to be built and a [[uranium fuel cell]] consumed, as well as a [[depleted uranium fuel cell]] produced. These various conditions can be unrelated, meaning the steam turbine does not need to be consuming steam that was produced with the help of a nuclear reactor.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. [[Tile]]s do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
| Almost anything counts as &amp;quot;machines&amp;quot; placed, including e.g. belts. Tiles do not count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
| Tiles also count.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
| It is possible to get this achievement by getting hit by a moving locomotive, while having a sufficient amount of energy shields.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| The actual condition is a check each time a tile is exhausted, that there are no ore tiles left within 12 tiles. [https://forums.factorio.com/126207]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | The number of circuits manufactured towards the Mass production 1, 2 and 3 achievements are accumulated across different maps. They do not have to be made on a single map.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | These three achievements refer to the Iron Throne, a large throne made from swords fused together with dragonfire in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; and its TV adaptation &#039;&#039;Game of Thrones&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to that particular network.&lt;br /&gt;
10 GJ over an hour is equivalent to a constant production of 10GJ ÷ (60 × 60s) = 2778kW. With the day-night cycle, a solar panel on Nauvis produces 42 kW on average. So in theory just 67 solar panels are enough to gain the achievement, if the produced power is consumed.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, as well as the name of Sun Microsystems&#039; Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only the first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]]. Note spawner health is larger with higher [[evolution]].&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
| All [[Gleba]] plants count as trees for this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
| &amp;quot;Destroy by impact&amp;quot; means driving into them with a [[car]] or [[tank]].&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 7 for a total of 100 robots. In the base game (i.e. without Space Age), 3 rocket launches are needed to obtain the space science packs to get the 3,000 space science needed to research level 7.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;The Art of Siege&#039;&#039; is a collection of four board wargames published by Simulations Publications Inc. in 1979 that simulate four famous sieges.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement can no longer be unlocked if the first [[Enemies#Nests|spawner or egg raft]] is destroyed in any way but with artillery. Killing Nauvis worms is allowed.&lt;br /&gt;
A possible strategy to neutralize spawners without destroying them is to block enemy spawning by placing structures around spawners.[https://forums.factorio.com/128208]&lt;br /&gt;
&lt;br /&gt;
In Space Age, the [[pentapod egg]]s required for [[biochamber]]s can be obtained from [[stompers|stomper]] shells, so no egg rafts need to be destroyed.&lt;br /&gt;
&amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting solar panels does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. &amp;lt;hr/&amp;gt; Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; the chests breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age expansion achievements ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
| A play on name of the similar Nauvis achievement &amp;quot;It stinks and they don&#039;t like it&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings.&lt;br /&gt;
| Quote from Gran Torino movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from Predator (1987) movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Split Second movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies, peaceful mode or lower than default enemy base frequency or size settings. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.46|&lt;br /&gt;
* New achievement limitations won&#039;t affect saves started before the version 2.0.45.&lt;br /&gt;
* Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.&lt;br /&gt;
* Some achievements are also disabled when Gleba enemies are set to be lower.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.45|&lt;br /&gt;
* Fixed that the achievements checks of map startup difficulty settings didn&#039;t check for pollution, expansion settings, starting area and trees.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement updated with different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Controls&amp;diff=217447</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Controls&amp;diff=217447"/>
		<updated>2026-03-05T06:59:08Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Keyboard and mouse settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Controls are set by left-clicking them and then pressing the desired key combination. They can be cleared by right-clicking them. The keybindings can be reset in the controls settings menu.&lt;br /&gt;
&lt;br /&gt;
On the [[Nintendo Switch version|Nintendo Switch]] or when using a controller/gamepad on PC, the controls are set by pressing {{Keybinding|A}} and cleared by pressing {{Keybinding|Y}}.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard and mouse settings ===&lt;br /&gt;
&lt;br /&gt;
Vehicle driving mode can be switched between &amp;quot;Heading&amp;quot; and &amp;quot;Steering&amp;quot;. When using a mouse and keyboard, the options have the following effects:&lt;br /&gt;
* Heading: Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Steering: Pressing up/down will make vehicles accelerate/brake. Pressing left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
When using a controller, the options have the following effects:&lt;br /&gt;
* Heading: Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Steering: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|W}}&lt;br /&gt;
| Move up&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|D}}&lt;br /&gt;
| Move right&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Move left&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|S}}&lt;br /&gt;
| Move down&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nintendo Switch key combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Left Stick}}&lt;br /&gt;
| Move&lt;br /&gt;
| Move the character and navigate the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Right Stick}}&lt;br /&gt;
| Look&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Alternative GUI move up&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Alternative GUI move down&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Left}}&lt;br /&gt;
| Alternative GUI move left&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Right}}&lt;br /&gt;
| Alternative GUI move right&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic interaction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|E}}&lt;br /&gt;
| {{Keybinding|X}}&lt;br /&gt;
| Open character screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Open object&#039;s GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|E}}&lt;br /&gt;
| {{Keybinding|X}}&lt;br /&gt;
| Confirm window&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{Keybinding|Press Right Stick}}&lt;br /&gt;
| Toggle free cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Mine&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Build&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Build [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|A}}&lt;br /&gt;
| Super-forced build&lt;br /&gt;
| Super-forced build. Automatically builds terrain under entities where needed and marks colliding entities in the way for deconstruction.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Q}}&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Clear cursor&lt;br /&gt;
| Returns the item in the cursor stack to the player&#039;s inventory. Also cancels wire placement and rail planning.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Q}}&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Pipette tool&lt;br /&gt;
| Picks items from your inventory used to build the currently selected entity and places them in your cursor. For resources it will select the fastest available mining drill.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|R}}&lt;br /&gt;
| {{Keybinding|Right}}&lt;br /&gt;
| Rotate&lt;br /&gt;
| Rotates the item held in the cursor or the selected entity clockwise.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|R}}&lt;br /&gt;
| {{Keybinding|Left}}&lt;br /&gt;
| Reverse rotate&lt;br /&gt;
| Rotates the item held in the cursor or the selected entity counterclockwise.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|H}}&lt;br /&gt;
| {{Keybinding|ZL|Right}}&lt;br /&gt;
| Flip horizontal&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|V}}&lt;br /&gt;
| {{Keybinding|ZL|Left}}&lt;br /&gt;
| Flip vertical&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F}}&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Pick up items on the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Z}}&lt;br /&gt;
| {{Keybinding|ZL|Down}}&lt;br /&gt;
| Drop item&lt;br /&gt;
| Drop one item of what you are holding on the ground, on a belt, or into a machine.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt}}&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Toggle &amp;quot;Alt-mode&amp;quot;&lt;br /&gt;
| Toggles showing additional information about built entities such as recipes in assembling machines and container contents.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|space}}&lt;br /&gt;
| {{Keybinding|R}}&lt;br /&gt;
| Shoot [[Enemies|enemy]]&lt;br /&gt;
| Shoots at the nearest enemy to the cursor, or for some weapons shoots at the location of the cursor.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|space}}&lt;br /&gt;
| {{Keybinding|ZR|R}}&lt;br /&gt;
| Shoot selected&lt;br /&gt;
| Shoots at whatever you have selected, or for some weapons shoots at the location of the cursor.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|C}}&lt;br /&gt;
| {{Keybinding|ZL|R}}&lt;br /&gt;
| Next [[Weapons|weapon]]&lt;br /&gt;
| Cycles to the next equipped weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|enter}}&lt;br /&gt;
| {{Keybinding|ZR|X}}&lt;br /&gt;
| Enter/Leave [[vehicle]]&lt;br /&gt;
| Enters or exits a vehicle you&#039;re standing next to or driving.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mwu}}&amp;lt;br&amp;gt;({{Keybinding|shift|mwu}})&lt;br /&gt;
| {{Keybinding|ZR|Up}}&lt;br /&gt;
| Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mwd}}&amp;lt;br&amp;gt;({{Keybinding|shift|mwd}})&lt;br /&gt;
| {{Keybinding|ZR|Down}}&lt;br /&gt;
| Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|alt|mwu}}&amp;lt;br&amp;gt;{{Keybinding|shift|alt|mwd}}&lt;br /&gt;
|&lt;br /&gt;
| Zoom in/out for the minimap&lt;br /&gt;
| Change the minimap&#039;s zoom level.  Must mouseover the minimap first.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Use item&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Queue command&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|grave}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|-}}&lt;br /&gt;
| Toggle chat (and Lua [[console]])&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Copy entity settings&lt;br /&gt;
| [[Copy_and_paste#Entity_settings|Copies settings from the selected entity.]] Note that for pasting to work, the source entity must still exist.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Paste entity settings&lt;br /&gt;
| [[Copy_and_paste#Entity_settings|Pastes settings from the previous copied entity.]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|G}}&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Toggle rail layer&lt;br /&gt;
| When a [[rail planner]] is used, changes if the rails should end on ground or elevated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced interaction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Select for [[blueprint]]&lt;br /&gt;
| Select the entities for blueprinting, upgrading, or deconstruction.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Select for [[deconstruction planner|deconstruction]] cancellation&lt;br /&gt;
| Select to cancel upgrading or deconstruction.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|A}}&lt;br /&gt;
| Select for super-forced deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Reverse select&lt;br /&gt;
| Activates downgrade mode with the [[upgrade planner]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Deselect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| {{Keybinding|ZL|Up}}&lt;br /&gt;
| [[Blueprint book]] next&lt;br /&gt;
| When holding a blueprint book in the cursor, cycles the active blueprint to the next available blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwd}}&lt;br /&gt;
| {{Keybinding|ZL|Down}}&lt;br /&gt;
| Blueprint book previous&lt;br /&gt;
| When holding a blueprint book in the cursor, cycles the active blueprint to the previous available blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F}}&lt;br /&gt;
| {{Keybinding|Right SR}}&lt;br /&gt;
| Focus search&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numplus}}&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Larger tile building area&lt;br /&gt;
| Increases the size of the placement area for tiles.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numminus}}&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Smaller tile building area&lt;br /&gt;
| Decreases the size of the placement area for tiles.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Remove [[Electric system#Distribution|pole]] cables&lt;br /&gt;
| Removes wires from the selected electric pole, starting with electric wires and then circuit network wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Build with obstacle avoidance&lt;br /&gt;
| Usable only for rail building. This is the same as ghost build mode, but trees, rocks and cliffs are avoided.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Add train stop&lt;br /&gt;
| Usable only in the locomotive GUI and map view. Hold this modifier while selecting a stop in the locomotive GUI minimap or main map to add it to the schedule.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Add temporary train stop&lt;br /&gt;
| Usable only in the locomotive GUI and map view. Hold this modifier while selecting in the locomotive GUI minimap or main map to quickly go to that location by adding a temporary stop to the schedule.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Rename all&lt;br /&gt;
| Usable only in specific rename GUIs, such as renaming a train stop. Hold this modifier while submitting the rename to rename all with that name.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Fast-add wait condition&lt;br /&gt;
| Usable only in the space platform schedule GUI, for request satisfied wait conditions.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Drag map&lt;br /&gt;
| Usable only in the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&amp;lt;br&amp;gt;({{Keybinding|shift|lmb}})&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Move tag&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Place a tag in chat&lt;br /&gt;
| Usable only when the chat is open. Places a chat link to the selected item, recipe, map location, stop, or train.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|alt|lmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Ping a map location&lt;br /&gt;
| Quickly create a map ping at the selected location and link to it in the chat.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|rmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Pin&lt;br /&gt;
| Pin the selected entity or position.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift}}&lt;br /&gt;
| {{Keybinding|ZR}}&lt;br /&gt;
| Activate tooltip&lt;br /&gt;
| Show the tooltip when the tooltip delay is set to a large value or &amp;quot;Never&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|Down}}&lt;br /&gt;
| Select next surface&lt;br /&gt;
| Move to the next surface in the surface list in remote view.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|Up}}&lt;br /&gt;
| Select previous surface&lt;br /&gt;
| Move to the previous surface in the surface list in remote view.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|mwu}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Increase quality&lt;br /&gt;
| Increases quality of current cursor item or selection screen.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|mwd}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Decrease quality&lt;br /&gt;
| Lowers quality of current cursor item or selection screen.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Scroll tooltip up&lt;br /&gt;
| Scroll the entity tooltip up (only applies when attached to the right side of the view).&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Scroll tooltip down&lt;br /&gt;
| Scroll tooltip down (only applies when attached to the right side of the view).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Crafting]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Craft 1&lt;br /&gt;
| Usable only in the recipe GUI. Crafts 1 of a given recipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Craft 5&lt;br /&gt;
| Usable only in the recipe GUI. Crafts 5 of a given recipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Craft all&lt;br /&gt;
| Usable only in the recipe GUI. Crafts as many as possible of a given recipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Cancel crafting 1&lt;br /&gt;
| Usable only in the crafting queue.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Cancel crafting 5&lt;br /&gt;
| Usable only in the crafting queue.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Cancel crafting all&lt;br /&gt;
| Usable only in the crafting queue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Pick up/drop item stack&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Stack transfer&lt;br /&gt;
| Transfers the selected stack to the other inventory.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Inventory transfer&lt;br /&gt;
| Transfers all of the selected stack type to the other inventory. If an empty slot is selected, all items are transferred.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Fast entity transfer&lt;br /&gt;
| Transfers the held stack into the selected entity, or takes anything the entity has and transfers it to your inventory if the cursor is empty.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Cursor split&lt;br /&gt;
| Moves half of the selected inventory slot into the cursor if empty. Places a single item from the cursor stack into the selected inventory slot when holding an item.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Stack split&lt;br /&gt;
| Transfers half of the selected stack to the other inventory.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|rmb}}&lt;br /&gt;
| {{Keybinding|ZL|Y}}&lt;br /&gt;
| Inventory split&lt;br /&gt;
| Transfers half of all of the stacks (rounded up) of the selected stack type to the other inventory. If an empty slot is selected, half of all stacks are transferred.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|rmb}}&lt;br /&gt;
| {{Keybinding|ZL|Y}}&lt;br /&gt;
| Fast entity split&lt;br /&gt;
| Transfers half of the held stack into the selected entity, or takes half of anything the entity has and transfers it to your inventory if the cursor is empty.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|Y}}&lt;br /&gt;
| Toggle filter&lt;br /&gt;
| Creates/removes a filter for the selected inventory slot. Only the selected item type can be placed in the filtered slot. Clear shortcut on quickbar.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Open item&#039;s GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Copy inventory filter&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Paste inventory filter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Quickbar]] / [[Quick panel]] ===&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|X}}&lt;br /&gt;
| Rotate active quickbars&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Next active quickbar&lt;br /&gt;
| Selects the next quickbar for the top quickbar.&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Previous active quickbar&lt;br /&gt;
| Selects the previous quickbar for the top quickbar.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|1}}&lt;br /&gt;
| Shortcut 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|2}}&lt;br /&gt;
| Shortcut 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|3}}&lt;br /&gt;
| Shortcut 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|4}}&lt;br /&gt;
| Shortcut 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|5}}&lt;br /&gt;
| Shortcut 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|6}}&lt;br /&gt;
| Shortcut 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|7}}&lt;br /&gt;
| Shortcut 7&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|8}}&lt;br /&gt;
| Shortcut 8&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|9}}&lt;br /&gt;
| Shortcut 9&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|0}}&lt;br /&gt;
| Shortcut 10&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 1&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 2&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 3&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 4&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 5&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 6&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 7&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 8&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 9&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|1}}&lt;br /&gt;
| Select quickbar 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|2}}&lt;br /&gt;
| Select quickbar 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|3}}&lt;br /&gt;
| Select quickbar 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|4}}&lt;br /&gt;
| Select quickbar 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|5}}&lt;br /&gt;
| Select quickbar 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|6}}&lt;br /&gt;
| Select quickbar 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|7}}&lt;br /&gt;
| Select quickbar 7&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|8}}&lt;br /&gt;
| Select quickbar 8&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|9}}&lt;br /&gt;
| Select quickbar 9&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|0}}&lt;br /&gt;
| Select quickbar 10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nintendo Switch key combination&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|L}}&lt;br /&gt;
| Show quick panel&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Next page&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Previous page&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Right}}&lt;br /&gt;
| Next tab&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Left}}&lt;br /&gt;
| Previous tab&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|C}}&lt;br /&gt;
| {{Keybinding|Left SL}}&lt;br /&gt;
| Copy&lt;br /&gt;
| Select an area of entities to be [[Copy and paste|copied]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|X}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Cut&lt;br /&gt;
| Select an area of entities to be [[Copy and paste|copied and marked for deconstruction]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|V}}&lt;br /&gt;
| {{Keybinding|Left SR}}&lt;br /&gt;
| Paste&lt;br /&gt;
| Paste the last [[Copy and paste|copied entities]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| {{Keybinding|ZL|Up}}&lt;br /&gt;
| Next clipboard&lt;br /&gt;
| Cycles the clipboard history while holding the paste tool.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwd}}&lt;br /&gt;
| {{Keybinding|ZL|Down}}&lt;br /&gt;
| Previous clipboard&lt;br /&gt;
| Cycles the clipboard history while holding the paste tool.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Z}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Undo&lt;br /&gt;
| Undo some actions such as manual entity building/removal, placing of blueprints, and usage of the deconstruction planner.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Y}}&amp;lt;br&amp;gt;{{Keybinding|ctrl|shift|Z}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Redo&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|T}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Artillery targeting remote]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|B}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[blueprint]]&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[blueprint book]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|C}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Copper wire]] connection mode &lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|D}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[deconstruction planner]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|Y}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Discharge defense remote]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|G}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Green wire]] connection mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|R}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Red wire]] connection mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|A}}&lt;br /&gt;
| {{Keybinding|ZL|X}}&lt;br /&gt;
| [[Spidertron remote]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|U}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[upgrade planner]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|E}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle [[exoskeleton]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|L}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle personal logistics requests&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|F}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle [[personal roboport]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Panels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F1}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open character logistics&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F2}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open character info&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F3}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open character crafting&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|esc}}&lt;br /&gt;
| {{Keybinding|+}}&lt;br /&gt;
| Toggle menu&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Tab}}&amp;lt;br&amp;gt;({{Keybinding|M}})&lt;br /&gt;
| {{Keybinding|-}}&lt;br /&gt;
| Toggle world map&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Close menu&lt;br /&gt;
| Cancel and return to the previous menu. Usable only in main menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|T}}&lt;br /&gt;
| {{Keybinding|ZL|-}}&lt;br /&gt;
| Toggle technology screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|P}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle [[production statistics]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|L}}&lt;br /&gt;
| {{Keybinding|ZR|-}}&lt;br /&gt;
| Toggle [[logistic network]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| {{Keybinding|Right SL}}&lt;br /&gt;
| Toggle [[blueprint library]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|O}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle train overview&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|A}}&lt;br /&gt;
| Open factoriopedia&lt;br /&gt;
| Opens the factoriopedia entry for the currently hovered object.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|Left}}&amp;lt;br&amp;gt;({{Keybinding|mb4}})&lt;br /&gt;
| Not set&lt;br /&gt;
| Back&lt;br /&gt;
| Go to the last opened window.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|Right}}&amp;lt;br&amp;gt;({{Keybinding|mb5}})&lt;br /&gt;
| Not set&lt;br /&gt;
| Forward&lt;br /&gt;
| Go forward in the opened window queue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Pause}}&lt;br /&gt;
| {{Keybinding|ZR|+}}&lt;br /&gt;
| Pause game&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|tab}}&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Confirm message&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|backspace}}&amp;lt;br&amp;gt;({{Keybinding|mb4}})&lt;br /&gt;
| Not set&lt;br /&gt;
| Select previous mod&lt;br /&gt;
| Usable only in the mods GUI. Selects the mod you previously selected.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|J}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Connect train&lt;br /&gt;
| Connects the selected train or the train you&#039;re driving to any adjacent trains.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|K}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Disconnect train&lt;br /&gt;
| Disconnects the selected rolling stock or the rolling stock you are in from the rest of the train.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F10}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Next player in [[replay system|replay]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Up}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid up&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Down}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid down&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Left}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid left&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Right}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid right&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Up}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities up&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Down}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities down&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Left}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities left&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Right}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities right&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Play the next music track&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Play the previous music track&lt;br /&gt;
| Up to 5 previous tracks are remembered.&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Pause/Resume music&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Editor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Next variation&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Previous variation&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Clone item&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Delete item&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numzero}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle entity paused&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numperiod}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Tick once&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|numplus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Increase game speed&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|numminus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Decrease game speed&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|nummulti}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Reset game speed to 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Set clone brush source&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Set clone brush destination&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Switch to surface #&lt;br /&gt;
| Switches to the surface number pressed in combination with this hotkey: CTRL + 3 -&amp;gt; switches to surface 3.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Remove scripting object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Debug mode|Debug]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F3}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle atlas GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|F4}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI visibility&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F4}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle debug settings GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F5}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle basic debug&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F9}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Reset zoom level&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|F9}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Set zoom level to 2x&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F5}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI debug&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F6}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI style view&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F7}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI shadows&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F8}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI glows&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|E}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open prototypes GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|F}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open prototype explorer GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|numplus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Increase UI scale&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|numminus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Decrease UI scale&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|numzero}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Reset UI scale to automatic&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|F11}}&lt;br /&gt;
| Not set&lt;br /&gt;
| /editor&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle entity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Script_interfaces#Custom_input|Creating keybindings in mods]]&lt;br /&gt;
** [https://lua-api.factorio.com/latest/prototypes/CustomInputPrototype.html Keybinding prototype documentation]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=214681</id>
		<title>Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=214681"/>
		<updated>2025-06-18T03:59:10Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Asteroid types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:asteroids_anim.gif|right]]&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are floating minerals found in space. There are four types of asteroids in [[Space Age]]: metallic, carbonic, oxide and promethium. Promethium asteroids are only encountered when en route to the [[shattered planet]]. Asteroids appear from all directions around stationary [[space platform]]s. [[Asteroid collector]]s can collect [[Asteroids#Asteroid chunks|asteroid chunks]], which can be fed into a [[crusher]], grinding the chunks into useful resources.&lt;br /&gt;
&lt;br /&gt;
While traveling through space, asteroids will appear in front of the space platform at a much higher rate and damage it on contact. [[Turret]]s placed towards the north edge of the platform can prevent damage by breaking the asteroids into smaller pieces.&lt;br /&gt;
&lt;br /&gt;
The density of asteroids can be seen by going to &#039;&#039;&#039;Remote view&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Surfaces&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Space Map&#039;&#039;&#039;  and clicking on an interplanetary route between two planets, or by searching &amp;quot;route&amp;quot; in Factoriopedia. The graph will show a white vertical line overlay on the asteroid graph corresponding to the ship&#039;s position when underway. &lt;br /&gt;
&lt;br /&gt;
== Asteroid types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Health (metallic/carbonic/oxide) !! Health (promethium) !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid chunk&lt;br /&gt;
| Harmless. This is the only asteroid type that spawns in orbit over [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Does not have health and is instantly destroyed on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
Can be collected by [[asteroid collector]]s.&lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Small asteroid&lt;br /&gt;
| Does not spawn naturally. Produces chunks on destruction.&lt;br /&gt;
&lt;br /&gt;
Does small damage on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 50%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Medium asteroid&lt;br /&gt;
| Spawns in space and in orbit of planets other than [[Nauvis]]. Splits into small asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Does medium damage. Can destroy several tiles of space platform foundation before expiring. Heavily resistant to laser damage.&lt;br /&gt;
&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 30%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 90%&lt;br /&gt;
*Physical: 10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Big asteroid&lt;br /&gt;
| Spawns in space beyond [[Fulgora]] and [[Gleba]]. Splits into medium asteroids when destroyed.&lt;br /&gt;
Practically immune to physical and laser damage.&lt;br /&gt;
&lt;br /&gt;
Does large amount of damage. Can go right through the space platform destroying everything in its path. &amp;lt;br&amp;gt;Because of its high flat physical resistance, [[gun turret]]s are ineffective against them, and it has even higher laser resistance than its medium counterpart. [[Rocket turret]]s are usually more effective.&lt;br /&gt;
&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 10%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 95%&lt;br /&gt;
*Physical: 2000/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Huge asteroid&lt;br /&gt;
| Spawns in space beyond [[Aquilo]]. Splits into big asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Will absolutely destroy the space platform if it is not equipped with a turret that can overcome its enormous flat physical resistance, e.g. a [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 99%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 99%&lt;br /&gt;
*Physical: 3000/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Asteroid chunks ==&lt;br /&gt;
&#039;&#039;&#039;Asteroid chunks&#039;&#039;&#039; are the smallest asteroid type, serving as the sole source of resources in space. Due to their size and low mass, these small chunks will not damage the player&#039;s space platform when colliding with it. These chunks come in four distinct varieties, three of which can be processed into raw materials using [[crusher]]s. Researching [[Advanced_asteroid_processing_(research)|advanced asteroid processing]] unlocks alternate recipes which can extract additional materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Processing&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids]] !! Processed into !! Advanced processing&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Metallic asteroid chunk}} || {{IconLink|Iron ore}} || {{IconLink|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Carbonic asteroid chunk}} || {{IconLink|Carbon}} || {{IconLink|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Oxide asteroid chunk}} || {{IconLink|Ice}} || {{IconLink|Calcite}}&lt;br /&gt;
|-&lt;br /&gt;
| {{IconLink|Promethium asteroid chunk}} || colspan=2 | Cannot be processed; used in crafting [[promethium science pack]]s.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:metallic_asteroid_entity.png|Metallic asteroids.&lt;br /&gt;
File:carbonic_asteroid_entity.png|Carbonic asteroids.&lt;br /&gt;
File:oxide_asteroid_entity.png|Oxide asteroids.&lt;br /&gt;
File:promethium_asteroid_entity.png|Promethium asteroids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Space platform]]&lt;br /&gt;
* [[Asteroid collector]]&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=212978</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=212978"/>
		<updated>2025-03-26T04:01:02Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Advanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen in Space Age]]&lt;br /&gt;
A preset may be chosen in the top left dropdown instead of manually configuring the generation. If playing in [[Space Age]]{{SA}}, presets will only change settings on [[Nauvis]].&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings. The recommended way to play Factorio.&lt;br /&gt;
&lt;br /&gt;
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.&lt;br /&gt;
&lt;br /&gt;
All other settings are set to their defaults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion            !! Default !! Evolution        !! Default&lt;br /&gt;
|-                                      &lt;br /&gt;
| Enabled                    || Yes     || Enabled          || Yes    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum expansion distance || 7       || Time factor      || 40     &lt;br /&gt;
|-                                      &lt;br /&gt;
| Minimum group size         || 5       || Destroy factor   || 200    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum group size         || 20      || Pollution factor || 9      &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || 4      &lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || 60     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Recipes/Technology          !! Default&lt;br /&gt;
|-                                        &lt;br /&gt;
| Enabled                   || Yes     || Technology price multiplier || 1&lt;br /&gt;
|-                                        &lt;br /&gt;
| Absorption modifier       || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Attack cost modifier      || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Minimum damage to trees   || 60      &lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 10      &lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || 2%      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches on Nauvis have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have 200% richness instead of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: 200% enemy base frequency and 200% enemy base size on Nauvis, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption and attack cost modifiers are set to 50% instead of 100%&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Technologies are more expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot; with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources on Nauvis are set to 33% frequency and 300% size. Nauvis water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Map height on all planets is limited to 128. Resources on Nauvis are set to 300% frequency, 50% size and 200% richness. Nauvis water is set to 25% coverage and size. Starting area size is increased to 300%. &lt;br /&gt;
&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
Lakes with consistent size and cliffs that tend to follow the coastline. Forest paths are disabled. The same elevation as Factorio 1.1.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. This preset uses the map and cliff generation from version [[version history/1.1.0#1.1.0|1.1]]&lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
A large island in an endless ocean. Forest paths are disabled.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. Terrain map type is set to island. This preset uses the map and cliff generation from version 1.1.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page. If playing in [[Space Age]]{{SA}}, you can preview any planet by using the drop-down menu in the top right. There will also be additional settings for planet-specific settings, and each setting will show an icon telling which planet it affects.&lt;br /&gt;
&lt;br /&gt;
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed. If playing in Space Age, a single seed will effect all planets at once.&lt;br /&gt;
&lt;br /&gt;
All resources and terrain features can be disabled by unchecking the checkbox in front of them.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.&lt;br /&gt;
&lt;br /&gt;
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness increases by distance from the starting area.&lt;br /&gt;
&lt;br /&gt;
If playing in Space Age, resource settings can be changed for each planet individually, even if that resource appears on multiple planets. For example, [[coal]] can be configured differently for its appearences on Nauvis and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.&lt;br /&gt;
&lt;br /&gt;
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.&lt;br /&gt;
&lt;br /&gt;
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.&lt;br /&gt;
&lt;br /&gt;
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs. Cliffs can be set separately for their appearances on [[Fulgora]]{{SA}} and [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.&lt;br /&gt;
&lt;br /&gt;
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.&lt;br /&gt;
&lt;br /&gt;
Vulcanus volcanism determines the distribution of lava compared to the mountains and ashlands on Vulcanus. Higher scale means more lava rivers, lower scale generates more mountains instead. Higher coverage means larger lava pools, smaller coverage means more ashlands.&lt;br /&gt;
&lt;br /&gt;
Gleba water control the distribution of swamps compared to the highlands on [[Gleba]]{{SA}}. Higher scale means more swamplands, lower scale generates more infrequent patches of highland. Higher coverage means larger bodies of deep water, lower coverage means less water and larger highlands.&lt;br /&gt;
&lt;br /&gt;
Gleba plants control the distribution of Gleba&#039;s many flora. It behaves similarly to Nauvis trees.&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
[[File:MapGeneratorEnemy.png|thumb|right|400px|The enemy tab]]&lt;br /&gt;
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled. Bases can be changed for both Nauvis and Gleba individually.&lt;br /&gt;
&lt;br /&gt;
There are two ways to disable enemies alltogether: &amp;quot;no enemies mode&amp;quot;, or &amp;quot;peaceful mode&amp;quot;. Selecting either will disable some [[achievements]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No enemies&#039;&#039;&#039;: [[Enemies#Nests|Nests]] will still spawn, but no enemies themselves will spawn from them. [[Pollution]] will still effect the nests by increasing their health.&lt;br /&gt;
** In Space Age, on Vulcanus, Demolishers will also not spawn, and thus there will be no territories. On Gleba, destroying egg rafts will no longer spawn wrigglers. [[Pentapod egg]]{{SA}} and [[biter egg]]{{SA}} will no longer spawn their creatures upon spoiling, and will instead simply disappear. &lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Enemies don&#039;t begin fights, only responding if the player (or a structure) fires at them. Only the enemies located near the fired shot are aggravated and they do not call other enemies to join them. The aggravated enemies primarily attack the structures and players that initiated the aggression and also the structures that block their paths. After destroying their targets, most of the time the aggravated enemies will return to being peaceful, but some of them continue a nonstop rampage where they target nearby structures (but not faraway ones). Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
** In Space Age, Demolishers will not attack if you build in their territory, but will still destroy buildings if they are placed in its path.&lt;br /&gt;
&lt;br /&gt;
The starting area is an almost circular radius around the spawn point that does not contain enemy bases or demolisher territory. Increasing its size pushes the bases further out, while decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effect.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Expansions|Enemy expansion]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion setting    !! Description&lt;br /&gt;
|-                           &lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-                           &lt;br /&gt;
| Minimum group size         || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size         || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Evolution|Evolution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolution setting !! Description&lt;br /&gt;
|-                  &lt;br /&gt;
| Time factor       || Controls how fast evolution increases over time.&lt;br /&gt;
|-                  &lt;br /&gt;
| Destroy factor    || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-                  &lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&lt;br /&gt;
The map width and height allow generating maps with finite resources and area. It is possible to limit generation to only one dimension, like the [[#Ribbon world|ribbon world]]. The technology price multiplier allows one to multiply the [[research|technology cost]].&lt;br /&gt;
&lt;br /&gt;
[[Pollution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution setting         !! Description&lt;br /&gt;
|-                       &lt;br /&gt;
| Absorption modifier       || Modifier of how much pollution is absorbed by trees and tiles.&lt;br /&gt;
|-&lt;br /&gt;
| Attack cost modifier      || Modifier of how much pollution is absorbed by enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map exchange string ===&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz&lt;br /&gt;
   WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4&lt;br /&gt;
   p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P&lt;br /&gt;
   leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE&lt;br /&gt;
   WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD&lt;br /&gt;
   dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9&lt;br /&gt;
   ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7&lt;br /&gt;
   ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr&lt;br /&gt;
   lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/&lt;br /&gt;
   jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG&lt;br /&gt;
   40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9&lt;br /&gt;
   3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ&lt;br /&gt;
   2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A&lt;br /&gt;
   dl73Kk=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Starting area ===&lt;br /&gt;
&lt;br /&gt;
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of [[coal]], [[iron ore]], [[copper ore]], and [[stone]] each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [[Uranium ore]] and [[crude oil]] do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[https://forums.factorio.com/viewtopic.php?p=432592#p432592]&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[Map_structure#Chunk|chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[Time#Seconds|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added &amp;quot;No enemies&amp;quot; setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.&lt;br /&gt;
* Added &amp;quot;Lakes&amp;quot; map generation preset&lt;br /&gt;
* Map generation system reworked}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.44|&lt;br /&gt;
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Game_modes_and_options&amp;diff=212809</id>
		<title>Game modes and options</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Game_modes_and_options&amp;diff=212809"/>
		<updated>2025-03-21T03:17:36Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:New_game_gui_freeplay.png|thumb|700px|right|In the new game GUI, the desired scenario can be selected on the left. In the top right corner, [[replay system|replays]] can be enabled.]]&lt;br /&gt;
These game modes are available in the Factorio base game:&lt;br /&gt;
* Main game&lt;br /&gt;
** [[Tutorial]] - A series of five levels for new players.&lt;br /&gt;
*** Levels 4 and 5 can be played in multiplayer.&lt;br /&gt;
** Freeplay - The intended way of playing Factorio. Your task is to launch a rocket into space.&lt;br /&gt;
*** Can be played in [[multiplayer]].&lt;br /&gt;
** Freeplay (Space Age) - The intended way of playing [[Space Age|Factorio:Space Age]]{{SA}}. Your task is to dispatch an interstellar space platform.&lt;br /&gt;
*** If the expansion is installed, this option replaces the normal Freeplay mode.&lt;br /&gt;
*** Can be played in [[multiplayer]], if all players own the expansion.&lt;br /&gt;
* Game [[Scenario system|scenarios]]&lt;br /&gt;
** Transport belt madness - Test your belt layout skills by connecting chests on a small island.&lt;br /&gt;
** Tight spot - Buy land and machines and sell your final product.&lt;br /&gt;
** [[Wave defense]] - Defend the rocket silo against waves of enemy biters and launch a rocket to win.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** [[Supply challenge]] - Timed challenge to produce and deliver specified items for each level.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** PvP - Blow up your friends.&lt;br /&gt;
*** Can &#039;&#039;&#039;only&#039;&#039;&#039; be played in multiplayer.&lt;br /&gt;
** Team production - Compete as small teams to complete short production-based objectives.&lt;br /&gt;
*** Can &#039;&#039;&#039;only&#039;&#039;&#039; be played in multiplayer.&lt;br /&gt;
** Sandbox - A creative mode where the player can have all technologies researched and spawn in items.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** [[Rocket rush]] - Try to launch a rocket as fast a possible with all technologies already unlocked.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}{{C|Scenario{{!}}#Game modes and options}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform_foundation&amp;diff=212808</id>
		<title>Space platform foundation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform_foundation&amp;diff=212808"/>
		<updated>2025-03-21T02:57:39Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{:Infobox:Space_platform_foundation}}&lt;br /&gt;
&#039;&#039;&#039;Space platform foundations&#039;&#039;&#039; are used to extend the dimensions of a [[space platform]]. Nearly any building can be placed on the foundation to add to the functionality of a space platform. They are also essential components for the [[space platform starter pack]], which creates a space platform when launched with a [[Rocket silo|rocket]]. The starting space platform will not be large enough for other buildings, so more space platform foundations must be sent to the platform to extend its size.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Each platform starter pack comes with 10 space platform foundations in the inventory and 36 space platform foundations placed around the Space platform hub.&lt;br /&gt;
* Space platforms cannot be built with holes in them. If the player tries to create the hole, the space platform foundation will not build and will display a warning.&lt;br /&gt;
* It takes 5 space platform foundations to increase a ship&#039;s weight by one ton (200kg or 0.2 tons per platform). This is different from the rocket launch weight of 20 kg per Space platform foundation (50 tiles / 1000kg = 20kg).&lt;br /&gt;
* When building a space platform from a blueprint or remote map view, each tile has a 1-second expansion animation. Each space platform foundation will do the expansion animation on its three exposed faces for 1 tile of length before repeating. &lt;br /&gt;
* When a space platform foundation gets destroyed, everything not connected to the [[space platform hub]] will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;br /&gt;
{{C|Terrain}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=212767</id>
		<title>Captive biter spawner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Captive_biter_spawner&amp;diff=212767"/>
		<updated>2025-03-20T08:03:17Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Food consumption */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Captive biter spawner}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
A &#039;&#039;&#039;captive biter spawner&#039;&#039;&#039; is a special production building that is initially unlocked on [[Gleba]]{{SA}} and is used to produce [[biter egg|biter eggs]]. A captive biter spawner has no [[module]] slots, is unaffected by [[beacon]]s, and cannot be connected to either circuit or logistic networks. A captive spawner cannot be removed by the player or [[construction robot]]s, but can be destroyed via weapon fire, at which point it will spawn a small biter.&lt;br /&gt;
&lt;br /&gt;
== Biter egg production ==&lt;br /&gt;
These buildings are solely used to produce [[biter egg|biter eggs]], for which they are the only source in the game. Producing biter eggs does not require setting a recipe nor providing any ingredients other than a constant influx of fuel in the form of [[bioflux]]. A captive biter spawner can hold a maximum of 100 biter eggs, which they produce at a rate of 5 eggs every 10 seconds, or 0.5 /s. The production cycle continues when the output slot is full, even though no additional eggs are being produced. Biter eggs held in the output slot will not start to spoil until removed.&lt;br /&gt;
&lt;br /&gt;
== Obtainment ==&lt;br /&gt;
They can be obtained in two different ways. They can be &amp;quot;built&amp;quot; by firing a [[capture bot rocket]]{{SA}} at a [[Enemies#Nests|biter spawner]] on [[Nauvis]], which will slowly transform the spawner into a captive one. Alternatively, after reaching [[Aquilo]]{{SA}} and researching the relevant [[Captive biter spawner (research)|technology]], the player can craft captive biter spawners themselves, which can be manually placed. While in the player&#039;s inventory or another container, a captive spawner has a spoilage time of 30 minutes, at which point it will turn into a behemoth biter.&lt;br /&gt;
&lt;br /&gt;
== Food consumption ==&lt;br /&gt;
&lt;br /&gt;
A captive spawner will lose health at a rate of 1/second, unless fed with a supply of [[bioflux]]{{SA}}. If a captive spawner&#039;s health reaches zero, it will transform back into a normal spawner and will have to be captured again.&lt;br /&gt;
&lt;br /&gt;
Previously captured and then starved [[Enemies#Nests|biter spawners]] cannot be targeted by [[turret]]s, [[personal laser defense]] or [[spidertron]]&#039;s automatic rocket launchers, but it can still consume [[pollution]] and spawn biters which are affected by the [[Enemies#Evolution|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
[[Bioflux]]{{SA}} is used for food. One item of bioflux has an energy value of 6 MJ, and since the captive biter spawner consumes 100 kW of food, each item of bioflux will last for exactly one minute. With one normal quality item of bioflux lasting for two hours before it [[spoilage|spoils]], this means that 120 items of bioflux of the same age may be consumed by a single captive biter spawner before any of them spoil.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Captive biter spawners with a higher quality level will &#039;&#039;not&#039;&#039; yield higher quality [[biter egg]]s.&lt;br /&gt;
&lt;br /&gt;
In case a captive biter spawner reverts back into a biter spawner for any reason it will retain the quality it had as a captive biter spawner. This resulting spawner will spawn biters of the same quality, which will have the capability of forming expansion groups that will also retain their quality level upon successful expansion - creating more quality biter or [[Enemies#Spitters|spitter]] spawners, and even quality [[Enemies#Worms|worms]]. Failing to contain such reverted spawners can lead to the planet becoming populated by higher quality enemies.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=212669</id>
		<title>Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=212669"/>
		<updated>2025-03-19T03:21:28Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Laser turret}}&lt;br /&gt;
&#039;&#039;&#039;Laser turrets&#039;&#039;&#039; are an advanced defense building with longer range than the [[gun turret]], laser damage, and use [[Electric system|electricity]] to operate instead of [[Firearm magazine|ammo]] (and a smaller amount of energy when idle). Each shot costs 800kJ of energy; as the shooting speed increases through upgrades, so does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Using laser turrets to ward off attacks can cause electricity usage spikes, these can be offset by using [[accumulator]]s (or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess [[steam turbine]]s).&lt;br /&gt;
&lt;br /&gt;
On [[space platform]]s{{SA}}, lasers can be effective against small [[asteroids]]{{SA}}, which have only 20% laser resistance and 100 health. Other asteroids have laser resistance of 90% or more, making lasers relatively useless against them. Large groups of high [[quality]]{{SA}} lasers (which have extended range, not damage) can be useful against medium asteroids if they also have enough damage upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Wrigglers|Pentapods]]{{SA}} on [[Gleba]]{{SA}} have high laser resistance (50% for wrigglers, strafers, and egg rafts, 80% for stompers) so laser turrets are ineffective against them.&lt;br /&gt;
&lt;br /&gt;
The [[demolisher]]s{{SA}} on [[Vulcanus]]{{SA}} have 100% laser resistance.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=256px heights=256px&amp;gt;&lt;br /&gt;
File:laser_turret_entity_anim.gif|Laser turret firing.&lt;br /&gt;
File:laser turret rotating.gif|thumb|A gif of the laser turret rotating. &amp;lt;small&amp;gt;(Pre 1.0)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* Laser turret now use new laser beams.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Laser turret projectiles move much faster.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* All turrets now have a 2×2 footprint.&lt;br /&gt;
* Made 4x as powerful and expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Change to recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Decreased resting energy consumption of laser turret to 1/3 of original value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added upgrade technologies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=205863</id>
		<title>Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial&amp;diff=205863"/>
		<updated>2024-11-10T21:22:12Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Abandoned rail base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{about|Factorio&#039;s in-game tutorial|community-created tutorials hosted on this wiki|Tutorials}}[[File:New game gui.png|thumb|right|The menu to enter the tutorial.]]&lt;br /&gt;
The &#039;&#039;&#039;tutorial&#039;&#039;&#039; is Factorio&#039;s equivalent of a story mode. The tutorial consists of pre-generated levels where the [[player]] must accomplish some preset tasks, such as obtaining a certain amount of resources or scanning the surroundings with [[radar]]s. Upon level completion, a game finish report is given, similar to freeplay, where kills and completion time are tallied. Completing the tutorial is not necessary to play freeplay.&lt;br /&gt;
&lt;br /&gt;
To start the tutorial, select &#039;&#039;Single player&#039;&#039; from the title screen, &#039;&#039;New game&#039;&#039; and then &#039;&#039;Tutorial&#039;&#039; in the &#039;&#039;Main game&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
=== Crash ===&lt;br /&gt;
In the first level, the player is tasked with mining some resources which are needed to craft and place a [[burner mining drill]] and a [[stone furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Mining outpost ===&lt;br /&gt;
In the second level, the player is tasked with building some more furnaces and mining drills. They will encounter some [[enemies|small biters]] that they need to fight off. The end goal is to carry 150 [[iron plate]]s, 50 [[copper plate]]s and 75 [[coal]] in the player inventory.&lt;br /&gt;
&lt;br /&gt;
=== Power plant ===&lt;br /&gt;
In the third, the player is tasked with completing an existing steam engine and boiler setup by placing an [[offshore pump]], some [[pipe]]s and [[small electric pole]]s. Then, the player is tasked with building 3 [[radar]]s and letting them scan 50 sectors as the final goal. During this, the player may get attacked by biters.&lt;br /&gt;
&lt;br /&gt;
=== Science and automation ===&lt;br /&gt;
The fourth level introduces science and research. The player is tasked with building a [[lab]] and researching [[stone wall]]s, and then [[Automobilism (research)|automobilism]]. Then, the player must build and load a [[car]] with materials. There are several nearby biter [[nests]] which the player must attack or defend against.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned rail base ===&lt;br /&gt;
In the fifth and last level of the tutorial, the player arrives at a partially destroyed factory with an inoperable railway stop. The player is tasked with repairing the base and setting up automated rail transport to nearby iron and copper ore mines, then loading their car again with supplies, including [[Piercing rounds magazine|piercing rounds]] and [[solar panel]]s. After meeting the objectives, the player can continue to explore this level as long as they want. Some of the things to discover include a distant solar and [[accumulator]] farm, abandoned [[laser turret]]s, and [[uranium ore]] that cannot be mined due to [[sulfuric acid]] not being available (there are no [[crude oil]] patches on the map, and [[research]] is capped).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Game modes and options]]&lt;br /&gt;
&lt;br /&gt;
{{C|Scenario}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gleba&amp;diff=205762</id>
		<title>Gleba</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gleba&amp;diff=205762"/>
		<updated>2024-11-10T11:25:03Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:gleba_preview.png|210px|right]]&#039;&#039;&#039;Gleba&#039;&#039;&#039; is a moist, agricultural planet with fungal hills and swampy lowlands.&lt;br /&gt;
&lt;br /&gt;
It is home to the [[pentapods]]{{SA}}, which are spider-like [[enemies]] who are attracted to the scent of biological processing, similar to the way that [[Nauvis]] creatures negatively respond to [[pollution]]. One of the most prominent traits of Gleba is that nearly everything takes a biological form.&lt;br /&gt;
=== Required Research === &lt;br /&gt;
{{NavboxIconLink|Planet_discovery_Gleba_(research)|Planet Discovery Gleba}}&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Gleba:&lt;br /&gt;
* {{NavboxIconLink|Agricultural tower}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Heating tower}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Biochamber}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Biolab}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Stack inserter}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Rocket turret}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Spidertron}}&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
{{NavboxIconLink|Gleba}} is connected to 4 other planets: {{NavboxIconLink|Nauvis}}, {{NavboxIconLink|Vulcanus}}{{SA}}, {{NavboxIconLink|Fulgora}}{{SA}}, and {{NavboxIconLink|Aquilo}}{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Nauvis}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Vulcanus}}{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Fulgora}}{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Aquilo}} {{SA}}|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Gleba.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Nauvis}} to {{NavboxIconLink|Gleba}}&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Vulcanus}} to {{NavboxIconLink|Gleba}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Gleba }} to {{NavboxIconLink|Fulgora}}&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from {{NavboxIconLink|Gleba }} to {{NavboxIconLink|Aquilo}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Metallic asteroid chunk}} {{SA}}|| 2 &lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Carbonic asteroid chunk}} {{SA}}|| 5 &lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Oxide asteroid chunk}} {{SA}}|| 1 &lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Promethium asteroid chunk}} {{SA}}|| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .30&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gleba Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Spores&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 10 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
&lt;br /&gt;
Gleba hosts multiple biomes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep water&#039;&#039;&#039;&lt;br /&gt;
An impassable &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shallows&#039;&#039;&#039;&lt;br /&gt;
A walkable murky water, filled with watercanes.&lt;br /&gt;
&#039;&#039;&#039;Green lowlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red lowlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green midlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red midlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== {{NavboxIconLink|Spoilage}} ===&lt;br /&gt;
Most biological products on Gleba are &amp;quot;spoilable&amp;quot;. A spoilable item has an inherent timer attached to it, which begins at the item&#039;s creation. When the timer reaches 0, the item is transformed into [[spoilage]],{{SA}} with a few exceptions. This process is inevitable and cannot be stopped.&lt;br /&gt;
&lt;br /&gt;
The exact time differs per item, ranging anywhere from a few minutes to 2 hours. This means that item throughput is more important than ever on Gleba, and buffering a large stockpile is ineffective, as items can spoil within containers.&lt;br /&gt;
&lt;br /&gt;
When crafting with spoilable items, the final product will inherit the freshness value of the ingredients. The three exceptions are [[Iron Bacteria|iron]] and [[copper bacteria]] cultivation, [[pentapod eggs]] and [[fish]] breeding, whose recipes will always result in a 100% fresh product, regardless of the freshness of the ingredients.&lt;br /&gt;
&lt;br /&gt;
When crafting with two different spoilable items of different freshness values, like in the [[agricultural science pack]]{{SA}} and [[bioflux]]{{SA}} recipes, the final product&#039;s freshness is determined by the average of the ingredients&#039; freshness.&lt;br /&gt;
&lt;br /&gt;
The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis. &lt;br /&gt;
&lt;br /&gt;
Spoilable items are used as ingredients in a few non-spoilable items, such as the [[biochamber]]{{SA}}. In these, the freshness value of the ingredients do not matter in the product being produced. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spoilable Item Times&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Time !! Special effect on spoiling&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || 1 hour ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Biter egg|space-age=yes}} || 30 minute || Spawns a Big Biter&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Bioflux|space-age=yes}} || 2 hours ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Copper bacteria|space-age=yes}} || 1 minute || Turns into [[copper ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Raw fish}} || 2 hours, 5 minutes, 50 seconds ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Iron bacteria|space-age=yes}} || 1 minute || Turns into [[iron ore]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jelly|space-age=yes}} || 4 minutes ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Jellynut|space-age=yes}} || 1 hour ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nutrients|space-age=yes}} || 5 minutes ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pentapod egg|space-age=yes}} || 15 minutes || Spawns a wriggler&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako|space-age=yes}} || 1 hour ||&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Yumako mash|space-age=yes}} || 3 minutes ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{NavboxIconLink|Aquilo}} {{SA}}&lt;br /&gt;
* {{NavboxIconLink|Fulgora}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Nauvis}}&lt;br /&gt;
* {{NavboxIconLink|Vulcanus}} {{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
gleba_landscape.png|Example landscape of Gleba.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In biology, a gleba is a fleshy, spore-filled inner mass of some fungi like the puffball.&lt;br /&gt;
* During development, Gleba was once named &#039;&#039;Bacchus&#039;&#039;, after the Roman god of fertility, orchards, and vegetation.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=205201</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=205201"/>
		<updated>2024-11-06T18:48:09Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Steam tanks as power storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity. Electricity is one of two ways machines can be powered, the other being [[burner devices]] running off of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
== Network mechanics ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity. More details about each method are available on the [[Power production]] page.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s – Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and fuel).&lt;br /&gt;
# [[Solar panel]]s – Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s – Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s – High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
Energy can be stored in:&lt;br /&gt;
* [[Fuel]]. It can be burnt to generate power.&lt;br /&gt;
* [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[storage tank]], allowing steam engines or steam turbines to operate on-demand.&lt;br /&gt;
* [[Heat pipe]]s. Heat pipes can buffer up to 500MJ of energy across their working range of 500°C to 1000°C, although in practice this will be less depending on distance due to the way heat transfer works.&lt;br /&gt;
&lt;br /&gt;
==== Steam tanks as power storage ====&lt;br /&gt;
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C Steam stores 750MJ.&lt;br /&gt;
&lt;br /&gt;
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 150 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 480 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. [[laser turret]] firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&lt;br /&gt;
====Energy storage density comparison====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Storage !! Capacity !! Accumulators !! Size !! Density (MJ/tile)&lt;br /&gt;
|-&lt;br /&gt;
| Accumulator || 5MJ || 1 || 2x2 || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Steam tank (165°C) || 750MJ || 150 || 3x3 || 83.33&lt;br /&gt;
|-&lt;br /&gt;
| Steam tank (500°C) || 2400MJ || 480 || 3x3 || 266.66&lt;br /&gt;
|-&lt;br /&gt;
| Heat pipe || 500MJ&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 100 || 1x1 || 500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Theoretical maximum, actual capacity depends on distance due to heat transfer mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] – Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] – Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] – Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] – Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
[[File:machines_slow_electricity.gif|thumb|231px|right|Two [[assembling machine]]s running on very low electricity.]]The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3×60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited. Drain is cumulative with energy cosumption - for example, an active [[Assembling machine 2]] will consume 155 kW (150kW energy consumption + 5kW drain).&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Disconnect power pole.gif|frame|right|An individual connection is removed by redrawing the connection with copper cable.]]&lt;br /&gt;
A network is created by placing electrical generators (such as [[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to other available poles, starting with the closest one.&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (it won&#039;t form a 3 pole triangle).&lt;br /&gt;
# It will not be connected to more than 5 other poles.&lt;br /&gt;
&lt;br /&gt;
== Electric network info screen ==&lt;br /&gt;
[[File:Electric network info screen.png|thumb|400px|The Electric network info GUI]]&lt;br /&gt;
[[File:electric_satisfaction_stress.gif|thumb|390px|Slight stress on the electric system&#039;s satisfaction.]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; – The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; – The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Accumulator|Accumulator]] capacity&#039;&#039;&#039; – How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; – Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; – Shows the production of the different producers of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; – A list of consumers from highest power consumption to lowest. In the picture example, 47 [[radar]]s consume the most power, at 14.1 MW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; – A list of producers from highest power production to lowest. In the picture example, 1,300 [[accumulator]]s produce the most electricity in the factory.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Network priorities ==&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]s – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. &lt;br /&gt;
* [[Steam engine]]s and [[Steam turbine]]s – They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.&lt;br /&gt;
* [[Accumulator]] – Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.&lt;br /&gt;
&lt;br /&gt;
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a  [[power switch]] and the [[circuit network]] is in order.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Units]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Electric system}} {{C|Energy and fluid distribution{{!}}#Electric system}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=205200</id>
		<title>Lightning collector</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lightning_collector&amp;diff=205200"/>
		<updated>2024-11-06T18:43:07Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lightning collector}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Lightning Collector&#039;&#039;&#039; is an upgraded version of the [[lightning rod]] from [[Fulgora]]{{SA}} that protects a larger area from getting struck by lightning, as well as converting each strike to more electricity than its counterpart.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Similarly to the lightning rod, the lightning collector cannot be crafted on any planet other than Fulgora, due to the other planets&#039; lack of a strong magnetic field.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=202301</id>
		<title>Cargo landing pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=202301"/>
		<updated>2024-10-24T18:50:08Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cargo landing pad}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;cargo landing pad&#039;&#039;&#039; is a large storage item that is part of the [[logistic network]]. It acts as an 8x8 [[passive provider chest]] with a capacity of 80 slots. Only one can be placed on the surface at a time. &lt;br /&gt;
&lt;br /&gt;
When the [[rocket silo]] sends a rocket with a [[satellite]] into space, the cargo landing pad will receive 1,000 [[space science pack]]s. If the landing pad is full, the science will be deposited on the ground and marked for deconstruction. The science will be delivered to the landing pad regardless of its distance from the rocket silo.&lt;br /&gt;
&lt;br /&gt;
The landing pad can be connected to the [[circuit network]] to read its contents like other containers.&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
In [[Space Age]]{{SA}}, the cargo landing pad further acts as a hub for orbital deliveries. It acts as a [[requester chest]] for orbiting [[space platform]]s{{SA}}. Platforms that are stopped over the current planet may have their cargo dropped down to satisfy the landing pad&#039;s requests. The landing pad can only receive one stack of items at a time.&lt;br /&gt;
&lt;br /&gt;
Placing a [[cargo bay]]{{SA}} that is touching the landing pad next to at least one tile will increase the landing pad&#039;s inventory size by 20 slots each (increasable with higher [[quality]]{{SA}}) and increase the number of item stacks that can be dropped from the platform at once. If a landing pad&#039;s inventory is full, a platform will not drop any cargo until a slot is free.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;trash unrequested&#039;&#039;&#039; box is ticked, the landing pad will automatically move all items from its inventory that are not currently requested to its trash slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Space platform]]{{SA}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=202300</id>
		<title>Cargo landing pad</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_landing_pad&amp;diff=202300"/>
		<updated>2024-10-24T18:48:10Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cargo landing pad}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;cargo landing pad&#039;&#039;&#039; is a large storage item that is part of the [[logistic network]]. It acts as an 8x8 [[passive provider chest]] with a capacity of 80 slots. Only one can be placed on the surface at a time. &lt;br /&gt;
&lt;br /&gt;
When the [[rocket silo]] sends a rocket with a [[satellite]] into space, the cargo landing pad  will receive 1,000 [[space science pack]]s. If the landing pad is full, the science will be deposited on the ground and marked for deconstruction. The science will be delivered to the landing pad regardless of its distance from the rocket silo.&#039;&lt;br /&gt;
&lt;br /&gt;
The landing pad can be connected to the [[circuit network]] to read its contents like other containers.&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
In [[Space Age]]{{SA}}, the cargo landing pad further acts as a hub for orbital deliveries. It acts as a [[requester chest]] for orbiting [[space platform]]s{{SA}}. Platforms which are stopped over the current planet may have their cargo dropped down to satisfy the landing pad&#039;s requests. The landing pad is only able to receive one stack of items at a time.&lt;br /&gt;
&lt;br /&gt;
Placing a [[cargo bay]]{{SA}} that is touching the landing pad by at least one tile will increase the landing pad&#039;s inventory size by 20 slots each (increasable with higher [[quality]]{{SA}}) and increase the number of item stacks that can be dropped from the platform at once. If a landing pad&#039;s inventory is full, a platform will not drop any cargo until a slot is free.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;trash unrequested&#039;&#039;&#039; box is ticked, the landing pad will automatically move all items from its inventory that are not currently requested to its trash slots.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Space platform]]{{SA}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Dogman15&amp;diff=189029</id>
		<title>User:Dogman15</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Dogman15&amp;diff=189029"/>
		<updated>2022-04-21T21:50:33Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my user page. I&#039;m on other wikis, too. I wish we could have an article about the [[User:Dogman15/Sandbox|Soundtrack]].&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.5.0&amp;diff=187449</id>
		<title>Version history/0.5.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.5.0&amp;diff=187449"/>
		<updated>2021-11-06T10:14:55Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.5.3 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed bug in saving script state (actual save happened only the very 1st time).&lt;br /&gt;
* Fixed bugs in scenario pack.&lt;br /&gt;
* Fix of loading of custom GUI styles&lt;br /&gt;
* Mining cargo wagon gives back items inside.&lt;br /&gt;
* Fixed crash in map editor when opening furnace / boiler / etc.&lt;br /&gt;
* Wire dragging in god mode.&lt;br /&gt;
* During tight spot simulation the camera can move around.&lt;br /&gt;
* Minor fix with arrow in demo level 01.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fix of rail not providing direction.&lt;br /&gt;
* Fix of setactive method (set always to active), this fixes the scenario pack as well.&lt;br /&gt;
* Method getEnergy works on assembling machine.&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Dropped Linux deb packages (tar packages remain)&lt;br /&gt;
=== Translations ===&lt;br /&gt;
* Merged changes in FR translation&lt;br /&gt;
* Added Dutch translation.&lt;br /&gt;
&lt;br /&gt;
== 0.5.2 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed map editor segfaults caused by entities staged for update.&lt;br /&gt;
* Fixed double translation in Czech translation.&lt;br /&gt;
* Added player entity to the locale file.&lt;br /&gt;
* Fixed restart button in finished game GUI.&lt;br /&gt;
* Fixed crashes in map editor when building belts to ground on top of each other.&lt;br /&gt;
* Fixed the crafting speed description in the assembling machine.&lt;br /&gt;
* Fixed straight lines in the newly generated maps.&lt;br /&gt;
* Fixed crashes when loading maps with missing tile or resource definitions.&lt;br /&gt;
* Fixed setting of sizes of custom GUI elements in scripts (took effect after save, but not immediately).&lt;br /&gt;
* Fixed some of the line wrapping problems in tool tips.&lt;br /&gt;
* Fixed bug when starting chest buttons appeared when loading sandbox game.&lt;br /&gt;
* Fixed attacking with tool when there is no ammo.&lt;br /&gt;
* Limit the frequency of the message sound.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* The game doesn&#039;t play (and encode) the ambient when ambient volume is 0.&lt;br /&gt;
* The game doesn&#039;t simulate fish (and other stuff in the future) that are far away.&lt;br /&gt;
&lt;br /&gt;
== 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Arrows for mining drill output when building and in Alt mode.&lt;br /&gt;
* Vehicle riding in God mode (vehicle must be selected when pressing enter key).&lt;br /&gt;
* Safe and resource-rich starting area for freeplay.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Enabled loading of saves with corrupted rail segments setup from 0.4.x versions&lt;br /&gt;
* Fix of crash when opening laboratory with no active research.&lt;br /&gt;
* Fixed map editor crash when displaying enemy turret entity info.&lt;br /&gt;
* Added options button to the map editor menu.&lt;br /&gt;
* Esc in map editor menu returns to map editing.&lt;br /&gt;
* Fix bug of logistic storage not updated when rebuilding chest to storage.&lt;br /&gt;
* Fixed bug of alt-info + logistic storage being off after shift/control click of items that don&#039;t fit into inventory.&lt;br /&gt;
* Added missing English translation records.&lt;br /&gt;
* Fixed crash when train destroyed another wagon / locomotive.&lt;br /&gt;
* Fixed crash when using setcommand with defins.command.gotolocation.&lt;br /&gt;
* Style for button pie slice progress color (used for crafting slot).&lt;br /&gt;
* Small GUI style fixes (car GUI, inserter GUI)&lt;br /&gt;
* Unified GUI title bottom styles.&lt;br /&gt;
* Minimal width for dialog buttons.&lt;br /&gt;
* Fixed crashes in updater.&lt;br /&gt;
* Fixed the steam engine power output indicator (allowing it to have value up to 100%)&lt;br /&gt;
* Fixed position of the FPS info (now in the top left)&lt;br /&gt;
* Fixed changing god speed on autozoom (F9)&lt;br /&gt;
* Boiler is fast replaceable with pipes (and vice versa).&lt;br /&gt;
* Fixed the bug of the wrong calculation of craftable items.&lt;br /&gt;
* Fixed missing file in Linux tarball.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Smooth progress bar for splash screen.&lt;br /&gt;
* Faster god movement speed.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New radar graphics.&lt;br /&gt;
* New boiler graphics.&lt;br /&gt;
* New steam engine graphics.&lt;br /&gt;
* New pump graphics.&lt;br /&gt;
* New pipes graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.5.0 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Crafting recipes categorized into groups.&lt;br /&gt;
* GUI styles (changeable by mods).&lt;br /&gt;
* Auto updater for new versions.&lt;br /&gt;
* Train path finding takes two way signals into account.&lt;br /&gt;
* Train Schedule merging when connecting trains.&lt;br /&gt;
* Show what is connected to the electric pole when selected.&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* Choose direction for some entities automatically (semaphore, train station, pump), when more than one direction is suitable. The R key rotates just between those.&lt;br /&gt;
* Alt info for the cargo wagon contents.&lt;br /&gt;
* Train stop building position is rounded to 2x2 grid to fix the rail grid.&lt;br /&gt;
* Visualization of guarded rail area by rail signal when building/selecting it.&lt;br /&gt;
* Blinking unplugged icon for generator/solar panel when it is not connected to any machine that can use the electricity, same icon for consumer when not connected to source.&lt;br /&gt;
* Multiple Train Stops for the Train Station (Train stop has GUI to change the station it belongs to)&lt;br /&gt;
* Updated recipe tooltip for assembling machine output and technology window.&lt;br /&gt;
* Inserter can pick up to 5 items when moving from inventory to inventory (when researched), this is useful for faster loading/unloading of cargo in train stations.&lt;br /&gt;
* Electric network statistics, accessible by opening the electric pole of the electric network, shows statistics and graphs for different intervals (5s - 50h).&lt;br /&gt;
* God controller (mode without a player)&lt;br /&gt;
* Added sandbox custom scenario (no goal, just building factories).&lt;br /&gt;
* Enemy base generation settings can be set in the map generation GUI.&lt;br /&gt;
* Load game GUI automatically selects latest save when opened.&lt;br /&gt;
* Added fast and express splitters.&lt;br /&gt;
* Crop Cache for atlas (requires less video memory to run, first load when crop cache is initialized can be slower)&lt;br /&gt;
* Faster loading times (sounds are loaded when needed, faster images loading)&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New GUI look.&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* New graphics for mining drills (burner and electric)&lt;br /&gt;
* Use shooting particles when player is shooting.&lt;br /&gt;
* New splitter graphics.&lt;br /&gt;
* New small lamp graphics.&lt;br /&gt;
* Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed bug in internal rail segment structure creation on circular rails. This could have made the save games unusable&lt;br /&gt;
* Fixed speed of logistic robots manager (slowdowns in games with lots of logistic chest + robots)&lt;br /&gt;
* Fixed slow update with big counts of smart chests connected to the circuit network (now instant).&lt;br /&gt;
* Fixed bug in logistic chest unregistration when the &amp;quot;ghost&amp;quot; entity to be built was held above it.&lt;br /&gt;
* Reload fonts when the display is found, this should solve issues of black fonts after switching from different mode/game.&lt;br /&gt;
* Don&#039;t allow to do quick transfer (ctrl+click) on entities that are not operable.&lt;br /&gt;
* Rails are not minable when there is train on them.&lt;br /&gt;
* Player selection controller works when player dies (and is respowned by the player port).&lt;br /&gt;
* Correct saving of max updates per frame to the config&lt;br /&gt;
* number instead of true/false.&lt;br /&gt;
* Fix of alt info for chests cleared by the script.&lt;br /&gt;
* Fix of loading saved games with mod items in crafting queue, that are not already present (mod with that item is not present, or the item was removed).&lt;br /&gt;
* Fixed bug of not loadable games due to different mod settings causing to have assembling machines set to recipes with more ingredients than the number of slots of the assembling machine.&lt;br /&gt;
* Fixed object creation in the Lua scripts (faster and no memory leaks).&lt;br /&gt;
* Fixed clearing temporary script data (faster).&lt;br /&gt;
* Fixed bug with flickering entity info.&lt;br /&gt;
* Character not connected to player dying doesn&#039;t lose the game..&lt;br /&gt;
* Fixed ordering of commands on entity die to allow clone mod.&lt;br /&gt;
* Confirm exit from map editor when map is not saved.&lt;br /&gt;
* Fixed bug of not loadable saves with entities on the edge of the region in some cases.&lt;br /&gt;
* Fixed automatic resizing of script-based GUI when text is element or child items are removed.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Larger scale of terrain features.&lt;br /&gt;
* Better movement on transport belts in turns and crossings.&lt;br /&gt;
* Rails recipe changed (made from steel, needs also stone)&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
* More random looking enemy base generation.&lt;br /&gt;
* Machines using electricity can have limited maximum input/output flow per second, so accumulators don&#039;t recharge/give energy instantly and laser turrets take energy, more continuously.&lt;br /&gt;
* Ambient ([[Factorio Soundtrack|music]]) isn&#039;t loaded all at start, but instead streaming real time while playing, this reduces game starting time and memory requirements.&lt;br /&gt;
* Removed the limit to pickup 1 item per tick when player is picking items.&lt;br /&gt;
* Player picks all items in range when picking items on ground (not just 1 per tick as it was until now)&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Changed the &#039;orientation&#039; parameter to &#039;direction&#039; to be consistent, the direction is used for the 4/8 base direction of the entity. Orientation is used for 360° orientation of something.&lt;br /&gt;
* LuaEntity::clearitemsinside and getitemcount works on all entities (hopefully)&lt;br /&gt;
* Added LuaGame::findentitiesfiltered, to find entities of certain type/name faster.&lt;br /&gt;
* Added LuaGame::findnoncollidingposition(name, position, max perimeter, precision) to quickly find building space.&lt;br /&gt;
* Saving and Loading game from the script (game.load(name) and game.save(name)). Used in tight-spot and transport-belt-madness.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Mods can modify the GUI style of the game.&lt;br /&gt;
* Configurable car trunk size in the entity definition.&lt;br /&gt;
* Measure time spent in scripts divided in individual mods and show in time statistics info (F5).&lt;br /&gt;
* force.resettechnologies now loads new versions of technologies (like before), but it preserves the research and enabled state of technologies, so it is usable in migrations to reload existing technologies that changed.&lt;br /&gt;
* Enabled to have recipe with no prerequisites (just energy). In the crafting GUI, it shows Infinite count craftable of that item (and all items dependent on recipes that are for free).&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.12.0&amp;diff=187448</id>
		<title>Version history/0.12.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.12.0&amp;diff=187448"/>
		<updated>2021-11-06T10:11:02Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.12.35 ==&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
* Fixed the missing title in character logistics window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.34 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Polished/Updated the New hope campaign maps&lt;br /&gt;
* LuaGameScript::server_save silently does nothing if used on a single player game instead of giving an error.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed the fuel inventory of the car in the New Hope campaign missions. ([https://forums.factorio.com/24923 more])&lt;br /&gt;
* Fixed crash when exiting from an error during the on_robot_built_entity event. ([https://forums.factorio.com/24837 more])&lt;br /&gt;
* Fixed crash when removing and re*creating forces. ([https://forums.factorio.com/25111 more])&lt;br /&gt;
* Fixed crash after changing the type of a style currently applied to a custom GUI element when loading a save. ([https://forums.factorio.com/23969 more])&lt;br /&gt;
* Fixed crash when calling LuaPlayer::teleport on a disconnected player. ([https://forums.factorio.com/25203 more])&lt;br /&gt;
* Fixed crash after running LuaGameScript::server_save from a mod. ([https://forums.factorio.com/25443 more])&lt;br /&gt;
* Fixed crash when changing the force of an offline player with personal roboport equipment. ([https://forums.factorio.com/25417 more])&lt;br /&gt;
* Fixed crash when trying to merge a force into its self. ([https://forums.factorio.com/25518 more])&lt;br /&gt;
* Fixed underground belt position in blueprint preview. ([https://forums.factorio.com/24970 more])&lt;br /&gt;
* Fixed map transfer speed dropping to zero ([https://forums.factorio.com/25178 more])&lt;br /&gt;
* Fixed logistic description counts with the same counts getting displayed in random order ([https://forums.factorio.com/25670 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.33 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed tiles in blueprints. ([https://forums.factorio.com/24676 more])&lt;br /&gt;
* Fixed the duplicated message on load error in multiplayer. ([https://forums.factorio.com/24561 more])&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network. ([https://forums.factorio.com/24558 more])&lt;br /&gt;
* Fixed that switching brush shape in the map editor didn&#039;t update the selected icon highlight. ([https://forums.factorio.com/24688 more])&lt;br /&gt;
* Fixed that label/check box padding was applied twice, moving the rendered text to be out of place. ([https://forums.factorio.com/24102 more])&lt;br /&gt;
* Fixed that map (chart) wasn&#039;t properly updated when existing map was edited in the map editor. ([https://forums.factorio.com/23861 more])&lt;br /&gt;
* Fixed crash when the character would die from mining something. ([https://forums.factorio.com/24566 more])&lt;br /&gt;
* Fixed crash when robot can&#039;t find charging spot when stationing. ([https://forums.factorio.com/24768 more])&lt;br /&gt;
* Fixed crash in multiplayer that could happen when 2 people are editing the same train schedule. ([https://forums.factorio.com/24781 more])&lt;br /&gt;
* Unified the electric network statistics production/consumption values to be average of the shown timeframe. ([https://forums.factorio.com/24807 more])&lt;br /&gt;
* Solved small numerical text box editing issue. ([https://forums.factorio.com/24809 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaStyle::cell_padding/horizontal_spacing/vertical_spacing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.32 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed loading of electric network of pre 0.12 saves.&lt;br /&gt;
* Fixed blueprint building. Blueprints are migrated as long as you load the version 0.12.30 or earlier, existing blueprints might be off if you resaved in 0.12.31 already.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Lua interface to create blueprint now expects the entity positions to be relative to center exactly, so in rail*less blueprints, the position 0.0 translates to center of the tile&lt;br /&gt;
when the blueprint is built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.31 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed crash when script errors occurs while loading game while in game. ([https://forums.factorio.com/23222 more])&lt;br /&gt;
* Fixed that attempting to connect to Factorio 0.12.30 with an old client wouldn&#039;t produce the correct error message. ([https://forums.factorio.com/23177 more])&lt;br /&gt;
* Fixed that modded roboports with no charging slots were still considering as charging candidates. ([https://forums.factorio.com/23289 more])&lt;br /&gt;
* Fixed that item icon variant for dark background was not used when showing cargo of logistic robots. ([https://forums.factorio.com/23286 more])&lt;br /&gt;
* Fixed crash with &amp;quot;Unblock sendto failed: The operation completed successfully.&amp;quot; ([https://forums.factorio.com/23206 more])&lt;br /&gt;
* Human readable error notice when multiplayer connection wasn&#039;t successful. ([https://forums.factorio.com/23132 more])&lt;br /&gt;
* Fixed that headless server wouldn&#039;t save the map after Control*C. ([https://forums.factorio.com/23342 more])&lt;br /&gt;
* Fixed that attacking biters with a mining tool wouldn&#039;t aggro them.&lt;br /&gt;
* Improved map download speed when connecting to multiplayer game. ([https://forums.factorio.com/20532 more])&lt;br /&gt;
* Fixed that assigning units to a unit group of a different force would corrupt the save. ([https://forums.factorio.com/23699 more])&lt;br /&gt;
* Fixed crash when using can_insert on the quickbar from the Lua API.&lt;br /&gt;
* Fixed tight spot scenario crash. ([https://forums.factorio.com/23731 more])&lt;br /&gt;
* Fixed sort order for recipes in the recipe display.&lt;br /&gt;
* Fixed incorrect error message, when setting the number of filters on an inserter ([https://forums.factorio.com/23496 more]).&lt;br /&gt;
* Fixed flame from refineries that are marked for deconstruction was frozen in mid air. ([https://forums.factorio.com/23733 more])&lt;br /&gt;
* Fixed incorrect error message, when setting the number of filters on an inserter. ([https://forums.factorio.com/23496 more])&lt;br /&gt;
* Fixed flame from refineries that are marked for deconstruction was frozen in mid air. ([https://forums.factorio.com/23733 more])&lt;br /&gt;
* Fixed that odd sized blueprints were shifted when rotated. ([https://forums.factorio.com/24036 more])&lt;br /&gt;
* Fixed crash when clearing modded blueprint that doesn&#039;t need item to be cleared. ([https://forums.factorio.com/24035 more])&lt;br /&gt;
* Fixed crash in arithmetic combinator when calculating *2147483648/*1. ([https://forums.factorio.com/23551 more])&lt;br /&gt;
* Fixed crash when assigning a character as a passenger of a vehicle when that character already is a passenger of another vehicle. ([https://forums.factorio.com/24142 more])&lt;br /&gt;
* Fixed dealing damage could sometimes corrupt game state and saves. ([https://forums.factorio.com/23965 more])&lt;br /&gt;
* Fixed modded save could not be loaded when a modded inserter gained abilities of smart inserter. ([https://forums.factorio.com/23698 more])&lt;br /&gt;
* Fixed unknown*key message on the third level of first*steps. ([https://forums.factorio.com/23362 more])&lt;br /&gt;
* Fixed cursor*split transfer (right click) not working when putting items into assembling machine stacks over normal stack size. ([https://forums.factorio.com/23771 more])&lt;br /&gt;
* Fixed remote.call() from within the same mod. ([https://forums.factorio.com/23587 more])&lt;br /&gt;
* Fixed inconsistent inserter behaviour when inserting into a splitter from the side. ([https://forums.factorio.com/23669 more])&lt;br /&gt;
* Fixed train trying to turn around on a single rail. ([https://forums.factorio.com/23371 more])&lt;br /&gt;
* Fixed internal electric network problems when mod specified irregular number as supply reach of power pole. ([https://forums.factorio.com/23524 more])&lt;br /&gt;
* Fixed crash when Lua script appears in specific state in multiplayer. ([https://forums.factorio.com/23568 more])&lt;br /&gt;
* Fixed another crash than can happen when train destroys itself. ([https://forums.factorio.com/23416 more])&lt;br /&gt;
* Fixed rare multiplayer crash &amp;quot;server is missing in the crcs&amp;quot;. ([https://forums.factorio.com/23376 more])&lt;br /&gt;
* Fixed several GUI problems on high DPI displays ([https://forums.factorio.com/23593 more])&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
* Improved performance when using landmines. ([https://forums.factorio.com/23267 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* LuaUnitGroup::add_member now requires that the new member&#039;s force be the same as the UnitGroup&#039;s.&lt;br /&gt;
* Added LuaUnitGroup::force read*only attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.30 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed strange outer corner rendering for terrains with the same layer. ([https://forums.factorio.com/22159 more])&lt;br /&gt;
* Fixed Factorio timing out of a multiplayer game when closed by pressing the X button. ([https://forums.factorio.com/22106 more])&lt;br /&gt;
* Building things after quitting a multiplayer game is no longer possible and no longer crashes the game. ([https://forums.factorio.com/21743 more])&lt;br /&gt;
* Fixed memory leak with special signals in the circuit network.&lt;br /&gt;
* Fixed crash when killing the player in on_built_entity. ([https://forums.factorio.com/22228 more])&lt;br /&gt;
* Fixed crash when making blueprints of ghosts with some now*invalid circuit connections to other ghosts. ([https://forums.factorio.com/22272 more])&lt;br /&gt;
* Fixed player&#039;s shooting target not updating properly when the target&#039;s force became friendly ([https://forums.factorio.com/22319 more])&lt;br /&gt;
* Fixed the documentation of CircuitCondition ([https://forums.factorio.com/22230 more])&lt;br /&gt;
* Fixed that the ignore_planner field of Command would expect an integer instead of a Boolean. ([https://forums.factorio.com/22332 more])&lt;br /&gt;
* Starting value of progress bar is now properly set based on the input. ([https://forums.factorio.com/22434 more])&lt;br /&gt;
* Fixed crash when destroying entity with empty corpse string. ([https://forums.factorio.com/22254 more])&lt;br /&gt;
* Fixed mining drills getting stuck when built pointing at rails and then rotated. ([https://forums.factorio.com/22764 more])&lt;br /&gt;
* Fixed remote.call() within the same mod passing invalid data. ([https://forums.factorio.com/22459 more])&lt;br /&gt;
* Fixed the typo in the error &amp;quot;multiplayer.cannot*load*downloaded*map&amp;quot;, the cause of the error wasn&#039;t displayed because of it. ([https://forums.factorio.com/22169 more])&lt;br /&gt;
* Fixed that the server could get desynced and in a state where he has no one to download from. ([https://forums.factorio.com/22206 more])&lt;br /&gt;
* Fixed that the train tooltip was showing the current station as the next one when in the station. ([https://forums.factorio.com/22280 more])&lt;br /&gt;
* Fixed crash when a Lua function was used as a value in a table in data.raw. ([https://forums.factorio.com/22992 more])&lt;br /&gt;
* Fixed the tooltip of the inventory limit feature to &amp;quot;Limit the inventory part to be filled by machines.&amp;quot;, so it is clear, it limits only input, but not output.&lt;br /&gt;
* Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily. ([https://forums.factorio.com/22823 more])&lt;br /&gt;
* Fixed crash when a force other than player, enemy or neutral was used in autoplace specification. ([https://forums.factorio.com/22935 more])&lt;br /&gt;
* Fixed crash when a network interface is deactivated during multiplayer game. ([https://forums.factorio.com/20078 more])&lt;br /&gt;
* Fixed white bar on top of the screen was sometimes present in fullscreen on OS X. ([https://forums.factorio.com/16720 more])&lt;br /&gt;
* Unified the processing of savegame name in **load*game **start*server and **mp*load*game. It can all be supplied with or without the .zip&lt;br /&gt;
* Fixed that collision with point wasn&#039;t working properly for curved rail. ([https://forums.factorio.com/22997 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added LuaEntity::unit_group read*only attribute&lt;br /&gt;
* Proper error message when subgroup specified by empty string. ([https://forums.factorio.com/22216 more])&lt;br /&gt;
* Fixed projectiles with negative acceleration would turn around, fly back and break the game. ([https://forums.factorio.com/23127 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.29 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* When the game starts with the base mod disabled, it asks you, if you want to enable it.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed construction robot crash. ([https://forums.factorio.com/22026 more])&lt;br /&gt;
* Fixed that multiplayer progress bar windows were blocked by currently opened window. ([https://forums.factorio.com/21529 more])&lt;br /&gt;
* Fixed another inconsistency with zero signals in combinators ([https://forums.factorio.com/21892 more])&lt;br /&gt;
* Fixed crash when Steam API initialization failed. ([https://forums.factorio.com/21805 more])&lt;br /&gt;
* Fixed random crashes when mining/closing and autosave happens at the same tick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.28 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added **port to specify which network port the game should use, when hosting with **start*server or **mp*load*game. This overrides the port specified in the config file.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Explosion sounds are now not deafeningly loud, when multiple things explode at once.&lt;br /&gt;
* Fixed LuaForce::clear_chart() would crash game if called while chart was refreshing. ([https://forums.factorio.com/21834 more])&lt;br /&gt;
* Fixed crash when refreshing chart while Direct3D device is lost. ([https://forums.factorio.com/21942 more])&lt;br /&gt;
* Fixed **config option not complaining about nonexistent file. ([https://forums.factorio.com/21777 more])&lt;br /&gt;
* Fixed crash when clicking on electric pole that was still in latency state ([https://forums.factorio.com/21786 more])&lt;br /&gt;
* Fixed freeze of server with more than 255 different players in the savegame.&lt;br /&gt;
* Fixed crash when exiting the map editor while holding power armor on the cursor. ([https://forums.factorio.com/21762 more])&lt;br /&gt;
* Fixed map exchange string not using segmentation or water size correctly. ([https://forums.factorio.com/21918 more])&lt;br /&gt;
* Fixed Lua game_view_settings::showentityinfo read/write issues. ([https://forums.factorio.com/21969 more])&lt;br /&gt;
* Fixed fog*of*war does not work correctly in New Hope level 1. ([https://forums.factorio.com/21971 more])&lt;br /&gt;
* Fixed inconsistent Offshore Pump collision when building. ([https://forums.factorio.com/21801 more])&lt;br /&gt;
* Fixed desync reports were not generated. ([https://forums.factorio.com/21951 more])&lt;br /&gt;
* Fixed that non destructible entities get attacked, so biters could get stuck while trying to attack rails under train. ([https://forums.factorio.com/21985 more])&lt;br /&gt;
* Control settings window is now scrollable when it can&#039;t fit the window. ([https://forums.factorio.com/21553 more])&lt;br /&gt;
* Fixed Factorio hanging on exit on Linux after copying or pasting ([https://forums.factorio.com/21832 more]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.27 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* The area of 400X400 tiles is explored when the game starts.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that merging two electric network didn&#039;t merge the statistics. ([https://forums.factorio.com/21662 more])&lt;br /&gt;
* Fixed the cyclic/overlapping win/lost sound sample when the game is finished in multiplayer. ([https://forums.factorio.com/21686 more])&lt;br /&gt;
* Fixed that extra pipe covers could be drawn on top of connected pipes. ([https://forums.factorio.com/20843 more])&lt;br /&gt;
* Fixed misaligned turrets in the 4. New hope mission. ([https://forums.factorio.com/20998 more])&lt;br /&gt;
* Fixed some inconsistencies related to zero*signals in circuit networks. ([https://forums.factorio.com/20991 more])&lt;br /&gt;
* Fixed inconsistency between the way inserters and logistic robots picked items from inventories. Logistic robots now prefer items at the end of the inventory and ignore inventory limit. ([https://forums.factorio.com/21002 more])&lt;br /&gt;
* Fixed LuaForce::clear_chart() would crash game. ([https://forums.factorio.com/20975 more])&lt;br /&gt;
* The report of different mods when trying to connect to multiplayer game is now scrollable when needed. ([https://forums.factorio.com/20915 more])&lt;br /&gt;
* Fixed Cargo Wagon Inserter input output inconsistency. ([https://forums.factorio.com/19604 more])&lt;br /&gt;
* Fixed the mod difference reporting when connecting to multiplayer game. ([https://forums.factorio.com/21035 more])&lt;br /&gt;
* Found workaround for issue in Visual C++ math library that was causing crashes on unpatched Windows 7. Service Pack 1 for Windows 7 is no longer required.&lt;br /&gt;
* Fixed that placing a rotated blueprint containing a splitter was not possible in some cases ([https://forums.factorio.com/21243 more]).&lt;br /&gt;
* Fixed crash after revive by player port when personal roboport is equipped ([https://forums.factorio.com/21130 more]).&lt;br /&gt;
* Optimized the map bitmap refresh logic 16 times. (the freeze after loading a game or resizing window while playing big saves).&lt;br /&gt;
* Fixed that the &amp;quot;you joined a paused game&amp;quot; message would display on all peers, rather than just the peer who just joined ([https://forums.factorio.com/21259 more]).&lt;br /&gt;
* Fixed slow sprite loading on Direct3D ([https://forums.factorio.com/21343 more]).&lt;br /&gt;
* Fixed the documentation of LuaGameScript::show_message_dialog ([https://forums.factorio.com/21394 more]).&lt;br /&gt;
* Fixed the order of parameters of some functions in the documentation ([https://forums.factorio.com/21404 more]).&lt;br /&gt;
* Fixed that the research screen would pre*select Automation even though it was disabled ([https://forums.factorio.com/21421 more]).&lt;br /&gt;
* Fixed rare crash that could happen when assembling machine recipe was reset the same tick as autosave started. ([https://forums.factorio.com/21441 more])&lt;br /&gt;
* Fixed the laser/discharge defense names in the set filter dialog. ([https://forums.factorio.com/21445 more])&lt;br /&gt;
* Better error when wrong bounding box definition is given. ([https://forums.factorio.com/21444 more])&lt;br /&gt;
* Creating message dialog with non existent image doesn&#039;t crash the game anymore. ([https://forums.factorio.com/21395 more])&lt;br /&gt;
* Localization errors will no longer stop the game, the result string will just contain the error. ([https://forums.factorio.com/21426 more])&lt;br /&gt;
* Fixed that the stone wall research was disabled in the New hope campaign level 4, so gates weren&#039;t researchable. ([https://forums.factorio.com/21318 more])&lt;br /&gt;
* The starting value of text property of textfield is properly set based on the input. ([https://forums.factorio.com/21372 more])&lt;br /&gt;
* Fixed map exchange string problems with mods ([https://forums.factorio.com/21397 more]).&lt;br /&gt;
* Fixed freezes on exit with recent NVidia drivers on Gentoo and Arch Linux ([https://forums.factorio.com/20583 more])&lt;br /&gt;
* Proper notification when quick bar slot can&#039;t be selected as there is no place to put the item in the cursor.&lt;br /&gt;
* Fixed crash on Linux after running xrandr **off ([https://forums.factorio.com/21532 more]).&lt;br /&gt;
* Fixed Rocket Silo GUI skipping 53%. ([https://forums.factorio.com/21548 more])&lt;br /&gt;
* Another attempt at fixing X11 copy/paste ([https://forums.factorio.com/18956 more]).&lt;br /&gt;
* Better message when the server leaves a multiplayer game ([https://forums.factorio.com/21521 more]).&lt;br /&gt;
* Fixed the bad values of defines.furnace_source, defines.furnace_result and added missing defines.furnace_modules. ([https://forums.factorio.com/21627 more])&lt;br /&gt;
* Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network.&lt;br /&gt;
* Fixed that it was possible to have unlimited range with melee weapon after running out of ammo. ([https://forums.factorio.com/21750 more])&lt;br /&gt;
* Fixed that LuaPlayer::remove_item didn&#039;t remove from cursor stack when the player was using god controller. This also fixes the bug in the tight spot scenario. ([https://forums.factorio.com/21737 more])&lt;br /&gt;
* Fixed black screen after UAC popped up in main menu ([https://forums.factorio.com/16792 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Documented extra unit group status return values. ([https://forums.factorio.com/21723 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added action_range to mining tool prototype (with the default of 1.5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.26 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed the corrupted level 2 of the New hope campaign, that was producing corrupted saves. If you are already playing this level, you have to start it over, I&#039;m sorry for the trouble.&lt;br /&gt;
* Fixed the performance issue in the same level after train transport is researched.&lt;br /&gt;
* Fixed that the game reported the error to be related to overlay always when it crashed.&lt;br /&gt;
* Fixed rare crash related to splitting item in entity that is just about to be destroyed. ([https://forums.factorio.com/20818 more])&lt;br /&gt;
* Sending random packets to Factorio port can still crash the server eventually, the probability will just be lower. ([https://forums.factorio.com/20154 more])&lt;br /&gt;
* Running biters over with a car or tank will make them aggressive in peaceful mode ([https://forums.factorio.com/20866 more]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.25 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed quickbar selection handling when accepting blueprint with item in cursor. ([https://forums.factorio.com/20564 more])&lt;br /&gt;
* Train stations in the new hope level 2 had neutral force, so they weren&#039;t selectable as part of the schedule. ([https://forums.factorio.com/20521 more])&lt;br /&gt;
* Fixed that wall Graphics variations were not randomized when built by robots. ([https://forums.factorio.com/20364 more])&lt;br /&gt;
* Fixed that rail signals were not visible under remnants. They are drawn above now. ([https://forums.factorio.com/20370 more])&lt;br /&gt;
* Fixed that the multiplayer menu would allow one to resume the game as the game was already being disconnected, which would inevitably lead to a crash ([https://forums.factorio.com/20382 more]).&lt;br /&gt;
* Possible fix of rare Lua garbage collector error. Report: [https://forums.factorio.com/20313 more] Fix: [http://www.lua.org/bugs.html#5.2.3*2 more]&lt;br /&gt;
* Fixed Combinator special signals not summing the inputs correctly(again). ([https://forums.factorio.com/20461 more])&lt;br /&gt;
* Fixed green circuit network signals icons in power pole tooltip.&lt;br /&gt;
* Fixed that multiplayer*specific options were available in the demo build of Factorio (such as **start*server) ([https://forums.factorio.com/20580 more]).&lt;br /&gt;
* Fixed crash when using screens connected to both AMD and Intel Graphics cards ([https://forums.factorio.com/20544 more]).&lt;br /&gt;
* Fixed very rare chance of a bug when window is closed at the same moment when autosave starts.&lt;br /&gt;
* Fixed two sources of rounding errors related to research. ([https://forums.factorio.com/20691 more])&lt;br /&gt;
* Fixed that replaying multiplayer game ended once any player died. ([https://forums.factorio.com/20664 more])&lt;br /&gt;
* Fixed the ungraceful error message when version/mods don&#039;t match in multiplayer. ([https://forums.factorio.com/20427 more])&lt;br /&gt;
* Fixed game not restarting when mods were changed ([https://forums.factorio.com/20565 more]).&lt;br /&gt;
* Fixed headless server not working with the Steam version ([https://forums.factorio.com/20510 more]).&lt;br /&gt;
* Fixed that destroying a chain signal in the same tick as it was created crashed the game ([https://forums.factorio.com/20421 more]).&lt;br /&gt;
* Fixed fullscreen issues on multimonitor configurations ([https://forums.factorio.com/20635 more]).&lt;br /&gt;
* Fixed crash when canceling crafting of a recipe who&#039;s ingredients have changed in the meantime ([https://forums.factorio.com/20706 more]).&lt;br /&gt;
* Fixed update of stand*alone ZIP package should not require elevated rights on Windows ([https://forums.factorio.com/20760 more]).&lt;br /&gt;
* Fixed specific crash in replay viewing. ([https://forums.factorio.com/20703 more])&lt;br /&gt;
* Fixed game ignoring local changes in config when using Steam Cloud.&lt;br /&gt;
* Fixed double key in smart inserter definition, causing it to be slower than fast inserter. ([https://forums.factorio.com/20804 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.24 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Updated sountrack.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed corrupted player*data.json message on startup.&lt;br /&gt;
* Fixed unnecessary game restart when no mods were changed.&lt;br /&gt;
* Fixed crash due to electric network migration during load of some more complex games. ([https://forums.factorio.com/20347 more])&lt;br /&gt;
* Fixed very long belt lines would crash game ([https://forums.factorio.com/20392 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.23 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Scenario pack was moved to the base game package.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Any changes in the mods settings will automatically trigger the game to be restarted. ([https://forums.factorio.com/20026 more])&lt;br /&gt;
* The alerts are disabled when player or combat robots get hurt/destroyed. (It was especially annoying in multiplayer).&lt;br /&gt;
* Underground belt connection visualization in the &amp;quot;to build preview&amp;quot; wasn&#039;t proper. ([https://forums.factorio.com/19491 more])&lt;br /&gt;
* Fixed that picked up item event wasn&#039;t fired when picking items from the belt. ([https://forums.factorio.com/19506 more])&lt;br /&gt;
* Fixed that technology list and preview weren&#039;t updated when technology was researched in multiplayer. ([https://forums.factorio.com/19449 more])&lt;br /&gt;
* Fixed a crash after merging forces when the destroyed force&#039;s labs were researching ([https://forums.factorio.com/19650 more]).&lt;br /&gt;
* Fixed that it looked like it was possible to repair a tree in multiplayer. ([https://forums.factorio.com/19512 more])&lt;br /&gt;
* Fixed that the max health instead of current health was used for crash calculations. ([https://forums.factorio.com/19875 more])&lt;br /&gt;
* Fixed that the game could desync when someone joined while someone else was shooting.&lt;br /&gt;
* Fixed that trains were Signaling No Path after update ([https://forums.factorio.com/19443 more]).&lt;br /&gt;
* Fixed that accumulators kept their energy when destroyed and rebuilt by robots. ([https://forums.factorio.com/20107 more])&lt;br /&gt;
* Fixed the occasional 1pixel gap between vertical steam engine and a pipe.&lt;br /&gt;
* Fixed beacon would not re*activate when its deconstruction order was canceled.&lt;br /&gt;
* Fixed various desynchronizations in multiplayer caused by beacon. ([https://forums.factorio.com/19756 more])&lt;br /&gt;
* Fixed Combinator &amp;quot;each&amp;quot; special signal not summing the inputs correctly ([https://forums.factorio.com/20120 more])&lt;br /&gt;
* Fixed players in multiplayer game would not see progress of new player downloading a map in server/client configuration.&lt;br /&gt;
* Fixed crash when checksum error was detected while connecting to multiplayer game. ([https://forums.factorio.com/19856 more])&lt;br /&gt;
* Fixed that the full mod change info for recipes wouldn&#039;t display if only the counts were modified on the recipe. ([https://forums.factorio.com/20308 more])&lt;br /&gt;
* Fixed crash when car collided with decorative entity in object layer. ([https://forums.factorio.com/20293 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed that game.load (inner load) crashed the game in multiplayer. It still causes disconnect though.&lt;br /&gt;
* Removed the screen2realposition and real2screenposition methods from Lua API.&lt;br /&gt;
=== Sound ===&lt;br /&gt;
* Extended the soundtrack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.22 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that save is not loadable when mod changes type of entity. ([https://forums.factorio.com/19053 more])&lt;br /&gt;
* Fixed that enemy train stops were visible in the rename station GUI. ([https://forums.factorio.com/19023 more])&lt;br /&gt;
* Fixed freeze when there is no place to put character when he exits the vehicle and there is no exit point. ([https://forums.factorio.com/19056 more])&lt;br /&gt;
* Fixed internally inconsistent data state after cancelling deconstruction from script in a certain way. ([https://forums.factorio.com/19209 more])&lt;br /&gt;
* Fixed that map/minimap wasn&#039;t updated when settiles was used. ([https://forums.factorio.com/19355 more])&lt;br /&gt;
* Fixed the Graphics inconsistencies related to belt versus inserter drawing. ([https://forums.factorio.com/19231 more])&lt;br /&gt;
* Files starting with dot are ignored when opening locale files to ignore garbage files that mac is leaving around. ([https://forums.factorio.com/19237 more])&lt;br /&gt;
* Fixed the line trigger target specification. ([https://forums.factorio.com/19065 more])&lt;br /&gt;
* Fixed that neutral entities were shown red on the map. (Applies mainly in the campaign)&lt;br /&gt;
* Fixed sorting of item groups in the crafting window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.21 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Dropped support for OS X 10.6 Snow Leopard.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed random crash with &amp;quot;Trying to make chunk at unreasonable position&amp;quot; ([https://forums.factorio.com/18161 more])&lt;br /&gt;
* Fixed crash when calling the set_tiles with non existent terrain parameter. ([https://forums.factorio.com/18219 more])&lt;br /&gt;
* Fixed that label could go out of the window in other settings. ([https://forums.factorio.com/18186 more])&lt;br /&gt;
* Fixed that the energy progress bar was missing on personal roboport equipment. ([https://forums.factorio.com/18263 more])&lt;br /&gt;
* Cannon shells will not have plural in the item name to be consistent with other items. [https://forums.factorio.com/18237 more])&lt;br /&gt;
* Fixed slight direction bias with the flamethrower ([https://forums.factorio.com/18361 more]).&lt;br /&gt;
* Fixed items in logistic GUI sometimes disappearing or reappearing.([https://forums.factorio.com/18486 more])&lt;br /&gt;
* Fixed copy&amp;amp;paste on Linux, again ([https://forums.factorio.com/18577 more]).&lt;br /&gt;
* Fixed controls settings GUI bad alignment in some situations([https://forums.factorio.com/18484 more]).&lt;br /&gt;
* Fixed the scripting error in the 3rd level of the transport belt madness.&lt;br /&gt;
* Fixed various scripting errors in the tight*spot scenario.&lt;br /&gt;
* Fixed that enemy train stations were selectable when setting train destination. ([https://forums.factorio.com/18485 more])&lt;br /&gt;
* Fixed crash that could happen when logistic networks are disconnected. ([https://forums.factorio.com/18607 more])&lt;br /&gt;
* Fixed invalid GUI pointing messages (visible namely in the first demo level).&lt;br /&gt;
* Fixed that entities could overlap wrongly in blueprint preview. ([https://forums.factorio.com/18483 more])&lt;br /&gt;
* Fixed that roboport sound continued even when it was out of power.&lt;br /&gt;
* Fixed that train could crash a gate by accelerating too fast. ([https://forums.factorio.com/18639 more])&lt;br /&gt;
* Fixed construction robots would lose their charging destination when roboport is activated/deactivated ([https://forums.factorio.com/18614 more])&lt;br /&gt;
* Fixed that entities marked for deconstruction would be instead rebuilt if they were destroyed before the actual deconstruction ([https://forums.factorio.com/18875 more]).&lt;br /&gt;
* Fixed undefined behaviour (crashes) when manually (from script) deactivated entity was killed and rebuilt by construction robot. ([https://forums.factorio.com/18792 more])&lt;br /&gt;
* Fixed the scripting bug in the first tutorial level. ([https://forums.factorio.com/18902 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2 not 1).&lt;br /&gt;
* Fixed crash when accessing item on the ground inserted into belt. ([https://forums.factorio.com/18331 more])&lt;br /&gt;
* When attacking a player in a tank, the tank will be attacked instead of the player directly ([https://forums.factorio.com/18930 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Better error message when specifying list of filenames instead of one in rotated sprite. ([https://forums.factorio.com/18204 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.20 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed crash when attempting to set font color on styles that don&#039;t support it. ([https://forums.factorio.com/18051 more])&lt;br /&gt;
* Fixed Lua stack overflow when data.raw got too big ([https://forums.factorio.com/18106 more]).&lt;br /&gt;
* Fixed units sometimes getting stuck at the end of their paths ([https://forums.factorio.com/18038 more]).&lt;br /&gt;
* Fixed clicking on mod GUI in replay would crash the game ([https://forums.factorio.com/18057 more]).&lt;br /&gt;
* Fixed inventory slots with filters did not have hover and click style ([https://forums.factorio.com/18087 more]).&lt;br /&gt;
* Fixed the inconstancy between personal/normal roboport power consumption description. ([https://forums.factorio.com/18061 more])&lt;br /&gt;
* The right part of the research window is also scrollable when it doesn&#039;t fit the screen. ([https://forums.factorio.com/18062 more])&lt;br /&gt;
* Fixed that the west/east rotation Graphics of chemical was reversed. ([https://forums.factorio.com/18127 more])&lt;br /&gt;
* Fixed crash when merging a force with disconnected player ([https://forums.factorio.com/18154 more])&lt;br /&gt;
* Fixed Production/Electric network statistics windows resetting position every few seconds. ([https://forums.factorio.com/18144 more])&lt;br /&gt;
* Fixed the preview drawing boxes of some entities.&lt;br /&gt;
* Fixed chain signal not preventing crash when a train passed twice through one block ([https://forums.factorio.com/18036 more]).&lt;br /&gt;
* Fixed crash when loading a game saved by the server with only one player that is currently disconnected.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Technology prototypes now have optional integer property &amp;quot;icon_size&amp;quot;. Default value for non*base mods is 64 (and 128 for base mod).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.19 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed Optics technology icon was corrupted sometimes on OSX. ([https://forums.factorio.com/17776 more])&lt;br /&gt;
* Fixed crash in GroupBehavior ([https://forums.factorio.com/17971 more]).&lt;br /&gt;
* Ingame changelog only shows changes since the last stable release.&lt;br /&gt;
* Fixed beam weapon and turret issues ([https://forums.factorio.com/17781 more]).&lt;br /&gt;
* Fixed rocket silo inserters sometimes getting stuck ([https://forums.factorio.com/17956 more]).&lt;br /&gt;
* Fixed ghost trains appearing on minimap.&lt;br /&gt;
* Fixed manual crafting bug that could be exploited to get resources ([https://forums.factorio.com/17947 more]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.18 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed replay of a game created from another replay would crash the game. ([https://forums.factorio.com/17703 more])&lt;br /&gt;
* Fixed that rotating an unpaired underground transport belt wouldn&#039;t make its items go back ([https://forums.factorio.com/17663 more]).&lt;br /&gt;
* Fixed construction robots sometimes not picking up an underground transport belt whilst deconstructing it if it contains items ([https://forums.factorio.com/17663 more]).&lt;br /&gt;
* Fixed all personal construction robots could get stuck waiting for trees to be gathered ([https://forums.factorio.com/17755 more]).&lt;br /&gt;
* Fixed crash caused by allowing mods to order units to attack a disconnected player&#039;s character ([https://forums.factorio.com/17801 more]).&lt;br /&gt;
* Fixed rare crash with construction robot. ([https://forums.factorio.com/17851 more])&lt;br /&gt;
* Fixed the info about the energy consumption of personal roboport, to show the maximum consumption as other machines.&lt;br /&gt;
* Inventories with limit (chests) can get scroll bars when they are too big as well. ([https://forums.factorio.com/17849 more])&lt;br /&gt;
* Fixed, that the train could get stuck when it has to accelerate to get to station that is very close. ([https://forums.factorio.com/17748 more])&lt;br /&gt;
* Fixed map exchange strings not being accepted when the quote sequence contains spaces ([https://forums.factorio.com/17699 more])&lt;br /&gt;
* Fixed locomotive not centered on rails. ([https://forums.factorio.com/16455 more])&lt;br /&gt;
* Fixed train lights were further away than they should be. ([https://forums.factorio.com/16455 more])&lt;br /&gt;
* Fixed spitters freezing in some cases ([https://forums.factorio.com/17830 more]).&lt;br /&gt;
* Fixed crash when trying to load replay from save that doesn&#039;t contain level*init.dat ([https://forums.factorio.com/17884 more]).&lt;br /&gt;
* Fixed incorrect default request amounts for shield and battery equipment due to typo ([https://forums.factorio.com/17879 more]).&lt;br /&gt;
* Fixed save with modded roboport could become unloadable without the mod ([https://forums.factorio.com/17882 more]).&lt;br /&gt;
* Fixed beam animations for modded weapons ([https://forums.factorio.com/17781 more]).&lt;br /&gt;
* Fixed that reconnecting train in special case lead to corruption of the rail state. ([https://forums.factorio.com/17627 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Improved formatting of map exchange string.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Reading or writing LuaPlayer::character will now fail if the LuaPlayer isn&#039;t connected (see LuaPlayer::connected).&lt;br /&gt;
* Lua API documentation is included in release packages (directory doc*html)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.17 ==&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New technology Icons!&lt;br /&gt;
* New item group icons.&lt;br /&gt;
* Updated the icons of rocket silo, beacon, sulfur, armors, stone brick and radar.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that assembling machines/furnaces could get stuck after changing mod configuration that affects their recipe. ([https://forums.factorio.com/16787 more])&lt;br /&gt;
* Fixed that the window title was &amp;quot;Allegro&amp;quot; on mac os. ([https://forums.factorio.com/16390 more])&lt;br /&gt;
* Fixed crash on exit with Steam overlay. ([https://forums.factorio.com/17486 more])&lt;br /&gt;
* Fixed displaying of update unavailable message with disabled experimental updates.&lt;br /&gt;
* Added workaround for problem with AMD drivers that could cause missing or corrupted textures on some systems. ([https://forums.factorio.com/16911 more])&lt;br /&gt;
* Fixed that making a blueprint of a ghost was not saving circuit connections.&lt;br /&gt;
* Fixed occasional crash during update after UAC dialog pops*up. ([https://forums.factorio.com/16045 more])&lt;br /&gt;
* Fixed that the value of the checkbox in tips and tricks wasn&#039;t set up properly.([https://forums.factorio.com/17629 more])&lt;br /&gt;
* Fixed that rocket silo electric energy drain was applied twice. ([https://forums.factorio.com/17609 more])&lt;br /&gt;
* Fixed chain signals getting stuck on red ([https://forums.factorio.com/17403 more])&lt;br /&gt;
* Fixed crash while rotating locomotives that crashed into something ([https://forums.factorio.com/17664 more])&lt;br /&gt;
* Fixed an issue causing desync. ([https://forums.factorio.com/17625 more])&lt;br /&gt;
* Fixed crash when loading save with Lua tables that are nested more than expected. ([https://forums.factorio.com/17707 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added global log method that can be used to debug script problems.&lt;br /&gt;
* Added LuaFluidPrototype::localised_name property.&lt;br /&gt;
* Fixed that LuaInventory::insert didn&#039;t follow the slot restrictions. ([https://forums.factorio.com/17347 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.16 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed chain signal state propagation ([https://forums.factorio.com/14103 more]).&lt;br /&gt;
* Added &amp;quot;markers&amp;quot; that will be recognized by nVidia and AMD drivers as hints to run Factorio on high performance GPU if switchable Graphics technology is present. ([https://forums.factorio.com/17288 more])&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel ([https://forums.factorio.com/17342 more]).&lt;br /&gt;
* Fixed crash when building locomotive on the junction. ([https://forums.factorio.com/17372 more])&lt;br /&gt;
* Fixed crash when the first lab is built by construction robots. ([https://forums.factorio.com/17411 more])&lt;br /&gt;
* Fixed crash related to train stopping for auto control. ([https://forums.factorio.com/17406 more])&lt;br /&gt;
* Removed the limit of 800 pixels height of the recipe GUI. ([https://forums.factorio.com/17059 more])&lt;br /&gt;
* Fixed problems with too big character windows with too big inventory (modded) on screens that can&#039;t hold it, by making it scrollable.&lt;br /&gt;
* Fixed problem with night vision effect on some PC configurations. ([https://forums.factorio.com/17317 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.15 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that it wasn&#039;t possible to execute UI actions while the game was stopped (research, tips and tricks etc.)&lt;br /&gt;
* Fix of fix of loading of game containing Lua objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.14 ==&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Added new smoke Graphics&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed loading of game containing duplicate Lua tables. ([https://forums.factorio.com/17275 more])&lt;br /&gt;
* Fixed flickering light intensity at the edge of the screen when moving.&lt;br /&gt;
* Fixed crash when pasting from empty clipboard into console on OS X.&lt;br /&gt;
* Fixed crash when reviving train stop that was connected to rail while destroyed while the rail no longer exists.&lt;br /&gt;
* Some UI actions made while the game was being saved were actually not executed although it looked like it. ([https://forums.factorio.com/16866 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.13 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that blueprint gates were colliding with ghost gates with same type and direction. ([https://forums.factorio.com/17151 more])&lt;br /&gt;
* Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn&#039;t update the logistics GUI if it happened to be opened at the same time. This time it&#039;s fixed for logistic chests as well. ([https://forums.factorio.com/17196 more])&lt;br /&gt;
* Fixed crash when trying to open car GUIs in the map editor. ([https://forums.factorio.com/17148 more])&lt;br /&gt;
* Fixed the desync issues related to converting floating point numbers to string in Lua. ([https://forums.factorio.com/16638 more]) Note: until 0.13 other special values like nan, inf etc. are not solved properly, so they shouldn&#039;t be used.&lt;br /&gt;
* Fixed crash when loading a savegame with self recursive table elements. ([https://forums.factorio.com/17204 more])&lt;br /&gt;
* Fixed that furnaces deactivated improperly when switching products. ([https://forums.factorio.com/17146 more])&lt;br /&gt;
* Fixed crashes on Linux (when download failed, after Lua error, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.12 ==&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed another solar panel counting error. ([https://forums.factorio.com/17138 more])&lt;br /&gt;
* Fixed that locale values in zip packages weren&#039;t loaded. ([http://www.factorioforums.com/forum/posting.php?t=17098 more])&lt;br /&gt;
* Fixed pushing of compound localized strings into Lua. ([https://forums.factorio.com/17134 more])&lt;br /&gt;
* Tweaked train path finding values for trains waiting on signals ([https://forums.factorio.com/17069 more]).&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* game.get_localised_entity_name is replaced by LuaEntityPrototype::localised_name read property. The same for technology and item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.11 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added **no*auto*pause: When running as a server, **no*auto*pause will prevent stopping the game when no players are connected.&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
* Optimised the particle performance. Helps during heavy fights.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Showing the log file location when the game crashes, so it is easier to find when reporting the bug.&lt;br /&gt;
* The &amp;quot;graphics.force*opengl&amp;quot; option default value is true when AMD Graphics card is present.&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that multiple electric networks connected to a solar panel could be exploited to generate more energy. ([https://forums.factorio.com/16778 more]) The energy of the solar panel is now fractioned between all the networks it is connected to.&lt;br /&gt;
* Fixed character entities disconnected from players not working correctly when in vehicles. ([https://forums.factorio.com/16812 more])&lt;br /&gt;
* Fixed small*pump and offshore*pump not saving/restoring circuit conditions in LuaItemStack::get_blueprint_entities/set_blueprint_entities. ([https://forums.factorio.com/16715 more])&lt;br /&gt;
* Fixed threading issue when loading games. ([https://forums.factorio.com/16808 more])&lt;br /&gt;
* Fixed OS X Finder argument crashing the game on startup ([https://forums.factorio.com/16719 more]).&lt;br /&gt;
* Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it.&lt;br /&gt;
* Fixed active sound playing on machines without power ([https://forums.factorio.com/16754 more]).&lt;br /&gt;
* Fixed empty unit groups crashing the game ([https://forums.factorio.com/16371 more]).&lt;br /&gt;
* Fixed crash when building locomotives in latency hiding.&lt;br /&gt;
* Fixed cannot load save with modded rails when a rail mod is disabled (will work only on 0.12.11+ saves) ([https://forums.factorio.com/16834 more]).&lt;br /&gt;
* Fixed crash when setting filters in the tank/car while riding in them. ([https://forums.factorio.com/16910 more])&lt;br /&gt;
* Fixed crash when migrating/removing entities marked for deconstruction. ([https://forums.factorio.com/16726 more])&lt;br /&gt;
* Removed one possible logical deadlock in the tutorial. ([https://forums.factorio.com/16980 more])&lt;br /&gt;
* Fixed that remove_item didn&#039;t remove from player ammo, gun, tool and armor slots. ([https://forums.factorio.com/16960 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Changed LuaSurface::set_multi_command signature. Now the function takes a table with following keys: command(required), unit_count(required), force(optional), unit_search_distance(optional) This solves issue with not finding any enemies to attack: [https://forums.factorio.com/16541 more]&lt;br /&gt;
* Removed game.on_save function. There should be no need for it and it was causing too many problems.&lt;br /&gt;
* Lua on_load function is not called when saving the game anymore. It is called only on actual load now.&lt;br /&gt;
* Lua API calls &#039;&#039;&#039;on_load&#039;&#039;&#039;, &#039;&#039;&#039;on_init&#039;&#039;&#039;, &#039;&#039;&#039;on_configuration_changed&#039;&#039;&#039;, &#039;&#039;&#039;on_event&#039;&#039;&#039; and &#039;&#039;&#039;generate_event_name&#039;&#039;&#039; have been moved to a new namespace called &#039;&#039;&#039;script&#039;&#039;&#039; (so from now use &#039;&#039;&#039;script.on_load&#039;&#039;&#039;(...)). This will break many mods! The callback registered in &#039;&#039;&#039;on_load&#039;&#039;&#039; function doesn&#039;t have access to the game API. This is to avoid common desyncs. The &#039;&#039;&#039;on_init&#039;&#039;&#039; and &#039;&#039;&#039;on_configuration_changed&#039;&#039;&#039; still retain the access to the game API.&lt;br /&gt;
* &#039;&#039;&#039;on_configuration_changed&#039;&#039;&#039; is fired when the map version changes, a mod version changes, a mod is added, or a mod is removed and passes &amp;quot;data&amp;quot;: Pushes old_version=&amp;quot;x.x.x&amp;quot;, new_version=&amp;quot;x.x.x&amp;quot; when loading map versions other than the current version When a mod version is changed it appears as a table of mod Changes {[&amp;quot;Mod name&amp;quot;] = {old_version=&amp;quot;x.x.x&amp;quot;, new_version=&amp;quot;x.x.x&amp;quot;}, ...} When a mod is added it appears as: [&amp;quot;Mod name&amp;quot;] = {old_version=nil, new_version=&amp;quot;x.x.x&amp;quot;} When a mod is removed it appears as: [&amp;quot;Mod name&amp;quot;] = {old_version=&amp;quot;x.x.x&amp;quot;, new_version=nil}&lt;br /&gt;
* Changed LuaGameScript::makefile to LuaGameScript::&#039;&#039;&#039;write_file&#039;&#039;&#039; and added an optional third parameter bool to append.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Replaced entity type &amp;quot;rail&amp;quot; with types &amp;quot;straight*rail&amp;quot; and &amp;quot;curved*rail&amp;quot;. Property &amp;quot;bending_type&amp;quot; is optional for rail entities, but is still mandatory for rail remnants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.10 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Script created beam entities will now destroy themselves when the source or target entity becomes invalid.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed crash when research completed in the same tick as inserting equipment into power armor. ([https://forums.factorio.com/16545 more])&lt;br /&gt;
* Fixed hand not refilling with repair packs after a repair pack was consumed ([https://forums.factorio.com/16714 more]).&lt;br /&gt;
* Fixed small pump not saving its condition in a blueprint ([https://forums.factorio.com/16715 more]).&lt;br /&gt;
* Fixed rocket silo GUI bug. ([https://forums.factorio.com/16707 more])&lt;br /&gt;
* Fixed &amp;quot;failed to create display&amp;quot; error on systems with multiple Graphics devices ([https://forums.factorio.com/16730 more]).&lt;br /&gt;
* Fixed the blinking problem in the multiplayer. ([https://forums.factorio.com/16724 more])&lt;br /&gt;
* Fixed units disappearing when they shouldn&#039;t ([https://forums.factorio.com/16779 more]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.9 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added reset button to the control settings dialog. It will set the controls back to the default.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Destroyer electric beams now use soft additive blend mode.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added **load*game: Will automatically load a save after initializing Factorio and go straight to the game, skipping main menu.&lt;br /&gt;
* Moved MP / autosave information dialogues to the top half (better visibility of what is happening in the game) and added screen fading.&lt;br /&gt;
* Implemented time*to*live for deconstruction order, if an order is not assigned for 1 hour, it is removed.&lt;br /&gt;
* game.print_entity_statistics() has been moved to player.print_entity_statistics(). ([https://forums.factorio.com/16520 more])&lt;br /&gt;
* Updated the tips and tricks pictures. (+added copy paste)&lt;br /&gt;
* Smoothed map scrolling speed on different zoom levels.&lt;br /&gt;
* Added Resume button to multiplayer game menu.&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
* Dramatic speedup of loading packages (mods) from the zip files. It is recommended to used only zipped mods from now on, as on non ssd discs, it might even speed up the startup time.&lt;br /&gt;
* Added FPS limiter to main menu screen.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed the shotgun shooting. ([https://forums.factorio.com/16321 more])&lt;br /&gt;
* Fixed the game could get stuck during start on systems with multiple display adapters.&lt;br /&gt;
* Fixed train GUI closing immediately after opening in multiplayer when the player is riding on the train.&lt;br /&gt;
* Fixed train GUI not containing the wait time slider until a station was explicitly selected ([https://forums.factorio.com/16360 more]).&lt;br /&gt;
* Fixed production GUI jumping to undesirable places when resized ([https://forums.factorio.com/16356 more]).&lt;br /&gt;
* Construction robots will be transferred to appropriate network when a logistic network splits ([https://forums.factorio.com/16147 more]).&lt;br /&gt;
* Fixed crash when auto*re*filling ammo in tanks/cars ([https://forums.factorio.com/16375 more]).&lt;br /&gt;
* Fixed wait slider in train GUI editing after deleting a station ([https://forums.factorio.com/16471 more]).&lt;br /&gt;
* Fixed that negative emissions of power source (air filtering mod) could result into negative evolution factor.&lt;br /&gt;
* Fixed the game could hang when writing a message to log ([https://forums.factorio.com/16342 more]).&lt;br /&gt;
* Fixed next save not being selected properly after clicking the Delete Save button ([https://forums.factorio.com/16498 more]).&lt;br /&gt;
* Fixed module icons not showing in alt*view on rocket silos ([https://forums.factorio.com/16381 more]).&lt;br /&gt;
* Fixed mining progress bar staying on screen when not mining in certain situations ([https://forums.factorio.com/16448 more]).&lt;br /&gt;
* Fixed crash when loading 0.10 or older saves ([https://forums.factorio.com/16442 more]).&lt;br /&gt;
* Fixed crash when loading pre*12.7 scenarios with redefined spawn location ([https://forums.factorio.com/16569 more]).&lt;br /&gt;
* Fixed trains sometimes stopping on signals they reserved.&lt;br /&gt;
* Fixed personal roboport taking forever to deconstruct when there are a lot of deconstruction orders.&lt;br /&gt;
* Fixed a crash where the Lua stack would overflow and corrupt Factorio memory ([https://forums.factorio.com/16578 more]).&lt;br /&gt;
* Fixed crash when using player.inventory.clear(). ([https://forums.factorio.com/16579 more])&lt;br /&gt;
* Fixed that **create wouldn&#039;t create a control.Lua, causing the victory dialog not being shown after launching the rocket, or creating new players without giving them the initial inventory ([https://forums.factorio.com/16619 more]).&lt;br /&gt;
* Player &amp;lt;&amp;gt; entity transfer now ignores modules only when the entity has module inventory.&lt;br /&gt;
* Fixed beacons affected steel furnaces ([https://forums.factorio.com/16634 more]).&lt;br /&gt;
* Fixed car starting sound playing when opening it&#039;s GUI.&lt;br /&gt;
* Fixed crash when fast replacing a beacon (modded game only) ([https://forums.factorio.com/16677 more]).&lt;br /&gt;
* Fixed train station names appearing on minimap with certain GUI scale settings.&lt;br /&gt;
* Fixed crash when zooming in the map all the way with the keyboard ([https://forums.factorio.com/16643 more]).&lt;br /&gt;
* Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn&#039;t update the logistics GUI if it happened to be opened at the same time ([https://forums.factorio.com/16660 more]).&lt;br /&gt;
* Fixed width of some progress bars did not respect UI scale configuration ([https://forums.factorio.com/16518 more]).&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed projectiles with direction_only = false didn&#039;t respect direction_deviation configuration.&lt;br /&gt;
* Fixed entity dying explosion with &amp;quot;rotated = true&amp;quot; caused crash ([https://forums.factorio.com/16652 more]).&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaEntity::get_connected_rail. It takes a table with rail_direction (0 front, 1 back) and rail_connection_direction (0 left, 1 straight, 2 right) and returns a new rail (or nil) following that specification from the given rail entity.&lt;br /&gt;
* LuaTrain::front_rail, LuaTrain::back_rail, LuaTrain::rail_direction_from_front_rail and LuaTrain::rail_direction_from_back_rail None of the methods takes any parameters.&lt;br /&gt;
* LuaEntity::get_output_inventory now returns nil when the inventory doesn&#039;t exist (doesn&#039;t raise an exception as before).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.8 ==&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New Graphics of the steel furnaces.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that it was possible to spawn inside an entity in multiplayer.&lt;br /&gt;
* Fixed that the amount of slots shown in the right panel didn&#039;t depend on its with. (Which is indirectly dependent on resolution and UI scale.) ([https://forums.factorio.com/15513 more])&lt;br /&gt;
* Fixed desync issue related to mod event registration and saving/loading.&lt;br /&gt;
* Fixed enemy units getting stuck on transport belts ([https://forums.factorio.com/16148 more]).&lt;br /&gt;
* Fixed a crash caused by icon = &amp;quot;&amp;quot; in a prototype definition ([https://forums.factorio.com/16154 more]).&lt;br /&gt;
* Fixed a crash related to assembling machine not being re*setup when recipe changes due to mod changes. ([https://forums.factorio.com/16108 more])&lt;br /&gt;
* Fixed LuaItemStack::set_blueprint_entities(nil) erasing tiles in blueprints.&lt;br /&gt;
* Fixed crash when fast*transferring ammo while in vehicles. ([https://forums.factorio.com/16137 more])&lt;br /&gt;
* Fixed trains stopping on green signals ([https://forums.factorio.com/16033 more]).&lt;br /&gt;
* Fixed crash when changing the force of a player who is currently not connected.&lt;br /&gt;
* Fixed another problem with the missing maximise button after fullscreen. ([https://forums.factorio.com/16123 more])&lt;br /&gt;
* Fixed desync problem related to duplicate order string in inventory groups leading to non*deterministic inventory sorting. ([https://forums.factorio.com/16041 more])&lt;br /&gt;
* Fixed putting a blueprint on transport belt could corrupt game save ([https://forums.factorio.com/16186 more]).&lt;br /&gt;
* Fixed CTD that could happen when removing focused widget (rarely). ([https://forums.factorio.com/16129 more])&lt;br /&gt;
* Fixed that the tank tower rotation center wasn&#039;t aligned with the visible rotation center. ([https://forums.factorio.com/16312 more])&lt;br /&gt;
* Fixed wrong coordination of the tank cannon direction and shooting direction when aiming on near the tank. ([https://forums.factorio.com/16312 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Beams can now be created via create_entity. You need to specify source/source_position and target/target_position, you can also specify duration (ticks), max_length and source_offset (vector). Position of the created entity does not matter.&lt;br /&gt;
* Added LuaItemStack::set_blueprint_tiles/get_blueprint_tiles * the counterpart to get/set_blueprint_entities.&lt;br /&gt;
* LuaEntity::insert/remove_item and LuaInventory::insert/remove now return counts of inserted/removed items.&lt;br /&gt;
* Added LuaTrain::insert, remove_item, get_contents, clear_items_inside, get_item_count methods which interact on the cargo wagons of the train.&lt;br /&gt;
* Added LuaItemStack::cost_to_build * the cost in items to build a given blueprint.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* The minimal energy_required for a recipe is 0.001 to avoid wrong behavior with values close to 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.7 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added 5th level of character logistic slots research.&lt;br /&gt;
* New command line options for the headless server: **disallow*commands and **peer*to*peer&lt;br /&gt;
* Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time.&lt;br /&gt;
* Added natural case*insensitive string ordering for the mod list GUI.&lt;br /&gt;
* There is now only one spawn position per each force and per each surface. This means that only one spawn position can be defined in the map editor as it currently supports only the default surface and the &amp;quot;player&amp;quot; force.&lt;br /&gt;
* Added force*opengl value in config (under Graphics). When set to true, it forces to use opengl on windows instead of D3D.&lt;br /&gt;
* Map scrolling speed now changes with zoom level.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Inserters take items from correct line when the input transport belt is rotated ([https://forums.factorio.com/15127 more]).&lt;br /&gt;
* Solved the &amp;quot;A blocking operation was interrupted by a call to WSACancelBlockingCall&amp;quot; error (hopefully as we can&#039;t reproduce it). ([https://forums.factorio.com/14251 more])&lt;br /&gt;
* Scrolling using the scroll wheel now works much more predictably (not only when the cursor is over scroll bar or the root scrollable element). ([https://forums.factorio.com/9924 more])&lt;br /&gt;
* Fixed crash when a script attempted to access a previously*destroyed GUI element ([https://forums.factorio.com/14802 more]).&lt;br /&gt;
* Fixed that the Graphics.max*texture*size property in the config was removed after Factorio restart.&lt;br /&gt;
* Fixed the tree bounding boxes.&lt;br /&gt;
* Another attempt to fix map transfer problems.&lt;br /&gt;
* Fixed disappearing fonts. ([https://forums.factorio.com/13660 more])&lt;br /&gt;
* Fixed destroying a rail under a train would corrupt future save files. Rail can&#039;t be destroyed or die if a train is on it. ([https://forums.factorio.com/15353 more])&lt;br /&gt;
* Robots can charge from closer roboport when heading to distant roboport for stationing (2.0) ([https://forums.factorio.com/15234 more])&lt;br /&gt;
* Fixed problems with IPv6 on linux when only IPv4 is enabled in kernel. ([https://forums.factorio.com/15162 more])&lt;br /&gt;
* Fixed crash when loading save with modded personal roboport in vanilla game.&lt;br /&gt;
* Fixed opening power armour inside a chest with latency hiding enabled crashing the game ([https://forums.factorio.com/15529 more]).&lt;br /&gt;
* Fixed that distractor robots slowly drifted east.&lt;br /&gt;
* Fixed that that the high overload factor in assembling machines (the effect, that they allow to store more items when they are working very fast) wasn&#039;t taken in to consideration when calculating the slot limit. ([https://forums.factorio.com/15219 more])&lt;br /&gt;
* Fixed desync issue related to inventory sorting and blueprints. ([https://forums.factorio.com/15569 more])&lt;br /&gt;
* Fixed that amount_max in recipe specification actually worked as amount_max *1. ([https://forums.factorio.com/15589 more])&lt;br /&gt;
* Fixed that mining tiles did actually create mining particles+sound on the lastly mined entity.&lt;br /&gt;
* Fixed that the maximize button was disabled when Full screen was turned of in the settings. ([https://forums.factorio.com/15986 more])&lt;br /&gt;
* Fixed accessing the game menu was not possible when some other player paused the game in MP ([https://forums.factorio.com/15591 more]).&lt;br /&gt;
* Fixed a graphical bug where the boiler would still glow after running out of water ([https://forums.factorio.com/16011 more]).&lt;br /&gt;
* Fixed mergable items (repair packs, bullet magazines, ...) could sometimes confuse personal robots.&lt;br /&gt;
* Fixed the inserter sound related crashes. ([https://forums.factorio.com/13832 more])&lt;br /&gt;
* Blind fix of some of the transport belt gap issues. ([https://forums.factorio.com/15979 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* The LuaEntity::logistic_network now returns also primary logistic network of other entities than roboport. (Inserter, Character, logistic chests)&lt;br /&gt;
* Placing stone or concrete floors will now remove most of the bushes ([https://forums.factorio.com/13638 more]).&lt;br /&gt;
* Fixed crash on exit when config file can&#039;t be written ([https://forums.factorio.com/15436 more]).&lt;br /&gt;
* Fixed player changing direction when the game is paused ([https://forums.factorio.com/15233 more]).&lt;br /&gt;
* LuaEntity::belt_to_ground_type also works on a ghost.&lt;br /&gt;
* Increased precision of floating point in save files to prevent some desyncs in multiplayer ([https://forums.factorio.com/15037 more]).&lt;br /&gt;
* Added LuaEntity::revive() * usable on ghost entities to revive them back to normal.&lt;br /&gt;
* Fixed that that the resource amount while creating the entity accepted non*positive values. ([https://forums.factorio.com/15567 more])&lt;br /&gt;
* Added LuaForce::set_spawn_position(surface, position) and LuaForce::get_spawn_position(surface)&lt;br /&gt;
* Fixed that the event queue was never cleared when scripting error occurs while processing it. This lead to processing the same event every update once the game was stopped when error happened. ([https://forums.factorio.com/15564 more])&lt;br /&gt;
* Fixed inserting or removing items from player&#039;s inventory through LuaInventory object didn&#039;t update logistic supply properly. ([https://forums.factorio.com/16007 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.6 ==&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category.&lt;br /&gt;
* Ambient settings can be controlled from the config file. By using: sound.ambient_music_pause_mean_seconds (default 60), sound.ambient_music_pause_variance_seconds (default 30) and ambient_music_mode: possible values are main*tracks*only, interleave*main*tracks*with*interludes, randomize*all (default is interleave)&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed setting circuit conditions desyncing/crashing multiplayer games. ([https://forums.factorio.com/15317 more])&lt;br /&gt;
* Fixed reading logistic_network from entities that didn&#039;t have logistic networks returning unknown results. ([https://forums.factorio.com/15360 more])&lt;br /&gt;
* Fixed that opening the Save Game menu after the last used saved was deleted would terminate Factorio ([https://forums.factorio.com/15363 more]).&lt;br /&gt;
* Fixed the behaviour of item on ground, that was created using script to contain many items. The inserter takes only the amount it can hold, and the stack stays there if it contains more ([https://forums.factorio.com/15318 more])&lt;br /&gt;
* Fixed destroying rail with gate would corrupt save file. ([https://forums.factorio.com/15348 more])&lt;br /&gt;
* Fixed two different problems related to loading map with different mod set. ([https://forums.factorio.com/15367 more])&lt;br /&gt;
* Fixed game freeze after desync happens for multiple players in server client mode.&lt;br /&gt;
* Fixed bug with ambient occasionally taking too long.&lt;br /&gt;
* The rotation of cargo wagon player is riding doesn&#039;t affect the riding direction. (While it still affects it while being in locomotive). ([https://forums.factorio.com/15292 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category.&lt;br /&gt;
* Ambient settings can be controlled from the config file. By using: sound.ambient_music_pause_mean_seconds (default 30), sound.ambient_music_pause_variance_seconds (default 30) and ambient_music_mode: possible values are main*tracks*only, interleave*main*tracks*with*interludes, randomize*all (default is interleave)&lt;br /&gt;
* Fixed a performance problem in the pathfinder that would cause complete lack of enemy attacks in certain situations ([https://forums.factorio.com/15238 more]).&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaItemPrototype::module_effects read.&lt;br /&gt;
* LuaSurface::spill_item_stack will now additionally accept LuaItemStack objects as the stack to drop.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Lab&#039;s researching speed is now independent of it&#039;s power consumption and can be changed using &amp;quot;researching_speed&amp;quot;. ([https://forums.factorio.com/15350 more])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.5 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* The armor window opening is included in the latency hiding.&lt;br /&gt;
* Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.&lt;br /&gt;
* Added some new ambient sounds (wind, slow tunes).&lt;br /&gt;
* Combinators blinking emit light.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Pasting newlines and tabs into Factorio console now no longer strips them. Instead they are replaced by spaces.&lt;br /&gt;
* Continuous zoom is much slower in the chart mode. Only applicable when the zoom is setup to keys rather then scroll wheel. ([http://www.factorioforums.com/forum/posting.php?t=14985 more])&lt;br /&gt;
* Changed open/save dialog and the rail station list to use case insensitive natural ordering.&lt;br /&gt;
* Inserter stack size bonus is added to the assembling machine stack limit, to avoid inserters being stuck in certain situations. ([https://forums.factorio.com/15219 more])&lt;br /&gt;
* Robots can charge from closer roboport when heading to distant roboport for stationing. ([https://forums.factorio.com/15234 more])&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
* Further Optimizations in size of the Multiplayer heartbeat (message sent every tick).&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed that editing tiles in the map editor on the edge of currently generated map could result in a corrupted scenario.&lt;br /&gt;
* Fixed potential stability problems when fast*replacing roboports (mod related).&lt;br /&gt;
* Fixed non*deterministic armor sorting which could cause desyncs. ([https://forums.factorio.com/14892 more])&lt;br /&gt;
* Fixed crash related to changing recipe prototypes used by entities in inactive chunks. ([https://forums.factorio.com/14713 more])&lt;br /&gt;
* Fixed circuit network contents sometimes being reset when removing connections or merging networks. ([https://forums.factorio.com/14908 more])&lt;br /&gt;
* Fixed crash when Ctrl*clicking items to the player&#039;s main inventory when no character is attached ([https://forums.factorio.com/14952 more]).&lt;br /&gt;
* LatencyState is suspended when player is killed (and waiting for respawn) in the Multiplayer.&lt;br /&gt;
* Fixed crash after finishing the game in MP with headless server ([https://forums.factorio.com/14963 more]).&lt;br /&gt;
* Fixed crash related to displaying alerts from other surfaces ([https://forums.factorio.com/15000 more]).&lt;br /&gt;
* Continuous zoom speed is independent of the game speed ([https://forums.factorio.com/14985 more]).&lt;br /&gt;
* Fixed that it was possible to stack blueprints by inserting them into an assembling machine ([https://forums.factorio.com/14999 more]).&lt;br /&gt;
* Fixed enemy expansion chunks not being updated properly ([https://forums.factorio.com/14980 more]).&lt;br /&gt;
* Fixed trains changing state unnecessarily when reserving a signal when arriving to a station ([https://forums.factorio.com/14758 more]).&lt;br /&gt;
* Fixed smart inserter not waking up when its filter was set from a script ([https://forums.factorio.com/15172 more]).&lt;br /&gt;
* Fixed signal placement problems with diagonal rails ([https://forums.factorio.com/14991 more] [https://forums.factorio.com/14347 more]).&lt;br /&gt;
* Fixed last wagon of long train did not wake up inserter at its end ([https://forums.factorio.com/14042 more]).&lt;br /&gt;
* Additional fix of the puff smoke appearing on different surface. ([https://forums.factorio.com/15117 more])&lt;br /&gt;
* Fixed portions of previous surface visible after respawn when the player died on a different surface than is their spawn surface ([https://forums.factorio.com/15118 more]).&lt;br /&gt;
* Fixed internal roboport connection inconsistency that could happen when migrating from 0.11 version. ([https://forums.factorio.com/14723 more])&lt;br /&gt;
* Fixed train still having path while being in NO_SCHEDULE state ([https://forums.factorio.com/15226 more]).&lt;br /&gt;
* Fixed disconnecting roboport from roboport network caused all construction robots in the network to cancel orders ([https://forums.factorio.com/15187 more]).&lt;br /&gt;
* Fixed that the game could crash when some mod tried to modify the GUI in the on_save event. The game now disallows these kind of modifications while processing the on_save event. ([https://forums.factorio.com/15066 more])&lt;br /&gt;
* Fixed crash when changing recipes (mod related). ([https://forums.factorio.com/15166 more])&lt;br /&gt;
* Fixed solar energy source was not included in electric demand satisfaction. ([https://forums.factorio.com/14927 more])&lt;br /&gt;
* Finishing research should no longer interrupt GUI when &amp;quot;Singleplayer game stops when research is completed&amp;quot; is turned off ([https://forums.factorio.com/14967 more]).&lt;br /&gt;
* Fixed Underground Belts Graphics not tiling correctly.&lt;br /&gt;
* Fixed recipes not displaying in the correct sort order when adding and removing mods from an existing game.&lt;br /&gt;
* Fixed pathfinding penalty for trains with 1 stop in their schedule ([https://forums.factorio.com/15241 more]).&lt;br /&gt;
* Fixed electric furnace still glowing with no power. ([https://forums.factorio.com/15126 more])&lt;br /&gt;
* Fix of loading a map that contains mod with tiles, while the mod is no longer present.&lt;br /&gt;
* Fixed that it was not possible to use fast*replace when player was very close to the building. ([https://forums.factorio.com/8144 more])&lt;br /&gt;
* Right side selection info GUI has fixed size. Description and text properties properly wrap. ([https://forums.factorio.com/15139 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* LuaForce::chart now creates a new chart if one doesn&#039;t exist yet, instead of erroring out ([https://forums.factorio.com/15021 more]).&lt;br /&gt;
* Items now have a new optional attribute &amp;quot;stackable&amp;quot;: When set to false, assembling machines won&#039;t be allowed to create stacks of the item. Currently only used with blueprints, to fix the &amp;quot;crafting machine stacks blueprints&amp;quot; bug.&lt;br /&gt;
* Added LuaEntity::rocket_parts read/write, usable on Rocket Silo.&lt;br /&gt;
* Added LuaEntity::launch_rocket(), usable on Rocket Silo.&lt;br /&gt;
* Added LuaLogisticNetwork * an interface to logistic networks.&lt;br /&gt;
* Added LuaLogisticCell * an interface to logistic cells (roboport/player logistic information).&lt;br /&gt;
* Added LuaTransportLine::get_contents().&lt;br /&gt;
* Added LuaPlayer::connected read * true/false if the player is currently connected to the game.&lt;br /&gt;
* Added LuaForce::kill_counts read, set_kill_count/get_kill_count methods to access and manipulate kill counts per force.&lt;br /&gt;
* Constant combinators now export their wire connections in LuaItemStack::get_blueprint_entities. ([https://forums.factorio.com/15189 more])&lt;br /&gt;
* Added Prototype::order/group/subgroup read + LuaTechnology::order read.&lt;br /&gt;
* Added LuaRecipe::force read * the force that owns recipe reference.&lt;br /&gt;
* Added LuaEntity::chain_signal_state read * the chain state of chain signals.&lt;br /&gt;
* Added LuaEntity::speed read/write * the speed of a car/tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.4 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Simple mechanism for multiplayer relaying via the server.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Renamed &amp;quot;multisampling&amp;quot; to &amp;quot;multisampling*level&amp;quot; in the config file. This will reset everyone&#039;s multisampling setting to 0.&lt;br /&gt;
* Construction robots take things primary from the main inventory, then quickbar.&lt;br /&gt;
* Reverted the order of inserter slot selection. ([https://forums.factorio.com/14656 more])&lt;br /&gt;
* Added Alt*mode (showing entity info) to the latency hiding.&lt;br /&gt;
* Trains now try to recalculate their path, when waiting over 5 seconds on a signal (only if needed). The recalculation is forced when waiting over 30 seconds.&lt;br /&gt;
* Construction robots will check if their target is still in the network area when they return to personal roboport for charging.([https://forums.factorio.com/14249 more])&lt;br /&gt;
* Tweaked the stuck resolve mechanism. This should solve the [https://forums.factorio.com/14403 more]&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Less annoying glitches when running and shooting in multiplayer with latency hiding.&lt;br /&gt;
* Fixed that the loot wasn&#039;t always properly put on transport belts. ([https://forums.factorio.com/14114 more])&lt;br /&gt;
* Fixed force building specific blueprints. ([https://forums.factorio.com/14622 more])&lt;br /&gt;
* Fixed setting player character to other player&#039;s character crashing the game. ([https://forums.factorio.com/14665 more])&lt;br /&gt;
* Fixed failed **apply*update returning success even when it failed ([https://forums.factorio.com/14681 more]).&lt;br /&gt;
* Fixed the latency hiding inconsistency in the entity transfer action, entity rotation, blueprint selection deconstruction selection and others.([https://forums.factorio.com/14585 more])&lt;br /&gt;
* Fixed ghost inserter arrows being displayed incorrectly ([https://forums.factorio.com/14659 more]).&lt;br /&gt;
* Zooming works comfortably also when mapped on buttons, as holding the button continuously zooms in/out instead of doing just one small zoom step.([https://forums.factorio.com/14662 more])&lt;br /&gt;
* Proper direction filtering (8 way versus 4 way) when building ghosts from script. The direction is now dependent on the ghost inner entity limitation.([https://forums.factorio.com/14625 more])&lt;br /&gt;
* Fixed that the new lamp entity was off*center. ([https://forums.factorio.com/14586 more])&lt;br /&gt;
* Fixed behemoth biter resistance specification. ([https://forums.factorio.com/14614 more])&lt;br /&gt;
* Fixed that the game could crash when connecting train in a junction. ([https://forums.factorio.com/10295 more])&lt;br /&gt;
* Fixed construction robots could cause desync when they used up all repair packs.&lt;br /&gt;
* Rocket silo behaves correctly when out of electricity. ([https://forums.factorio.com/14616 more])&lt;br /&gt;
* Fixed tank cannon shell tooltips. ([https://forums.factorio.com/13545 more])&lt;br /&gt;
* Fixed error message on campaign mission 4 ([https://forums.factorio.com/14510 more])&lt;br /&gt;
* Fixed crash when exiting the game in the map editor with the menu open.&lt;br /&gt;
* Fixed trains not alarming inserters when switched to manual mode when already stopped. ([https://forums.factorio.com/14367 more])&lt;br /&gt;
* Fixed connection failures on windows without IPv6 enabled ([https://forums.factorio.com/14053 more])&lt;br /&gt;
* Solved stuttering while building when max_expansion_distance was set to high values by a mod. ([https://forums.factorio.com/14761 more])&lt;br /&gt;
* Fixed robots getting stuck when trying to store damaged items. ([https://forums.factorio.com/14621 more])&lt;br /&gt;
* Fixed that lot of output in the output console could slow down the game a lot. ([https://forums.factorio.com/14775 more])&lt;br /&gt;
* Fixed that damage to be taken wasn&#039;t cleared when entity was rebuild by robots, so the entity was partially unkillable.&lt;br /&gt;
* Fixed that train stop rebuilt by robots wasn&#039;t working properly. ([https://forums.factorio.com/14364 more])&lt;br /&gt;
* Fixed crashes with invalid locale on Linux&lt;br /&gt;
* Fixed that Save scenario + Save as wasn&#039;t translatable. ([https://forums.factorio.com/14752 more])&lt;br /&gt;
* Changed the default style of custom text field to have not only minimal_width but also maximal_width 150. So all of the text-fields will not get larger on load, until the maximal_width is specified to be larger. ([https://forums.factorio.com/13650 more])&lt;br /&gt;
* Fixed that replay didn&#039;t work on the campaign levels. ([https://forums.factorio.com/14604 more])&lt;br /&gt;
* Fixed determinism issue in logistic network causing desync. ([https://forums.factorio.com/14140 more])&lt;br /&gt;
* Two trains never collide as long as they don&#039;t share a train block, this solves some problematic situations, where the end of the train collided with different track a little, while it was technically on different block already. ([https://forums.factorio.com/14558 more])&lt;br /&gt;
* Fixed copy&amp;amp;pasting filters between cars ([https://forums.factorio.com/14814 more]).&lt;br /&gt;
* Fixed crash in replay of game which was save and then loaded ([https://forums.factorio.com/14523 more])&lt;br /&gt;
* Fixed problems with RTL scripts ... again ([https://forums.factorio.com/12235 more])&lt;br /&gt;
* Fixed the crash when radar was created on a surface that didn&#039;t have chart initialized on the surface for the specific force.([https://forums.factorio.com/14831 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed that inserter didn&#039;t return drop_position.&lt;br /&gt;
* Fixed crash when calling set_command on empty unit groups ([https://forums.factorio.com/14734 more]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.3 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Circuit wire building and repairing is incorporated in the latency hiding logic.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Cars of your own force always render their tags on the map.&lt;br /&gt;
* Multisampling not officially supported from now on.&lt;br /&gt;
  It can still be manually specified in the config, but not in the graphic settings GUI.&lt;br /&gt;
  The main reason is the trouble with tiling which doesn&#039;t really have a simple fix.&lt;br /&gt;
* Changed the console spam*prevention mechanic to check all messages for the last second instead of just the last entered one.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed the Invalid Transport Line Index error. ([https://forums.factorio.com/14358 more])&lt;br /&gt;
* Fixed signal selection window not displaying correctly when &amp;quot;Use item groups&amp;quot; is disabled. ([https://forums.factorio.com/14343 more])&lt;br /&gt;
* Fixed broken accumulator input flow limitation. ([https://forums.factorio.com/14411 more])&lt;br /&gt;
* Fixed trains viewing other trains with schedules with only 1 valid stop as not stopped ([https://forums.factorio.com/12853 more]).&lt;br /&gt;
* Fixed trains sometimes not recalculating their path when a new path opens up.&lt;br /&gt;
* Fixed shotgun damaging objects behind player. ([https://forums.factorio.com/14189 more])&lt;br /&gt;
* Fixed trains not being counted properly, when entering a block multiple times without leaving ([https://forums.factorio.com/13353 more]).&lt;br /&gt;
* Fixed copy&amp;amp;paste on Linux ([https://forums.factorio.com/13884 more])&lt;br /&gt;
* Fixed desync when trying to open an enemy structure ([https://forums.factorio.com/14471 more])&lt;br /&gt;
* Fixed changing forces of damaged entities could corrupt subsequent game saves. ([https://forums.factorio.com/14375 more])&lt;br /&gt;
* Fixed crash when clicking inventory item while dragging wire in latency hiding mode. ([https://forums.factorio.com/14383 more])&lt;br /&gt;
* Fixed that the smoke effect when building something always showed on the viewer surface. ([https://forums.factorio.com/14440 more])&lt;br /&gt;
* Fixed crash related to alerts on multiple surfaces. ([https://forums.factorio.com/14502 more])&lt;br /&gt;
* Fixed copy*paste for cars/tanks. ([https://forums.factorio.com/14513 more])&lt;br /&gt;
* Fixed single locomotives not rendering on the chart view.&lt;br /&gt;
* Fixed the non standard number format of big numbers in the research tooltip GUI. ([https://forums.factorio.com/14517 more])&lt;br /&gt;
* Fixed crash after finishing the game in multiplayer ([https://forums.factorio.com/14508 more]).&lt;br /&gt;
* Fixed construction robots got stuck when trying to take items from logistic trash slots ([https://forums.factorio.com/14554 more]).&lt;br /&gt;
* Fixed productivity bonus being lost with very high productivity values ([https://forums.factorio.com/14005 more])&lt;br /&gt;
* Fixed that script errors didn&#039;t stop the game, and it was possible to possible the game by pressing SEC.&lt;br /&gt;
* Fixed that non*default mods were not loaded during the first start of Factorio after mod*list.json was deleted.&lt;br /&gt;
* Fixed that inserter was always preferring the Left side when picking up from the underground belt. ([http://www.factorioforums.com/forum/posting.php?t=14544 more])&lt;br /&gt;
* Fixed robots from personal roboport would keep transferring items from chest which was ordered for deconstruction&lt;br /&gt;
  even after the chest gets out of the personal robot range. ([https://forums.factorio.com/14412 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Implemented remove_item() for all entities that have items.&lt;br /&gt;
* Added LuaEntityPrototype::autoplace_specification read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.2 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force*building blueprints will mark any colliding trees for deconstruction.&lt;br /&gt;
* Added filters to car and tank main inventories.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Inserters will never take more than the maximum stack size of the item.&lt;br /&gt;
* Way more relaxed timeouts for dropping peers during map uploads ([https://forums.factorio.com/14082 more]).&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Factorio with RTL languages no longer crashes on startup because of reversed font path.&lt;br /&gt;
* Fixed crash when removing mods that added/changed recipes ([https://forums.factorio.com/14029&amp;amp;p=94393#p94393 more]).&lt;br /&gt;
* Disabled repairing of combat robots ([https://forums.factorio.com/13984 more]).&lt;br /&gt;
* **start*server and **create now accept filenames with dots in them ([https://forums.factorio.com/13881 more]).&lt;br /&gt;
* Combinators will no longer turn off when no wires are connected ([https://forums.factorio.com/13957 more]).&lt;br /&gt;
* Shift + click will move items into logistic trash slots only in character GUI ([https://forums.factorio.com/14137 more]).&lt;br /&gt;
* Fixed circuit network crash when removing mods that changed the inserter ([https://forums.factorio.com/14141 more]).&lt;br /&gt;
* Fixed crashes related to migrating entities ([https://forums.factorio.com/14141 more]).&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests ([https://forums.factorio.com/14192&amp;amp;p=95512 more]).&lt;br /&gt;
* Fixed health bar display on large entities like the rocket silo ([https://forums.factorio.com/14188 more])&lt;br /&gt;
* Fixed crash when loading some maps that were migrated from early*0.11 versions ([https://forums.factorio.com/14128 more]).&lt;br /&gt;
* Inserters now correctly pick up items from splitters ([https://forums.factorio.com/14120 more], [https://forums.factorio.com/13518 more] more]).&lt;br /&gt;
* Picking up items from curved belts picks up from the correct line ([https://forums.factorio.com/14016 more]).&lt;br /&gt;
* Fixed that electric pole/roboport radius visualization were off*centered in low Graphics mode.&lt;br /&gt;
* Fixed that turrets had too small remnants.&lt;br /&gt;
* Fixed bug when removing roboports during load migration ([https://forums.factorio.com/14017&amp;amp;p=94291#p94291 more]).&lt;br /&gt;
* Empty autoplace tag in mod entity specification doesn&#039;t place entity at all ([https://forums.factorio.com/13420 more]).&lt;br /&gt;
* Fixed blueprints or armors getting erased when inserters move them.&lt;br /&gt;
  Fixed &amp;quot;Attempt to clone non empty blueprint&amp;quot; and &amp;quot;Attempt to clone armor with equipment grid&amp;quot; when inserters move them.&lt;br /&gt;
  ([https://forums.factorio.com/14179 more])&lt;br /&gt;
* Character doesn&#039;t get moved by neighbour transport belt after game load.&lt;br /&gt;
* Crafting entity tooltips show contents in order and now also show fluids ([https://forums.factorio.com/14211 more])&lt;br /&gt;
* Fixed missing belt activation in specific situation ([https://forums.factorio.com/14023 more])&lt;br /&gt;
* Fixed modded spitters could spit very far from their location when trying to destroy a tree ([https://forums.factorio.com/14106 more]).&lt;br /&gt;
* Map editor wire editing works again.&lt;br /&gt;
* Fixed beacons stopping working when the modules where removed and re*inserted ([https://forums.factorio.com/14275 more]).&lt;br /&gt;
* Fixed power armor GUI tooltips not showing sometimes.&lt;br /&gt;
* Fixed v*sync causing framerate to go bellow 60 when Windows Aero theme is enabled ([https://forums.factorio.com/13622 more]).&lt;br /&gt;
* Flame*thrower sounds volume is dependent on the distance of the player now. ([https://forums.factorio.com/13538 more])&lt;br /&gt;
* Tank can turn around without moving forward again. ([https://forums.factorio.com/13936 more])&lt;br /&gt;
* Fixed tile building/removal sometimes removing buildings or killing the player.&lt;br /&gt;
* Fixed tile building/removal sometimes creating or removing water.&lt;br /&gt;
* Fixed tile removal ignoring changes made in map editor.&lt;br /&gt;
* Fixed crashes when mining path tiles while map is generated.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* get_surface never returns invalid surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.1 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel them selfs.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Train station names use natural string comparing (station &amp;quot;Iron 10&amp;quot; comes after &amp;quot;Iron 9&amp;quot;, not after &amp;quot;Iron 1&amp;quot;).&lt;br /&gt;
* New command*line parameter: **latency*ms. Allows to set server latency in milliseconds rather than ticks&lt;br /&gt;
* You can copy paste circuit network conditions between Inserter, Lamp, Pump and Offshore Pump.&lt;br /&gt;
* The delete button in Load Game or Save Game dialogues now asks for confirmation before deleting&lt;br /&gt;
* Locomotive on schedule can&#039;t be rotated while moving anymore.&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.&lt;br /&gt;
* Changed Assembling machine&#039;s auto*insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Very rough support for RTL languages, the texts are no longer rendered backwards (but the GUI still is and multiline text will cause problems).&lt;br /&gt;
* Fixed Rocket Silo rocket inventory tool tip sticking around when it shouldn&#039;t ([https://forums.factorio.com/13551 more]).&lt;br /&gt;
* Fixed furnaces rendering light when inactive ([https://forums.factorio.com/13532 more]).&lt;br /&gt;
* Fixed transport belt to ground in blueprints when rotating crashing the game ([https://forums.factorio.com/13572 more]).&lt;br /&gt;
* Fixed LuaSurface::can_place_entity checks for rails ([https://forums.factorio.com/13521 more]).&lt;br /&gt;
* Fixed inserters putting items only on left line of underground belts. ([https://forums.factorio.com/13519 more])&lt;br /&gt;
* Fixed ghost building concrete/stone not updating charting ([https://forums.factorio.com/13675 more]).&lt;br /&gt;
* Fixed ghost building concrete/stone distance being restricted ([https://forums.factorio.com/13662 more]).&lt;br /&gt;
* Fixed crash when leaving vehicle while on a transport belt entity ([https://forums.factorio.com/13616 more]).&lt;br /&gt;
* Fixed charging from primary and secondary energy sources (aka shield insta charge) ([https://forums.factorio.com/13564 more], [https://forums.factorio.com/13698 more]).&lt;br /&gt;
* Fixed crash when trying to set filter on vehicle ammo inventories ([https://forums.factorio.com/13684 more]).&lt;br /&gt;
* Fixed mining concrete/tiles sometimes making water where it shouldn&#039;t be ([https://forums.factorio.com/13735 more]).&lt;br /&gt;
* Fixed character*logistic*trash*slots*2 technology prerequisite ([https://forums.factorio.com/13596 more]).&lt;br /&gt;
* Fixed crash when calling game.player.surface.set_multi_command ([https://forums.factorio.com/13621 more])&lt;br /&gt;
* Fixed electric wire rendering on low Graphics quality settings ([https://forums.factorio.com/13520 more]).&lt;br /&gt;
* Fixed unable to load 0.11 savegames with active combat robots ([https://forums.factorio.com/13566 more]).&lt;br /&gt;
* Fixed robots building paths over existing paths not mining the existing paths first ([https://forums.factorio.com/13712 more]).&lt;br /&gt;
* Fixed personal robots would sometimes follow player instead of stationing when they use up all material for terrain building.&lt;br /&gt;
* Fixed splitters/transport belts still running when marked for deconstruction ([https://forums.factorio.com/13772 more]).&lt;br /&gt;
* Fixed death after launching the rocket not ending the game in single player ([https://forums.factorio.com/13701 more]).&lt;br /&gt;
* Fixed crash when disconnecting character from player while crafting ([https://forums.factorio.com/13561 more]).&lt;br /&gt;
* Fixed inserters sometimes not loading Rocket Silo after launch ([https://forums.factorio.com/13703 more]).&lt;br /&gt;
* Fixed circuit network sometimes showing items with no number.&lt;br /&gt;
* Fixed crash when the game attempted to play a sound in headless mode ([https://forums.factorio.com/13720 more])&lt;br /&gt;
* Fixed incorrect gun turret health ([https://forums.factorio.com/13748 more])&lt;br /&gt;
* Copy pasting now works for Small pumps and Offshore Pumps.&lt;br /&gt;
* Fixed crash when loading single*player save in multiplayer without &amp;quot;Allow commands&amp;quot; checked ([https://forums.factorio.com/13584 more]).&lt;br /&gt;
* Fixed not being able to set the UI scale back to normal after accidentally setting it to 200% ([https://forums.factorio.com/13750 more]).&lt;br /&gt;
* Fixed locomotive lights and vehicle indicators being rendered across different surfaces ([https://forums.factorio.com/13846 more]).&lt;br /&gt;
* Fixed not being able to fast*transfer stone bricks and concrete into entities.&lt;br /&gt;
* Fixed splitters giving priority to one input belt ([https://forums.factorio.com/13683 more]).&lt;br /&gt;
* Fixed actions during saves strangeness ([https://forums.factorio.com/13830 more]).&lt;br /&gt;
* Fixed logistic inconsistency when removing mods that added logistic/construction robots ([https://forums.factorio.com/13575 more]).&lt;br /&gt;
* Fixed crash when removing mods that added biter spawners ([https://forums.factorio.com/13575 more]).&lt;br /&gt;
* Fixed crash related to changing forces on units ([https://forums.factorio.com/13742 more]).&lt;br /&gt;
* Fixed assembling machines going to sleep when their fluid output had fluid but the ingredient slot didn&#039;t have enough item ingredients.&lt;br /&gt;
* Fixed crash when trying to read LuaSurface from disconnected player through mods ([https://forums.factorio.com/13910 more]).&lt;br /&gt;
* Fixed train going into automatic mode when hitting something (again) ([https://forums.factorio.com/10220 more]).&lt;br /&gt;
* Fixed laser turrets cause other electric machines to drain more power from accumulators than they should. ([https://forums.factorio.com/13878 more]).&lt;br /&gt;
* Fixed crashes when connecting to MP game on older Ubuntu (and possibly other distributions; [https://forums.factorio.com/13558 more])&lt;br /&gt;
* Fixed crash when projectile with default maximum range doesn&#039;t hit anything and flies forever ([https://forums.factorio.com/13956 more]).&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* LuaSurface::set_multi_command now takes an optional third argument specifying the force to send the command to. Default is the enemy force&lt;br /&gt;
* Default mods are always enabled if mod*list.json is lost (even when enable new mods option is disabled).&lt;br /&gt;
* LuaSurface can be invalid when read from LuaPlayer and Player entity if the player is disconnected from the game (MP disconnect) * use LuaSurface.valid to check.&lt;br /&gt;
  Note: LuaSurface currently never switches between valid and not valid so the check only has to be done when it&#039;s first read from the LuaPlayer.&lt;br /&gt;
* Changed default maximum range of projectiles from 10^308 to 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.12.0 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* The game is now finished by launching the rocket with satellite.&lt;br /&gt;
* Added chain signals, they can be used to make more complicated junctions and stations without deadlocks.&lt;br /&gt;
* Added personal roboport as modular armor equipment. Once it is active, it uses the materials and robots in the players inventory. It supports all the tasks construction robots can do like building blueprints, repairing structures, deconstruction etc.&lt;br /&gt;
* Added logistic trash fields to the character GUI. They supply items into the logistic system in the same way active provider chests do.&lt;br /&gt;
* Added combinators (Arithmetic Combinator, Decider Combinator and Constant combinator). These allow more advanced manipulation with the circuit network logic ([https://www.factorio.com/blog/post/fff*88 more])&lt;br /&gt;
* The Lamp, Storage Tank, Small Pump and Offshore Pump can be connected to the circuit network.&lt;br /&gt;
* Multiplayer latency hiding (gives impression that some common tasks are performed immediately) Applies to character movement, mining buildings, building, fast replacing, opening guis, etc.&lt;br /&gt;
* Stone brick can be used to build stone path. (30% walking speed increase).&lt;br /&gt;
* Concrete can be created. The concrete can be used to build concrete floors (40% walking speed increase).&lt;br /&gt;
* Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).&lt;br /&gt;
* Trees degenerate slowly when there high pollution levels.&lt;br /&gt;
* Lab research is now continuous. Science packs have progress bars of usage. This means that 20 labs doing research with 10 units will still be faster than 10 labs and the science packs aren&#039;t wasted.&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it (3 X recipe demand). Example: The rocket silo requires 1000 steel, while the stack size is 100, but the input stack can hold enough.&lt;br /&gt;
* Added / updated sounds for biters, spitters, worm, spawner, flamethrower, tank, lasers, etc.&lt;br /&gt;
* New ambient [[Factorio Soundtrack|soundtrack]] added. Added mechanism that prevents playing track that was played recently. The ambient player alternates between neutral wind/environment sounds and soundtrack songs.&lt;br /&gt;
* Mousing over a train will show you its current path and blocks it can&#039;t enter.&lt;br /&gt;
* Locomotives now show the contents of attached cargo wagons in their tooltip.&lt;br /&gt;
* Trees regenerate health slowly.&lt;br /&gt;
* Added support for transferring contents/settings when fast*replacing all entity types.&lt;br /&gt;
* Added modules to the alt*view for entities that support modules.&lt;br /&gt;
* Factorio can run as a dedicated server without Graphics ([http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server more]).&lt;br /&gt;
* Basic PvP: New forces can now be created and merged back together; a cease*fire can be agreed upon between forces&lt;br /&gt;
* IPv6 support for multiplayer.&lt;br /&gt;
* DNS names can be used when connecting to multiplayer game.&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Added explosive cannon shells.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost time to live to full.&lt;br /&gt;
&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled loading of saves before 0.9.0 version (You can use 0.9.8 to load older saves and re*save them).&lt;br /&gt;
* Removed rocket defense entity.&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Reduced number of rendered Roboport connections.&lt;br /&gt;
* The trade in the marketplace only happens if the player can accept the trade items.&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.&lt;br /&gt;
* Copy entity settings mechanism now remembers only the last entity copied from. Also mechanism allows copy/paste across different entities of the same type (i.e. assembling machine 1 *&amp;gt; assembling machine 2) and from assembling machines to requester chests (sets filters to 2 x requirements of the assembling machine).&lt;br /&gt;
* Trees have generally smaller bounding boxes, so it is easier to walk through forest.&lt;br /&gt;
* Power armor modules generate and consume 100 times more power in order to be able to charge construction robots.&lt;br /&gt;
* The construction robots don&#039;t build gate in the gap between the rolling stock vehicles. They wait for the train to get away.&lt;br /&gt;
* Player&#039;s logistic filters are now remembered after respawn in multiplayer&lt;br /&gt;
* All turrets are now 2x2 (incorrectly stated as 4x4); laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive&lt;br /&gt;
* Roboport tooltip now shows correct numbers of construction and logistic robots separately.&lt;br /&gt;
* When a train loses a path and cannot find a new one, it stops immediately. This prevents it from riding into parts of the rail network, from where it can&#039;t find a path.&lt;br /&gt;
* Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The autosave dialog no longer cancels an active blueprint or deconstruction planner selection if the mouse button is still held after the autosave finishes&lt;br /&gt;
* Number of autosave slots is now configurable through config.ini (no GUI).&lt;br /&gt;
&lt;br /&gt;
=== Optimizations ===&lt;br /&gt;
* Overall optimization of train + belt heavy factories is roughly 66% compared to 0.11, this means that the game runs 3 times faster.&lt;br /&gt;
* Optimised the transport belt movement.&lt;br /&gt;
* Optimised the rotated bounding box collisions checks (trains).&lt;br /&gt;
* Optimised the smoke update.&lt;br /&gt;
* Optimised the solar panel, all the solar panel input is merged, so the count doesn&#039;t matter.&lt;br /&gt;
* Optimised the accumulators by merging then into groups, where typical factory has 1 group per network.&lt;br /&gt;
* Optimised the land mine activation mechanism.&lt;br /&gt;
* Smaller multiplayer heartbeat packet size.&lt;br /&gt;
* Optimised adding/removing of roboport, robots keep their tasks if they can.&lt;br /&gt;
* Path finder will terminate when search is too long. This avoids save explosions (see [https://forums.factorio.com/12580 more]).&lt;br /&gt;
* Optimised rendering for large logistic networks.&lt;br /&gt;
* Fixed that the Graphics were saved twice in the RAM memory.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New Graphics of the combat robots.&lt;br /&gt;
* New Graphics of the laser/gun turrets, their color is now player/force dependent.&lt;br /&gt;
* New Graphics of muzzle flash for player, car, tank and turrets.&lt;br /&gt;
* New tree  Graphics. Trees have 4 levels of leaves and the leafs are color-able.&lt;br /&gt;
* Trees emit leaves (based on the tree color) when being mined and destroyed.&lt;br /&gt;
* Trees emit branches when mined or destroyed.&lt;br /&gt;
* Storage tank has a small window showing the liquid inside.&lt;br /&gt;
* Combat robots attack beam ([https://www.factorio.com/blog/post/fff-84 more])&lt;br /&gt;
* New GUI icons: Weapons, ammo, status icons such as out*of*ammo or out*of*electricity&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed wrong item count in the logistic system when handling partially*filled magazines, repair packs or other items with durability&lt;br /&gt;
* Fixed the choppy (not smooth) movement when using the exoskeleton equipment.&lt;br /&gt;
* item*description localization now displays correctly when previewing recipes.&lt;br /&gt;
* entity*description localization now displays on entities.&lt;br /&gt;
* Proper blueprint centering. It is based on the included entities rather then the selection rectangle when the blueprint is created.&lt;br /&gt;
* Very big entities no longer disappear at the edge of the screen&lt;br /&gt;
* When putting things on ground, the first item was never put exactly under the cursor even when the place was empty.&lt;br /&gt;
* Fixed that it wasn&#039;t possible to swap stacks of the same items with different health.&lt;br /&gt;
* Fixed strange behavior of tank/car entering sound.&lt;br /&gt;
* Fixed LuaFluidBox crashing the game when attempting to read fluid from an entity that previously had fluidboxes.&lt;br /&gt;
* Car / Tank ammo inventory is refilled from the trunk / player inventory when exhausted.&lt;br /&gt;
* Fixed writing invalid LuaEntity::selected_gun_index crashing the game.&lt;br /&gt;
* Fixed the power armor battery level indicator getting drawn on top of everything else ([https://forums.factorio.com/8206 more]).&lt;br /&gt;
* Fixed that following robots created through trigger crashed the game.&lt;br /&gt;
* Fixed the train pathfinding issue when the train crashes to something while stopping for signal or station in front of a junction.&lt;br /&gt;
* Fixed that crashing to something while in manual mode in train could switch it to automatic mode.&lt;br /&gt;
* Fixed crashing when setting modded GUI styles in Multiplayer.&lt;br /&gt;
* Fixed crash when trying to read LuaPlayer::opened on a dead player.&lt;br /&gt;
* Fixed crash when canceling deconstruction of a logistic container that was marked for deconstruction after the logistic network it was in lost power and then regained power ([https://forums.factorio.com/10143 more]).&lt;br /&gt;
* Fixed LuaSurface::can_place_entity returning true when checking item*on*ground against item*on*ground ([https://forums.factorio.com/9247 more]).&lt;br /&gt;
* Turrets can now be modded to use shotgun (and other not guided) ammo.&lt;br /&gt;
* Fixed research window appearing behind the selection/minimap pane when shown from research completion ([https://forums.factorio.com/13235 more]).&lt;br /&gt;
* Fix inability to bind some OEM keys on Windows. Added the ability to bind more keys including multimedia keys. ([https://forums.factorio.com/10027 more])&lt;br /&gt;
* Fixed marking a ton of entities for deconstruction outside the construction range of roboports slowing down normal deconstruction rates.&lt;br /&gt;
* Fixed crash when removing electric poles from electric networks or circuit networks with large amounts of poles ([https://forums.factorio.com/13368 more]).&lt;br /&gt;
* Fixed video*memory*usage option on Windows. It is possible to run Factorio on configurations with low VRAM (less then 512MB). Other platforms don&#039;t have this issue.&lt;br /&gt;
* Fixed that control*clicking entire inventory into a machine installed modules.&lt;br /&gt;
* Fixed another instance of the &amp;quot;Trying to make chunk at unreasonable position&amp;quot; bug ([https://forums.factorio.com/13399 more]).&lt;br /&gt;
* Requester chests no longer request more than they can store. E.g. if a requester chest only has one free slot and the requester slider is set to request 20000 iron ore, the chest will only request one stack from the network ([https://forums.factorio.com/4604 more])&lt;br /&gt;
* Console no longer loses focus after an autosave ([https://forums.factorio.com/10025 more])&lt;br /&gt;
* Fixed wrong highlight when crafting ammo in vehicles ([https://forums.factorio.com/9620 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Ambient sounds are specified as prototypes so they can be extended and modified by mods.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Changed all the identifiers/methods/events/parameters. Underscores are used as word delimiter (findentities *&amp;gt; find_entities).&lt;br /&gt;
* Changed glob to global.&lt;br /&gt;
* New object LuaSurface, accessible from player/entity as read property surface.&lt;br /&gt;
* Some commands moved from LuaGame to LuaSurface: get_pollution, can_place_entity, find_entity, find_entities, find_entities_filtered, find_non_colliding_position, find_enemy_units, find_nearest_enemy, set_multi_command, create_entity, create_unit_group, build_enemy_base, get_tile, get_tileproperties, set_tiles, pollute, get_chunks, is_chunk_generated&lt;br /&gt;
* Added LuaGame::local_player console command: when entered through the console it will reference the local player doing the console command. Only works when run through the console.&lt;br /&gt;
* Added LuaFluidPrototype * similar to LuaItemPrototype but for fluids.&lt;br /&gt;
* math.random can now accept negative values for ranges eg x + math.random(*10, 10)&lt;br /&gt;
* Added LuaRecipe::hidden and energy read.&lt;br /&gt;
* New object LuaGroup, accessible from LuaEntityPrototype as read property group/subgroup. LuaGroup contains: name, type, inventory_order, group, subgroups&lt;br /&gt;
* Added several new options to LuaEntityPrototype: mineable_properties, items_to_place_this, collision_box, selection_box, order, group, subgroup, healing_per_tick, emissions_per_tick, corpses, selectable_in_game, weight, resistances, fast_replaceable_group, loot, repair_speed_modifier&lt;br /&gt;
* LuaItemPrototype::group now returns the new LuaGroup object.&lt;br /&gt;
* Added LuaEntity::is_crafting() * returns true/false if the assembling machine or furnace is currently crafting a recipe.&lt;br /&gt;
* Added LuaEntity::crafting_progress/bonus_progress * a percent of 1: the current crafting progress or bonus progress.&lt;br /&gt;
* Added the ability to compare LuaObjects using &amp;quot;==&amp;quot; as in: &amp;quot;if game.player == game.players[1]&amp;quot; for all LuaObjects.&lt;br /&gt;
* Removed all LuaObject::equals(): the == operator can be used in its place.&lt;br /&gt;
* Added new blend modes for sprites using &amp;quot;blend_mode&amp;quot; property. Possible values: &amp;quot;normal&amp;quot;, &amp;quot;additive&amp;quot;, &amp;quot;multiplicative&amp;quot;.&lt;br /&gt;
* Added on_player_driving_changed_state event * passes the player_index who&#039;s driving state changed.&lt;br /&gt;
* Added LuaEntity::belt_to_ground_type * returns the type &amp;quot;input&amp;quot;/&amp;quot;output&amp;quot; of the transport*belt*to*ground.&lt;br /&gt;
* Added several methods for manipulating gates: is_opened, is_opening, is_closed, is_closing, request_to_open, request_to_close.&lt;br /&gt;
* Changed LuaEntity::neighbours:&lt;br /&gt;
  For electric poles: the wire connections: {copper={}, red={}, green={}}&lt;br /&gt;
  For transport*belt*to*ground: the input/output entity it&#039;s connected to (or none)&lt;br /&gt;
  For entities with fluid * the entities the fluid connections connect to indexed by the fluid connection&lt;br /&gt;
* #entity.fluidbox can now be read from any entity and will return the number of fluidboxes the entity has (0 for non*fluid handling entities).&lt;br /&gt;
* Added the ability to specify map colors for all entities: map_color, friendly_map_color, and enemy_map_color&lt;br /&gt;
* Added the ability to disable drawing the station name for train*stop type entities: chart_name = &amp;quot;false&amp;quot; in the prototype.&lt;br /&gt;
* LuaEntity::backer_name can now be read/written for all entities that support backer names (furnace, assembling machine, lab, locomotive, radar, roboport, trainstop).&lt;br /&gt;
* LuaEntity::recipe can now be set to nil to remove the recipe from an assembling machine.&lt;br /&gt;
* Added LuaItemPrototype default_request_amount, resistances, item_to_clear.&lt;br /&gt;
* Added LuaChart::chart_all (charts all the generated parts of the map).&lt;br /&gt;
* Expanded LuaEntity::get_item_count and LuaEntity::clear to work with all transport belt entities.&lt;br /&gt;
* New object LuaTransportLine, accessible from entity as read method get_transport_line(index) * an interface to the items on transport belts.&lt;br /&gt;
* Added LuaSurface::count_entities_filtered * the same as find_entities_filtered but simply returns a count. The benefits being: it&#039;s much faster than find_entities_filtered when the entity references aren&#039;t desired.&lt;br /&gt;
* Added LuaForce::enable_research() * enables research for the force if it was disabled.&lt;br /&gt;
* Added LuaSurface::spill_item_stack() * takes a item_stack and position and drops the items on the ground item bomb style.&lt;br /&gt;
* Changed LuaEntity::stack, LuaEntity::held_stack and LuaPlayer::cursor_stack to return LuaItemStack objects.&lt;br /&gt;
* Changed LuaItemStack to allow reading any inventory slot even when the item in the slot is invalid. LuaItemStack::valid_for_read should be used before accessing the normal properties/methods for a given LuaItemStack.&lt;br /&gt;
* Removed LuaEntity::clear_circuit_condition() * LuaEntity::set_circuit_condition(index, nil) can be used instead.&lt;br /&gt;
* Added &amp;quot;force&amp;quot; option to LuaSurface::find_entities_filtered/count_entities_filtered.&lt;br /&gt;
* ItemStack counts can be excluded and defaults to 1, ItemStacks can be strings and default to a full stack.&lt;br /&gt;
* Added LuaItemStack::count write support.&lt;br /&gt;
* Added LuaItemStack::can_set_stack(), set_stack(), clear() * write support to a specific item stack.&lt;br /&gt;
* Removed LuaEntity::stack, held_stack write support * LuaItemStack::set_stack() can be used.&lt;br /&gt;
* Removed LuaPlayer::cursor_stack write support * LuaItemStack::set_stack() can be used.&lt;br /&gt;
* Added LuaTrain::cargo_wagons read * returns only the cargo wagons for the given train.&lt;br /&gt;
* Added LuaEntity::remove_market_item * takes an index to remove from a Market entity offer list.&lt;br /&gt;
* Added LuaEntity::get_market_items * returns a table of offers the Market entity offers.&lt;br /&gt;
* Added LuaForce::research_progress read/write * a percent of 1 * the current research progress (0 if no research).&lt;br /&gt;
* Added LuaEntityPrototype::turret_range read * the range of a given turret entity prototype.&lt;br /&gt;
* Added player_index to the on_put_item event.&lt;br /&gt;
* Added ghosts from manual building and blueprints to the on_built_entity event.&lt;br /&gt;
* Added LuaPlayer::enable_flashlight() * counterpart to disable_flashlight().&lt;br /&gt;
* Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().&lt;br /&gt;
* Changed on_researched events to return the relayed LuaTechnology object.&lt;br /&gt;
* Added LuaTechnology::force read * the LuaForce the technology belongs to.&lt;br /&gt;
* Added LuaGame::create_surface * takes a string name and optionally a table of map gen settings and creates a new surface.&lt;br /&gt;
* Changed LuaPlayer::teleport to allow optionally a surface name, index or object to teleport the player to. The surface must exist.&lt;br /&gt;
* Added LuaSurface::request_to_generate_chunks * takes a position and radius and requests to generate those chunks * will not generate chunks outside the map bounds.&lt;br /&gt;
* Added LuaSurface::map_gen_settings * the current map gen settings for the surface.&lt;br /&gt;
* Added LuaGame::server_save * in a multiplayer game with a server, this will make the server save the game. Only works with a headless server, i.e. one launched through the **start*server option.&lt;br /&gt;
* Added LuaGuiElement::parent read * the parent of the LuaGuiElement if any else nil.&lt;br /&gt;
* Added LuaPlayer::index read * the numeric index of the LuaPlayer object.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/AmbientSound&amp;diff=187447</id>
		<title>Prototype/AmbientSound</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/AmbientSound&amp;diff=187447"/>
		<updated>2021-11-06T10:10:12Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype parent}}&lt;br /&gt;
This prototype is used to make sound while playing the game. This includes the game&#039;s [[Factorio Soundtrack|music]], composed by Daniel James Taylor.&lt;br /&gt;
&lt;br /&gt;
{{Prototype TOC|ambient-sound}}&lt;br /&gt;
&lt;br /&gt;
==Mandatory properties==&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|type|[[Types/string|string]]}}&lt;br /&gt;
Specification of the type of the prototype. Must be &amp;quot;ambient-sound&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|name|[[Types/string|string]]}}&lt;br /&gt;
Unique textual identification of the prototype.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|sound|[[Types/Sound|Sound]]}}&lt;br /&gt;
The sound file and volume.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|track_type|[[Types/string|string]]}}&lt;br /&gt;
This lets the game know in what instances the audio file is played.&lt;br /&gt;
&lt;br /&gt;
The following types are recognized:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;early-game&amp;quot;&lt;br /&gt;
* &amp;quot;main-track&amp;quot;&lt;br /&gt;
* &amp;quot;interlude&amp;quot;&lt;br /&gt;
* &amp;quot;late-game&amp;quot;&lt;br /&gt;
* &amp;quot;menu-track&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|weight|[[Types/double|double]]|1|optional=true}}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
  {&lt;br /&gt;
    type = &amp;quot;ambient-sound&amp;quot;,&lt;br /&gt;
    name = &amp;quot;world-ambience-4&amp;quot;,&lt;br /&gt;
    track_type = &amp;quot;interlude&amp;quot;,&lt;br /&gt;
    sound =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/sound/ambient/world-ambience-4.ogg&amp;quot;,&lt;br /&gt;
      volume = 1.2&lt;br /&gt;
    }&lt;br /&gt;
  },&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Dogman15/Sandbox&amp;diff=187445</id>
		<title>User:Dogman15/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Dogman15/Sandbox&amp;diff=187445"/>
		<updated>2021-11-06T10:07:14Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;[[Factorio Soundtrack]]&#039;&#039;&#039; was written by Daniel James Taylor. It consists of 26 tracks of music nearly 70 minutes long. It was added in the [[Version history/0.12.0|0.12.0]] version. &amp;quot;BONUS - Factorio Gameplay Trailer&amp;quot; was added in [[Version history/1.1.0|version 1.1.0]], for the game&#039;s main menu. How the game picks which track to play is based on information that can be read at [[Prototype/AmbientSound]].&lt;br /&gt;
&lt;br /&gt;
==Track list==&lt;br /&gt;
:1. After The Crash - 1:37&lt;br /&gt;
:2. The Right Tools - 3:24&lt;br /&gt;
:3. [[Category:Resources|Resource]] Deficiency (Interlude) - 1:27&lt;br /&gt;
:4. Are We Alone - 4:50&lt;br /&gt;
:5. [[Time|First Light]] (Interlude) - 1:29&lt;br /&gt;
:6. [[Research]] And Minerals - 3:08&lt;br /&gt;
:7. Gathering Horizon - 4:22&lt;br /&gt;
:8. Expansion - 3:09&lt;br /&gt;
:9. [[Pollution]] (Interlude) - 0:58&lt;br /&gt;
:10. The Search For [[Iron plate|Iron]] - 4:16&lt;br /&gt;
:11. [[Steam turbine|Turbine]] Dynamics - 5:17&lt;br /&gt;
:12. [[Solar panel|Solar]] Intervention - 5:37&lt;br /&gt;
:13. Anomaly (Interlude) - 0:47&lt;br /&gt;
:14. Beyond Factory Outskirts - 4:35&lt;br /&gt;
:15. The [[Crude oil|Oil]] [[Oil processing|Industry]] - 2:55&lt;br /&gt;
:16. [[Automation (research)|Automation]] - 2:38&lt;br /&gt;
:17. Transmit (Interlude) - 0:43&lt;br /&gt;
:18. cenSeq&#039;s Discrepancy - 2:27&lt;br /&gt;
:19. [[Efficiency module|Efficiency]] [[Efficiency module 2|Program]] - 4:31&lt;br /&gt;
:20. [[Enemies|Sentient]] - 3:00&lt;br /&gt;
:21. World Ambience 1 - 3:20&lt;br /&gt;
:22. World Ambience 2 - 3:12&lt;br /&gt;
:23. World Ambience 3 - 3:33&lt;br /&gt;
:24. World Ambience 4 - 3:38&lt;br /&gt;
:25. [https://www.youtube.com/watch?v=J8SBp4SyvLc BONUS - Factorio Trailer] - 1:58&lt;br /&gt;
:26. BONUS - Factorio Gameplay Trailer - 2:22&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://store.steampowered.com/app/436090/Factorio__Soundtrack/ Official Soundtrack] on Steam&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=187419</id>
		<title>Programmable speaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=187419"/>
		<updated>2021-11-05T11:28:46Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: I&amp;#039;ll write more about this the next time I play the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Programmable speaker}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;programmable speaker&#039;&#039; is a circuit network entity that is capable of producing alerts in the form of sound, and elements on nearby players&#039; guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.&lt;br /&gt;
&lt;br /&gt;
== GUI and configuration ==&lt;br /&gt;
&lt;br /&gt;
[[File:Programmable_speaker_ui.png|330px]]&lt;br /&gt;
  	&lt;br /&gt;
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.&lt;br /&gt;
&lt;br /&gt;
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:speaker_map_alert.gif]]&amp;lt;br /&amp;gt;&lt;br /&gt;
As well as playing a sound, it can also be set to send a GUI text alert so the player can see what has caused the alarm. Both text and an icon can be specified, as seen in the check mark image above. In order to show an [[Alerts|alert]] in players&#039; GUIs, &amp;quot;Show alert&amp;quot; must be ticked. Additional options will be shown that allow the player to select an icon and text for the alert.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Allow polyphony&amp;quot; check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Circuit value is pitch&amp;quot; check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.&lt;br /&gt;
&lt;br /&gt;
== Available sounds ==&lt;br /&gt;
The sounds a loudspeaker can play include the following instruments:&lt;br /&gt;
* Piano&lt;br /&gt;
* Bass &amp;lt;!--sounds like an organ foot pedal?--&amp;gt;&lt;br /&gt;
* Lead synth&lt;br /&gt;
* Sawtooth synth&lt;br /&gt;
* Square synth&lt;br /&gt;
* Celesta&lt;br /&gt;
* Vibraphone&lt;br /&gt;
* Plucked &amp;lt;!--What is this?--&amp;gt;&lt;br /&gt;
* Steel drum&lt;br /&gt;
* Reverse cymbal&lt;br /&gt;
* Drum kit&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.66|&lt;br /&gt;
* Programmable Speaker sounds now change volume accordingly as player moves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Dogman15/Sandbox&amp;diff=187415</id>
		<title>User:Dogman15/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Dogman15/Sandbox&amp;diff=187415"/>
		<updated>2021-11-05T10:25:54Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Factorio Soundtrack&amp;#039;&amp;#039;&amp;#039; was written by Daniel James Taylor. It consists of 26 tracks of music nearly 70 minutes long. It was added in the Version history/0.12.0|0.12.0...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Factorio Soundtrack&#039;&#039;&#039; was written by Daniel James Taylor. It consists of 26 tracks of music nearly 70 minutes long. It was added in the [[Version history/0.12.0|0.12.0]] version. &amp;quot;BONUS - Factorio Gameplay Trailer&amp;quot; was added in [[Version history/1.1.0|version 1.1.0]], for the game&#039;s main menu. How the game picks which track to play is based on information that can be read at [[Prototype/AmbientSound]].&lt;br /&gt;
&lt;br /&gt;
==Track list==&lt;br /&gt;
:1. After The Crash - 1:37&lt;br /&gt;
:2. The Right Tools - 3:24&lt;br /&gt;
:3. [[Category:Resources|Resource]] Deficiency (Interlude) - 1:27&lt;br /&gt;
:4. Are We Alone - 4:50&lt;br /&gt;
:5. [[Time|First Light]] (Interlude) - 1:29&lt;br /&gt;
:6. [[Research]] And Minerals - 3:08&lt;br /&gt;
:7. Gathering Horizon - 4:22&lt;br /&gt;
:8. Expansion - 3:09&lt;br /&gt;
:9. [[Pollution]] (Interlude) - 0:58&lt;br /&gt;
:10. The Search For [[Iron plate|Iron]] - 4:16&lt;br /&gt;
:11. [[Steam turbine|Turbine]] Dynamics - 5:17&lt;br /&gt;
:12. [[Solar panel|Solar]] Intervention - 5:37&lt;br /&gt;
:13. Anomaly (Interlude) - 0:47&lt;br /&gt;
:14. Beyond Factory Outskirts - 4:35&lt;br /&gt;
:15. The [[Crude oil|Oil]] [[Oil processing|Industry]] - 2:55&lt;br /&gt;
:16. [[Automation (research)|Automation]] - 2:38&lt;br /&gt;
:17. Transmit (Interlude) - 0:43&lt;br /&gt;
:18. cenSeq&#039;s Discrepancy - 2:27&lt;br /&gt;
:19. [[Efficiency module|Efficiency]] [[Efficiency module 2|Program]] - 4:31&lt;br /&gt;
:20. [[Enemies|Sentient]] - 3:00&lt;br /&gt;
:21. World Ambience 1 - 3:20&lt;br /&gt;
:22. World Ambience 2 - 3:12&lt;br /&gt;
:23. World Ambience 3 - 3:33&lt;br /&gt;
:24. World Ambience 4 - 3:38&lt;br /&gt;
:25. [https://www.youtube.com/watch?v=J8SBp4SyvLc BONUS - Factorio Trailer] - 1:58&lt;br /&gt;
:26. BONUS - Factorio Gameplay Trailer - 2:22&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://store.steampowered.com/app/436090/Factorio__Soundtrack/ Official Soundtrack] on Steam&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=187414</id>
		<title>Archive:Iron axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=187414"/>
		<updated>2021-11-05T10:09:53Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive}}{{Languages}}&lt;br /&gt;
{{:Infobox:Iron axe}}&lt;br /&gt;
&lt;br /&gt;
The Iron axe is a tool used for the manual mining of resources, for cutting trees, and for collecting items deployed on the ground (so they can be placed elsewhere). They can also be used for melee fighting when the player is out of ammo.&lt;br /&gt;
&lt;br /&gt;
They are mostly used in the beginning of the game where the player has no resources to set up drills to automatically mine, and when the better [[Steel axe]] cannot yet be made. It is possible to stack multiple Iron axes in the tool slot.&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
&lt;br /&gt;
Durability of the Iron axe is consumed based on the &amp;quot;mining hardness&amp;quot; of what is being mined, at a rate of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Durability loss = Mining hardness × 60 × Duration (s)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, mining one coal that has a hardness of 0.9 and takes 2.08 seconds to mine consumes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Durability loss = 0.9 × 60 × 2.08 = 112.5 durability&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Removed pickaxes and replaced them with research effects.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.6|&lt;br /&gt;
* Can be used as melee weapon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Dogman15&amp;diff=187413</id>
		<title>User:Dogman15</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Dogman15&amp;diff=187413"/>
		<updated>2021-11-05T09:08:21Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: Created page with &amp;quot;This is my user page. I&amp;#039;m on other wikis, too.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my user page. I&#039;m on other wikis, too.&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam&amp;diff=186226</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam&amp;diff=186226"/>
		<updated>2021-05-23T04:30:05Z</updated>

		<summary type="html">&lt;p&gt;Dogman15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam}}&lt;br /&gt;
&#039;&#039;&#039;Steam&#039;&#039;&#039; is a [[fluid system|gas]] created by heating water in a [[boiler]] or [[heat exchanger]]. After being distributed via [[pipe]]s, steam can be used to generate electricity via  [[steam engine]]s and [[steam turbine]]s. Steam is also used in [[coal liquefaction]] in [[oil refinery|oil refineries]]. Since steam is a fluid, it can be stored in a [[storage tank]].&lt;br /&gt;
&lt;br /&gt;
== Power generation ==&lt;br /&gt;
The amount of energy contained in steam is linearly proportional to its temperature (minus 15°C ambient temperature). The energy storage of steam is exactly &#039;&#039;200 Joule / unit / degree Celsius&#039;&#039;, so for every degree increase in temperature of a single unit of fluid requires exactly 200 Joules.&lt;br /&gt;
&lt;br /&gt;
In all cases, steam produced in boilers is 165°C and steam from heat exchangers is 500°C. This higher temperature equates to a higher energy density of the same number of units of steam, meaning: higher temperature, more energy per volume. Steam suffers no thermal losses sitting or flowing through [[pipe]]s or [[storage tank]]s, the energy put into water to create steam is the same amount of energy you get back out from it since both steam engines and turbines are 100% efficient.&lt;br /&gt;
&lt;br /&gt;
For example, a storage tank that holds 25000 units of Steam at 165°C contains...&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 68%;padding-right: 0em;&amp;quot;&amp;gt;(200 Joule / unit / Celsius) * 25000 units * (165°C-15°C) = 750 000 000 joules = 750 MJ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A storage tank holding 25000 units of Steam at 500°C thus contains 2.425 &#039;&#039;giga&#039;&#039;joules of energy, a surprisingly large amount equal to 485 fully charged [[accumulator]]s!&lt;br /&gt;
  (200 Joule / unit / Celsius) * 25000 units * (500°C-15°C) = 2 425 000 000 joules = 2.425 GJ&lt;br /&gt;
&lt;br /&gt;
If the temperature of the steam is lower than the steam engine or turbine can handle, then the power output will be lower than optimal, but no energy will be wasted. However, if the temperature of the steam exceeds the maximum temperature of the steam engine or turbine, then the power output is capped at maximum, and the extra energy in the steam is wasted. Other than this difference, either steam engines or turbines can be used to generate power off of steam from any source.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fill meter on steam storage tanks fills from the top instead of from the bottom.&lt;br /&gt;
* Steam is the only non-liquid fluid in Factorio.&lt;br /&gt;
* Steam is the only fluid that cannot be stored in [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Introduced as separate fluid. Previously it counted as Water, with a &amp;gt;100 temperature.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>Dogman15</name></author>
	</entry>
</feed>