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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Emp.justine</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-23T06:00:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_wagon&amp;diff=138757</id>
		<title>Fluid wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_wagon&amp;diff=138757"/>
		<updated>2017-06-11T04:22:16Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Some common troubleshooting steps on fluid wagons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Fluid wagon/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;fluid wagon&#039;&#039;&#039;, also known as the &#039;&#039;&#039;rail tanker&#039;&#039;&#039;, is a recent addition to [[train]]s, added in 0.15. It is capable of transporting [[liquids]] by [[rail]]. Fluids can be pumped in and out of the wagon using a [[pump]].&lt;br /&gt;
Similar to [[cargo wagon]]s, a [[diesel locomotive]] is required to move the liquid wagon.&lt;br /&gt;
&lt;br /&gt;
The fluid wagon consists of three tanks which by default are connected as a single unit to hold a total of 75k units of fluid.  These tanks can be disconnected from each other to form three separate tanks holding 25k units of fluid each.  This way, one fluid wagon can transport three separate fluids without mixing them together. One pump can attach to each of the three tanks.&lt;br /&gt;
&lt;br /&gt;
The fluid wagon weighs 3 times as much as a regular cargo wagon, so will need more locomotives pulling it to move at a similar speed/acceleration to non-fluid trains.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
To get fluid into the fluid wagon, you need a [[Railway#Stations|Train station]] with [[Small pump]]s.&lt;br /&gt;
&lt;br /&gt;
The wagon needs to be aligned with the rail grid; do this by using the [[Automated rail transportation (research)|Automated rail transportation]] [[Train stop]]s as [[Railway#Train_schedule|Train schedule]] destination, and a fueled [[Locomotive]].&lt;br /&gt;
&lt;br /&gt;
Also make sure that the [[Rail]]s under the Fluid wagon are &#039;&#039;&#039;straight rails&#039;&#039;&#039; and not &#039;&#039;&#039;curved rails&#039;&#039;&#039;. The pumps will only work if the wagon is perfectly ortogonal to the grid.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Railway network}}&lt;br /&gt;
{{C|Vehicle}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=138143</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=138143"/>
		<updated>2017-05-23T00:34:10Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Usage as &amp;quot;Energy-Tank&amp;quot; */ Some 0.15.0 math.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Storage tank/infobox}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The Storage Tank is a building that can store up to 2500 units of a fluid. It is a passive storage - it has no input and no output, depending on pressure to fill it, essentially being a large pipe. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Storage tank will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 5 water will fill the tank to about 50% of its capacity. [[Small Pump]]s can be used to fill the entire tank from a low pressure source (such as distant [[Pumpjack]]s).&lt;br /&gt;
&lt;br /&gt;
Storage tank is typically used to store excess oils ([[Crude Oil]], [[Light Oil]] and [[Heavy Oil]]) to ensure that [[Oil refinery]] works smoothly.&lt;br /&gt;
&lt;br /&gt;
Storage tank can also be used as a water-based [[Basic accumulator|Accumulator]]. If hot water consumption by [[Steam engine]]s changes a lot during the day-night cycle (for example because of [[Solar panel]]s or [[Laser turret]]s), storage tanks can be filled with hot water during low power usage and then emptied during night.&lt;br /&gt;
&lt;br /&gt;
You can empty a storage tank either by &#039;&#039;mining and rebuilding&#039;&#039; (you don&#039;t get the liquids back!) or if you connect a [[Steam engine#Using other liquids?|steam engine]] on it. You can also use a [[Small Pump]] to drain the tank into another storage tank.&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Since 0.15.0, 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;
* 1 [[Storage tank]] can store 25 000 units of 500ºC Steam.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Steam turbine]] can output 5 820kW = 5 820kJ/s using 60 units of 500ºC Steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 Steam turbine working for 25 000 ∕ 60 ≈ 416.6667s&lt;br /&gt;
* A Storage tank can store up to 25 000 ∕ 60 × 5 820 = &#039;&#039;&#039;2 425 000kJ&#039;&#039;&#039; using 500ºC Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[Storage tank]] can store 25 000 units of 165ºC Steam.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Steam engine]] can output 900kW = 900kJ/s using 30 units of 165ºC Steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 Steam engine working for 25 000 ∕ 30 ≈ 833.3333s&lt;br /&gt;
* A Storage tank can store up to 25 000 ∕ 30 × 900 = &#039;&#039;&#039;750 000kJ&#039;&#039;&#039; using 165ºC Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Up to 0.14, a completely filled tank with 100°C hot water stores 212MJ. This is the equivalent to 42 [[Basic accumulator]]s, but the tanks needs only 3x3 tiles of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot]] to learn more about using stored hot water. See [[Liquids/Pipe physics#Temperature|Pipe physics]] to understand, how this is calculated. Energy-tank is not correct, it is a &amp;quot;work-tank&amp;quot;. See [[Energy and Work]] about the difference between work and energy.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
{{history|0.13.12|&lt;br /&gt;
* Fluid icon now scales with size of tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Liquid inside can be seen through a small window.&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now has double capacity and takes longer to mine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=137834</id>
		<title>Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fluid_system&amp;diff=137834"/>
		<updated>2017-05-20T03:13:20Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Types */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Liquids&#039;&#039;&#039; &amp;lt;small&amp;gt;(&#039;&#039;[[Liquids#Notes|note]]&#039;&#039;)&amp;lt;/small&amp;gt; are non-solid [[items]], examples including water and oil.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
Liquids can only exist inside [[pipe]]s and certain buildings, meaning they cannot be carried by the player, moved using [[inserters]], dropped on the ground, or even dumped in a lake. They are counted in continuous fractions, rather than discrete integers. Liquids can be silently destroyed by removing buildings or pipes, mixing types of liquid, or at the input of a [[steam engine]].&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|water|Water}} || Used in creating [http://www.factorioforums.com/wiki/index.php?title=Electric_network electricity] and used in combination with other liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from [[Oil field]]s by [[Pumpjack]]s and can be converted to [[Petroleum Gas]], [[Light Oil]], and [[Heavy Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]], [[Iron Plate]]s, and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express transport belt]]s  and [[Engine]]s.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Converts [[Crude oil]] into [[Heavy oil]], [[Light oil]], and [[Petroleum gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Changes liquid to other forms as well as crafting some recipes that require liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Extracts [[Crude oil]] from Oil fields.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} || When [[fuel|fueled]] increases the temperature of water flowing through.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} || Uses heated water to generate [[Electric system|electricity]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Piping ==&lt;br /&gt;
&amp;lt;!--&#039;&#039;This section should explain: link to liquid stacks, pipe window and how to get information out of it (animations would be handy), pipes and their max. throughput, link to maximum length of pipes, difference between pipe and pipe to ground, storage tank and its special connections and comparing to pipes (is nothing than a big pipe), pump and max. throughput (how much needed), small pump, how to make short connections, long distance piping, refreshing the pressure for more throughput, how to pump equal amounts of liquids in two directions...&#039;&#039; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Piping&#039;&#039; is the most common way to move liquids in factorio.&lt;br /&gt;
&lt;br /&gt;
Key entities used in piping and general liquid/gas handling:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Used to direct the flow of liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} || Used to cross other pipes or belts.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || Stores liquids for later use.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pump|Offshore pump}} || Provides [[Water]] extracted from a water tile.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || Moves fluids from its input to its output when powered and prevents the opposite from happening always.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pressure and throughput ===&lt;br /&gt;
&lt;br /&gt;
Liquid will move in pipes from high pressure to low pressure. The pressure of a liquid in a pipe can be seen through the pipe window. A pipe with high pressure will show itself nearly full, a pipe with low pressure will show a small trickle of the liquid.&lt;br /&gt;
&lt;br /&gt;
==Flow mechanics==&lt;br /&gt;
{{Main|Liquids/Pipe physics}}&lt;br /&gt;
All types of liquid have the same properties, like their fluidity, density, and heat capacity.&lt;br /&gt;
&lt;br /&gt;
==Using water to generate power==&lt;br /&gt;
{{Main|Liquids/Hot|Power Production}}&lt;br /&gt;
Liquids can be used to generate power.&lt;br /&gt;
&lt;br /&gt;
==Oil processing==&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Water was the first liquid to be added to the game. In [[Version0.9|v0.9]] the [[oil processing]] system, and therefore new liquids, including crude oil and petroleum gas, were added.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Liquids/Hot|Hot liquids]]&lt;br /&gt;
* [[Liquids/Pipe physics|Pipe physics]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
#&amp;quot;Fluids&amp;quot; is the proper term for the concept this article is about, as it explains the properties and uses of both liquids and gases.&lt;br /&gt;
&lt;br /&gt;
{{C|Liquid network}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=137833</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=137833"/>
		<updated>2017-05-20T03:04:44Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different types of Fuel provide different amounts of energy, measured in megajoules (MJ). A megajoule (MJ) is equivalent to one megawatt second (MWs), so dividing the megajoule (MJ) value by the power consumption in megawatts (MW) gives the time the fuel will last.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
This is a list of all [[Items]] usable as fuel in burner devices, ordered by fuel value:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Vehicle acceleration bonus&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || 2 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || 4 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} || 4 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 6 MJ || 3 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || 8 MJ || 8 MJ per coal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel|Solid fuel}} || 25 MJ || 20 MJ per unit of [[Crude oil]]¹ || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} || 225 MJ || || 180%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|uranium_fuel_cell|Uranium_fuel_cell}} || 8 GJ² || 507 MJ per [[Uranium ore]]³ || Unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(¹) This assumes the Crude oil is processed completely into Solid fuel, using [[Advanced oil processing]] and [[Heavy oil cracking]] as intermediate steps, but not [[Light oil cracking]]. Less efficient methods are possible.  In practice, the [[Petroleum Gas]] part of processed crude oil is more likely to be used for something other than Solid fuel.&lt;br /&gt;
&lt;br /&gt;
(²) This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it can&#039;t be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
(³) Assuming that all U-238 is enriched, all used up cells are reprocessed, and there is no reactor neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=137832</id>
		<title>Steam turbine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=137832"/>
		<updated>2017-05-20T02:50:19Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Not-rounded power output for Steam turbine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Steam turbine/infobox}}&lt;br /&gt;
The [[Steam turbine]] consumes [[steam]] to create electric energy. It is usually used together with [[heat exchanger]]s and a [[nuclear reactor]]. &lt;br /&gt;
&lt;br /&gt;
Although steam turbines can be connected to [[boiler]]s for use in conventional steam power, the steam produced by boilers is much lower temperature than the steam produced by heat exchangers. This results in the steam turbine working at much lower than full capacity. Because of this, it is not suggested to replace steam engines with the much more expensive steam turbines for this use.&lt;br /&gt;
&lt;br /&gt;
== Power output ==&lt;br /&gt;
&lt;br /&gt;
Each Steam turbine take a maximum input of 60 units of 500°C [[Steam]] per second and outputs 5.82MW of electricity; the 5.8MW listed on the tooltip is rounded. User [https://www.reddit.com/user/V3jp1Lp1yNSD u/V3jp1Lp1yNSD] [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ did some math].&lt;br /&gt;
&lt;br /&gt;
* [[Heat exchanger]] heats 15°C [[Water]] to 500°C [[Steam]];&lt;br /&gt;
* It takes 0.2kJ of [[Fuel|burner]] energy to raise 1 [[Water]] 1°C;&lt;br /&gt;
* Steam is consumed by [[Steam turbine]]s at a rate of 60 [[Water]]/s;&lt;br /&gt;
* (500 - 15) × 0.2 × 60 = 5820kW, or 5.82MW.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Nuclear power]]&lt;br /&gt;
** [[Heat pipe]]&lt;br /&gt;
* https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Nuclear power}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_science_pack&amp;diff=136811</id>
		<title>Chemical science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_science_pack&amp;diff=136811"/>
		<updated>2017-05-08T01:52:21Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* History */ upto 0.15.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Science pack 3/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Pack 3&#039;&#039;&#039;, also referred to as &amp;quot;blue potion&amp;quot;, is a tier 3 [[science pack]] consumed by [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
Theoretical Efficiency: 16 [[advanced circuit]] factories + 10 [[battery]] plants + 1 [[filter inserter]] factory + 35 [[steel plate]] furnaces → 24 [[lab]]s&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Changed [[Science pack 3]] to require [[Electric mining drill]] instead of [[Assembling machine 1]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Research overhaul. 4 new [[Science pack]]s: [[Military science pack|Military]], [[Production science pack|Production]], [[High tech science pack|High-tech]] and [[Space science pack|Space]].&lt;br /&gt;
* Recipe changed to [[Assembling machine 1]] + [[Advanced circuit]] + [[Engine unit]] → [[Science pack 3]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Production_science_pack&amp;diff=136810</id>
		<title>Infobox:Production science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Production_science_pack&amp;diff=136810"/>
		<updated>2017-05-08T01:39:19Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: 0.15.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Science packs&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|category-name = Science pack&lt;br /&gt;
|extra1   = Used by Lab for research.&lt;br /&gt;
|recipe   = Time, 14 + Assembling machine 1, 1 + Electric engine unit, 1 + Electric furnace, 1 = Production science pack, 2&lt;br /&gt;
|total-raw  = Time, 92.7 + Stone brick, 10 + Iron plate, 45 + Copper plate, 32.5 + Steel plate, 15 + Plastic bar, 10 + Electric engine unit, 1&lt;br /&gt;
|producers  = Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers  = Lab&lt;br /&gt;
|required-technologies = Advanced material processing 2&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Production_science_pack&amp;diff=136809</id>
		<title>Production science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Production_science_pack&amp;diff=136809"/>
		<updated>2017-05-08T01:38:25Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Production science pack/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Production science pack&#039;&#039;&#039; is one of four late-game [[science pack]]s, the other three being the [[Military science pack]], the [[High tech science pack]], and the [[Space science pack]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Changed production science pack recipe to require assembling machine 1 instead of pumpjack.&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;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Engine_(research)&amp;diff=136753</id>
		<title>Engine (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Engine_(research)&amp;diff=136753"/>
		<updated>2017-05-05T23:21:56Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Remark on 0.15.0 science-pack-3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Engine (research)/infobox}}&lt;br /&gt;
Researching the [[Engine]] allows the player access to new forms of transportation.&lt;br /&gt;
&lt;br /&gt;
Since 0.15.0, engines are also required as an ingredient in the [[Science pack 3]] recipe.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_science_pack&amp;diff=136752</id>
		<title>Logistic science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_science_pack&amp;diff=136752"/>
		<updated>2017-05-05T23:17:10Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Ratios.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Science pack 2/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Pack 2&#039;&#039;&#039;, also referred to as &amp;quot;green potion&amp;quot;, is a tier 2 [[science pack]] consumed by [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
==Ratio==&lt;br /&gt;
&lt;br /&gt;
[[Normal Recipe difficulty]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Speed  !! Machines !! Machine !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
| 3/s    || 24    || {{icon|assembling-machine-2||Assembling machine 2}} || {{icon|science-pack-2||Science Pack 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 3/s    || 1     || {{icon|assembling-machine-2||Assembling machine 2}} || {{icon|basic-transport-belt||Transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
| 3/s    || 2     || {{icon|assembling-machine-2||Assembling machine 2}} || {{icon|basic-inserter||Inserter}}&lt;br /&gt;
|-&lt;br /&gt;
| 3/s    || 2     || {{icon|assembling-machine-2||Assembling machine 2}} || {{icon|electronic-circuit||Electronic circuit}}&lt;br /&gt;
|-&lt;br /&gt;
| 9/s    || 3     || {{icon|assembling-machine-2||Assembling machine 2}} || {{icon|copper-cable||Copper cable}}&lt;br /&gt;
|-&lt;br /&gt;
| 4.5/s  || 3     || {{icon|assembling-machine-2||Assembling machine 2}} || {{icon|iron-gear-wheel||Iron gear wheel}}&lt;br /&gt;
|-&lt;br /&gt;
| 4.5/s  || 15.75 || {{icon|stone-furnace||Stone furnace}}               || {{icon|copper-plate||Copper plate}}&lt;br /&gt;
|-&lt;br /&gt;
| 16.5/s || 57.75 || {{icon|stone-furnace||Stone furnace}}               || {{icon|iron-plate||Iron plate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Automation_science_pack&amp;diff=136751</id>
		<title>Automation science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Automation_science_pack&amp;diff=136751"/>
		<updated>2017-05-05T22:31:19Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Science pack 1/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Pack 1&#039;&#039;&#039;, also referred to as &amp;quot;red potion&amp;quot;, is a tier 1 [[science pack]] consumed by [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
==Ratio==&lt;br /&gt;
&lt;br /&gt;
[[Normal Recipe difficulty]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ratio !! Entity !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
| 3.5 || {{icon|stone-furnace}}        || {{icon|copper-plate}}&lt;br /&gt;
|-&lt;br /&gt;
| 7   || {{icon|stone-furnace}}        || {{icon|iron-plate}}&lt;br /&gt;
|-&lt;br /&gt;
| 1   || {{icon|assembling-machine-1}} || {{icon|iron-gear-wheel}}&lt;br /&gt;
|-&lt;br /&gt;
| 10  || {{icon|assembling-machine-1}} || {{icon|science-pack-1}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crafting&amp;diff=136659</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crafting&amp;diff=136659"/>
		<updated>2017-05-04T18:13:08Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Automated crafting */ separated in sections named in a consistent way with ProductionNav; Added 0.9.0 (oil) and 0.15.0 (uranium) crafting entities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Receipe-cheatsheet.jpg|400px|thumb|Recipe cheatsheet, taken from [https://www.factorio.com/blog/post/fff-6 Factorio Friday Facts #6].]]&lt;br /&gt;
&lt;br /&gt;
The process of &#039;crafting&#039; is to produce an end product off of input products using a recipe. The [[player]] or [[Assembling machine]]s can craft. Smelting is achieved by using [[Furnace]]s. Since smelting cannot be done by the player, it is impossible to craft some items directly from raw resources. Some crafting even beyond raw resources still requires an assembling machine.&lt;br /&gt;
&lt;br /&gt;
In the beginning of the game, it is easy to make everything manually, but as the game advances manual crafting is less and less efficient of a way to create. Products that require liquids and a few others (such as engine units) cannot be manually crafted. This is to encourage automation.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The concept of crafting is directly connected to the following achievements:&lt;br /&gt;
; Lazy bastard&lt;br /&gt;
: Win the game by crafting no more than 111 items manually.&lt;br /&gt;
; You are doing it right!&lt;br /&gt;
: Construct more machines using robots than manually.&lt;br /&gt;
&lt;br /&gt;
== Manual crafting ==&lt;br /&gt;
&lt;br /&gt;
Manual crafting is the most basic form of crafting. To manually craft an object, open the player&#039;s inventory (Default keybind {{keybinding|e}}), and select an object to manually craft on the right. Left click for one, right click for five, and shift click to make as many as possible. If the image of the item is greyed out, ensure you have the materials necessary to craft the object. If you lack a resource, it will be shown highlighted in &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; text if you mouseover the product. Materials that you don&#039;t have but you can craft will be highlighted in &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; text, and will be chain-crafted to reach the product you selected. Common candidates being [[copper cable]] or [[Electronic circuit]]s, which will be automatically crafted if you choose an item that contains them.&lt;br /&gt;
&lt;br /&gt;
While manually crafting, there will be icons in the bottom left of the screen, which contain the current crafting operation. When an item is selected for crafting, the resources will be preemptively taken from the player&#039;s inventory. If that operation is then cancelled, the items will be fully returned to the player.&lt;br /&gt;
&lt;br /&gt;
To cancel a manual crafting operation from the queue at the bottom left of the screen, left click (to cancel one operation), right click (to cancel five operations), or shift-left click to cancel all crafts of that item. This is useful if you accidentally queue the wrong product, or too many of a product. All the materials taken to craft the item will be returned to your inventory. Manual crafting can be cancelled at any time, but already-crafted intermediate products will not be uncrafted.&lt;br /&gt;
&lt;br /&gt;
== Automated crafting ==&lt;br /&gt;
&lt;br /&gt;
Automated crafting is done outside of the player&#039;s inventory, allowing for multiple products to be produced at once, in synchronous harmony. This is where most crafting should take place.&lt;br /&gt;
&lt;br /&gt;
Key structures in automated crafting are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Resource Extraction&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-mining-drill|Burner mining drill}}&amp;lt;br /&amp;gt;{{imagelink|electric-mining-drill|Electric mining drill}} || [[Mining|Mine]]s [[Items#resources|resources]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || Extracts [[Water]] from lakes.&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Extracts [[Crude oil]] from [[oil field]]s. Introduced in 0.9.0.&lt;br /&gt;
|- &lt;br /&gt;
!colspan=2| Furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stone-furnace|Stone furnace}}&amp;lt;br /&amp;gt;{{imagelink|steel-furnace|Steel furnace}}&amp;lt;br /&amp;gt;{{imagelink|electric-furnace|Electric Furnace}} || Process [[Items#resources|raw minerals]] to their [[Items#Intermediate products|intermediate products]] base metal, by smelting.&lt;br /&gt;
|- &lt;br /&gt;
!colspan=2| Production&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-1|Assembling machine 1}} || Assemble [[Items#Intermediate products|intermediate products]] to [[Items|needed items]]. It can craft items that require up to 2 types of ingredients. Cannot handle fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} || Assemble [[Items#Intermediate products|intermediate products]] to [[Items|needed items]]. It can craft items that require up to 4 types of ingredients. Can handle recipes with fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-3|Assembling machine 3}} || Assemble [[Items#Intermediate products|intermediate products]] to [[Items|needed items]]. It can craft items that require up to 6 types of ingredients. Can handle recipes requiring fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil Refinery}}&amp;lt;br /&amp;gt;{{imagelink|chemical-plant|Chemical plant|Chemical plant}} || Process [[Crude oil]] and other fluid [[Items#Intermediate products|intermediate products]]. Introduced in 0.9.0.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|centrifuge|Centrifuge}} || Process [[Uranium ore]] into more useful [[Items#Intermediate products|intermediate products]]. Introduced in 0.15.0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
As an introduction to crafting, let&#039;s craft some simple iron plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task&#039;&#039;&#039;: create [[Iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
# Place a [[Burner mining drill]] onto an [[Iron ore]] resource field. This is a silvery patch that is fairly common.&lt;br /&gt;
# Place a [[Furnace]] directly in front of the output (press {{keybinding|Alt}} to show output arrow), so that the miner outputs the ore into the furnace, which can receive on any side.&lt;br /&gt;
# Fill both the miner and the furnace with [[Fuel]], such as coal or logs.&lt;br /&gt;
# Wait. After a few seconds, the first piece of [[Iron plate]] is smelted and available for collection. Either collect it manually, or pull it out with an [[Inserters|inserter]].&lt;br /&gt;
&lt;br /&gt;
This entire process is commonly referred to as &#039;smelting&#039;. [[Copper ore]] must also be smelted.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Crafting of [[Items]] can be automated. To automatically craft items, place a [[Assembling machine]], and select the recipe. Note that if the recipe is complicated enough, higher tiers of assembling machines may be necessary. Then, place all requested ingredients into the input slots, and the assembling machine should craft the item. Note that unlike manual crafting, each step of the craft requires another assembly machine. For example, crafting a [[lamp]] requires a machine to make [[copper cable]], a machine to make [[iron stick]]s, a machine to make [[electronic circuit]]s, etc. &#039;&#039;Assembly machines cannot automatically chain-craft like the player.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep up continuous production ingredients must be provided via [[belt transport system|belts]] and [[Inserters]]. The manufactured items can also be extracted by [[Inserters]] and are then available for further usage elsewhere in the factory.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Crafting requirements matrix]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5715 Deciding which items to re-make and which to keep on belts?].&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chests&amp;diff=136622</id>
		<title>Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chests&amp;diff=136622"/>
		<updated>2017-05-04T05:34:59Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Quick summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
Chests are used to store [[items]]. Note that, unlike the toolbelt and the vehicle inventories, you cannot set a filter on any of the chest&#039;s slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chest&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Maximum no. of [[Storages/Stack|stacks]] !! Description !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 16 || Basic storage chest. Can be [[Fuel|burned]]. || {{icon|raw-wood|2|Raw wood}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-chest|Iron chest}} || 32 || Larger basic chest. || {{icon|iron-plate|8|Iron plate}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-chest|Steel chest}} || 48 || Basic chest with maximum capacity of 48 stacks. || {{icon|steel-plate|8|Steel plate}} &lt;br /&gt;
|- style=&amp;quot;background: #EEDDEE&amp;quot;&lt;br /&gt;
| {{imagelink|provider-chest|Active Provider chest}} || 48 || Used for [[Logistic network]]. || {{icon|iron-plate|5|Iron plate}} {{icon|copper-plate|9.5|Copper plate}} {{icon|steel-plate|8|Steel plate}} {{icon|plastic-bar|2|Plastic_bar}}&lt;br /&gt;
|- style=&amp;quot;background: #EEDDEE&amp;quot;&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || 48 || Used for [[Logistic network]]. || {{icon|iron-plate|5|Iron plate}} {{icon|copper-plate|9.5|Copper plate}} {{icon|steel-plate|8|Steel plate}} {{icon|plastic-bar|2|Plastic_bar}}&lt;br /&gt;
|- style=&amp;quot;background: #EEDDEE&amp;quot;&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || 48 || Used for [[Logistic network]]. || {{icon|iron-plate|5|Iron plate}} {{icon|copper-plate|9.5|Copper plate}} {{icon|steel-plate|8|Steel plate}} {{icon|plastic-bar|2|Plastic_bar}}&lt;br /&gt;
|- style=&amp;quot;background: #EEDDEE&amp;quot;&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || 48 || Used for [[Logistic network]]. || {{icon|iron-plate|5|Iron plate}} {{icon|copper-plate|9.5|Copper plate}} {{icon|steel-plate|8|Steel plate}} {{icon|plastic-bar|2|Plastic_bar}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_devices&amp;diff=136621</id>
		<title>Burner devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_devices&amp;diff=136621"/>
		<updated>2017-05-04T05:12:09Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Quick summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burner devices&#039;&#039;&#039; are devices that burn [[Fuel]] to operate instead of relying on Electricity.&lt;br /&gt;
&lt;br /&gt;
Burner devices are typically used early in the game before an [[Electric system]] has been constructed.  They can also be used later in the game in remote locations where electrical power would be difficult to set up.  [[Vehicles]] are necessarily all burner devices.&lt;br /&gt;
&lt;br /&gt;
Burner devices tend to be significant sources of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
Note that this list does not include anything that consumes Fuel as an ingredient to build other items.  For example, a Plastic factory consumes Coal, but it does not count as a burner device.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Burner device&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Burner inserter]]&lt;br /&gt;
* [[Burner mining drill]]&lt;br /&gt;
* [[Boiler]]&lt;br /&gt;
* [[Stone furnace]]&lt;br /&gt;
* [[Steel furnace]]&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Tank]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine&amp;diff=136620</id>
		<title>Assembling machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine&amp;diff=136620"/>
		<updated>2017-05-04T05:11:35Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Quick summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{Disambiguation}}&lt;br /&gt;
&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
Assembling machines are used to automate the manufacturing of products automatically without interaction by the player. There are three tiers, each consuming more electricity and running faster.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assembling machine&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Ammunition&amp;diff=136619</id>
		<title>Ammunition</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Ammunition&amp;diff=136619"/>
		<updated>2017-05-04T05:10:22Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: New 0.15 ammunition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
&lt;br /&gt;
Ammo includes all items that can be used by weapons in Factorio. It is consumed on fire of the weapon. Some ammo lasts longer than others.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ammunition&#039;&#039; may include:&lt;br /&gt;
&lt;br /&gt;
=== Magazines ===&lt;br /&gt;
*{{icon|regular magazine}} [[Firearm magazine]]&lt;br /&gt;
*{{icon|piercing rounds magazine}} [[Piercing rounds magazine]]&lt;br /&gt;
*{{icon|uranium rounds magazine}} [[Uranium rounds magazine]]&lt;br /&gt;
&lt;br /&gt;
=== Shotgun Shells ===&lt;br /&gt;
*{{icon|shotgun shells}} [[Shotgun shells]]&lt;br /&gt;
&lt;br /&gt;
*{{icon|piercing shotgun shells}} [[Piercing shotgun shells]]&lt;br /&gt;
&lt;br /&gt;
=== Rockets ===&lt;br /&gt;
*{{icon|rocket}} [[Rocket]]&lt;br /&gt;
*{{icon|explosive rocket}} [[Explosive rocket]]&lt;br /&gt;
*{{icon|atomic bomb}} [[Atomic bomb]]&lt;br /&gt;
&lt;br /&gt;
=== Flamethrower fuel ===&lt;br /&gt;
*{{icon|flamethrower ammo}} [[Flamethrower ammo]]&lt;br /&gt;
*[[Flamethrower turret]]s require [[crude oil]], [[heavy oil]], or [[light oil]] instead.&lt;br /&gt;
&lt;br /&gt;
=== Tank shells ===&lt;br /&gt;
*{{icon|cannon shells}} [[Cannon shells]]&lt;br /&gt;
*{{icon|explosive cannon shells}} [[Explosive cannon shells]]&lt;br /&gt;
*{{icon|uranium cannon shell}} [[Uranium cannon shell]]&lt;br /&gt;
*{{icon|explosive uranium cannon shell}} [[Explosive uranium cannon shell]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Splitters&amp;diff=136618</id>
		<title>Splitters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Splitters&amp;diff=136618"/>
		<updated>2017-05-04T05:00:58Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Splitter&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Splitter|Basic splitter]]&lt;br /&gt;
* [[Fast splitter]]&lt;br /&gt;
* [[Express splitter]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=136617</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=136617"/>
		<updated>2017-05-04T03:40:43Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second picture is better described in &#039;&#039;&#039;[[Underground_belts/More_uses|More uses of Underground Belt]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Balancers#Lane_Balancers|Lane Balancers]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show a few ways how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt Tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancers}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 4 [[tile]]s.&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:Split-swap.png|thumb|300x400px|You can turn the order of the lanes or split the lanes completely with the underground belts trick]][[File:Split&amp;amp;swap2.PNG|thumb|300x400px|Narrower version with reversed underground belt flow. Used 1 Fast underground belt to prevent connection]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Belt as blocker of one side of belt ===&lt;br /&gt;
&lt;br /&gt;
To build this you need to place one underground belt and then press R to reverse it&#039;s direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
&lt;br /&gt;
This trick and similars has several more usage cases. See down.&lt;br /&gt;
&lt;br /&gt;
==== Discussion ====&lt;br /&gt;
&lt;br /&gt;
The opinions in the Factorio-forum about this &amp;quot;trick&amp;quot; are mixed. Newer players think this is a bug. The older think, it needs just a graphical rework of the underground belt to make it&#039;s function clear.&lt;br /&gt;
&lt;br /&gt;
=== Splitting Belt-Lanes with Underground Belt ===&lt;br /&gt;
&lt;br /&gt;
With the same trick the underground belts can be used to split the left and right lane of a belt! This trick come up from [http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=198&amp;amp;p=938 this forum-thread].&lt;br /&gt;
&lt;br /&gt;
:[[File:Mpstark-ANwfZsj.gif]]&lt;br /&gt;
On the right is an example how to swap lanes first and then splitting and filling belt with materials of one lane.&lt;br /&gt;
To understand the picture start at top. The inserters place just copper- and iron-plates on left and right lane of the belt. Then place a splitter and split into two belts. Place an underground belts orthogonal (90 degrees left or right) to each end of the belts. Place the exit-side directly at the next tile. The result is that only one lane of the incoming belt is transported.&lt;br /&gt;
In the next splitter this procedure is repeated to prove, that the transformation can be reversed. &lt;br /&gt;
Use splitters to fill two belt-lanes again.&lt;br /&gt;
&lt;br /&gt;
This trick is of course also useful with one underground belt, when you want to transport only one lane and keep the other. You need then of course no splitter.&lt;br /&gt;
&lt;br /&gt;
The big advantage of this construction is, that it doesn&#039;t need any energy to run (smart inserters, which sort that, need always energy) and it is much faster than a single smart splitter and cannot &amp;quot;forget&amp;quot; one item. The biggest disadvantage is, that it is a little bit complicated to built (and expensive) and needs some more space (but not much more, when building the same throughput with inserters). But this is definitely a good idea, when you have lots of items on different lanes of a belt and want to have them distincted.&lt;br /&gt;
&lt;br /&gt;
===Example usages===&lt;br /&gt;
* See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23636#p23636 this thread] for joining two lanes into one.&lt;br /&gt;
* more than 20 furnaces on one belt cannot be supplied with only one lane (the other lane for the coal). Instead the inner belt supplies the furnaces with iron ore and on the two outer belts one line each with coal and the other line for the produced iron-plates.&lt;br /&gt;
* Production of red potion: the inner line of the belt for the produced iron gear wheels, the outer line for the produced red potion.&lt;br /&gt;
* a very distant and not so big mining site with both iron- and copper-ore fill the items each on one lane of the long belt, that transports it from there to your factory. In the factory this is resplitted.&lt;br /&gt;
&lt;br /&gt;
=== Swap lanes ===&lt;br /&gt;
&lt;br /&gt;
With curves:&lt;br /&gt;
:[[File:SplittingLaneSimple.jpg|300x200px]]&lt;br /&gt;
&lt;br /&gt;
Without curves:&lt;br /&gt;
:[[File:LaneSwapperWithoutTurns.jpg|300x200px]]&lt;br /&gt;
&lt;br /&gt;
Taken from [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7994&amp;amp;p=64016#p64016 The Lane swapper].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Transport network]] [[Category: Moving ground]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Water&amp;diff=136616</id>
		<title>Infobox:Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Water&amp;diff=136616"/>
		<updated>2017-05-04T03:28:21Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Liquids&lt;br /&gt;
|category-name = Liquid&lt;br /&gt;
|producers = Offshore pump + Empty Water barrel&lt;br /&gt;
|processors = Boiler + Steam engine + Chemical plant + Oil refinery + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Concrete + Heavy oil cracking + Light oil cracking + Sulfuric acid + Sulfur + Explosives + Fill Water barrel&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Submachine_gun&amp;diff=136615</id>
		<title>Infobox:Submachine gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Submachine_gun&amp;diff=136615"/>
		<updated>2017-05-04T01:55:23Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: 0.15.0 uranium rounds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|category = Combat&lt;br /&gt;
|range         =15&lt;br /&gt;
|shooting-speed =15 /s&lt;br /&gt;
|stack-size=1&lt;br /&gt;
|ammunition    =firearm magazine + piercing rounds magazine + uranium rounds magazine&lt;br /&gt;
|magazine-size  =10&lt;br /&gt;
|recipe         =time, 3 + iron gear wheel, 10 + copper plate, 5 + iron plate, 10&lt;br /&gt;
|total-raw           =time, 8 + iron plate, 30 + copper plate, 5&lt;br /&gt;
|required-technologies  =military&lt;br /&gt;
|boosting-technologies    =bullet damage + bullet shooting speed&lt;br /&gt;
|producers     =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Toolbelt_(research)&amp;diff=136612</id>
		<title>Infobox:Toolbelt (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Toolbelt_(research)&amp;diff=136612"/>
		<updated>2017-05-04T01:11:29Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category        = Technology&lt;br /&gt;
|cost            = time,30 + science pack 1,1 + science pack 2,1&lt;br /&gt;
|cost-multiplier = 100&lt;br /&gt;
|required-technologies=&lt;br /&gt;
|allows=&lt;br /&gt;
|extra1=Adds ten extra slots to your quickbar.&lt;br /&gt;
|extra2={{Translation|Effects}}&amp;lt;br&amp;gt;{{icon|bonus||}} Character quickbar size bonus: +1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Toolbelt_(research)&amp;diff=136611</id>
		<title>Toolbelt (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Toolbelt_(research)&amp;diff=136611"/>
		<updated>2017-05-04T00:57:17Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Toolbelt (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this research the character gets a second toolbar row which could be toggled by pressing {{Keybinding|X}} (standard key binding) or clicking the [[File:Reset.png|x20px]] button.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136610</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136610"/>
		<updated>2017-05-04T00:11:11Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==0.15.6==&lt;br /&gt;
Date: Tue May 02, 2017 12:34 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
* New Oil refinery flame, including high resolution version.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. (https://forums.factorio.com/45824)&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. (https://forums.factorio.com/45607)&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. (https://forums.factorio.com/45578)&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. (https://forums.factorio.com/45666)&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. (https://forums.factorio.com/45707)&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. (https://forums.factorio.com/45659)&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. (https://forums.factorio.com/45507)&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. (https://forums.factorio.com/45713)&lt;br /&gt;
* Fixed crash when changing force of turret ghost. (https://forums.factorio.com/45723)&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. (https://forums.factorio.com/45693)&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. (https://forums.factorio.com/45742)&lt;br /&gt;
* Fixed desync caused by heat pipes. (https://forums.factorio.com/45754)&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. (https://forums.factorio.com/45625)&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. (https://forums.factorio.com/45807)&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45846)&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. (https://forums.factorio.com/45633)&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. (https://forums.factorio.com/45556)&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. (https://forums.factorio.com/45883)&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. (https://forums.factorio.com/45301)&lt;br /&gt;
&lt;br /&gt;
==0.15.5==&lt;br /&gt;
&lt;br /&gt;
Date: Sun Apr 30, 2017 11:08 am&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. (https://forums.factorio.com/45585)&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. (https://forums.factorio.com/45615)&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. (https://forums.factorio.com/45573)&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (https://forums.factorio.com/45627)&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. (https://forums.factorio.com/45630)&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable (https://forums.factorio.com/45501)&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. (https://forums.factorio.com/45596)&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. (https://forums.factorio.com/45647)&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. (https://forums.factorio.com/45648)&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. (https://forums.factorio.com/45610)&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. (https://forums.factorio.com/44611)&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. (https://forums.factorio.com/45081)&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. (https://forums.factorio.com/44719)&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. (https://forums.factorio.com/44873)&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. (https://forums.factorio.com/44884)&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. (https://forums.factorio.com/45676)&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. (https://forums.factorio.com/44793)&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15. (https://forums.factorio.com/45657)&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (https://forums.factorio.com/45382)&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (https://forums.factorio.com/45523)&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. (https://forums.factorio.com/45490)&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed module inventory insert() didn&#039;t work for assembling machines. (https://forums.factorio.com/45678)&lt;br /&gt;
&lt;br /&gt;
==0.15.4==&lt;br /&gt;
&lt;br /&gt;
Date: Sat Apr 29, 2017 6:27 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fuild wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. (https://forums.factorio.com/45145)&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. (https://forums.factorio.com/44890)&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. (https://forums.factorio.com/45094)&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. (https://forums.factorio.com/45356)&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. (https://forums.factorio.com/44957)&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. (https://forums.factorio.com/45451)&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. (https://forums.factorio.com/45347)&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. (https://forums.factorio.com/45323)&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. (https://forums.factorio.com/45395)&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. (https://forums.factorio.com/44806)&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. (https://forums.factorio.com/44551)&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. (https://forums.factorio.com/45455)&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. (https://forums.factorio.com/45269)&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. (https://forums.factorio.com/45436)&lt;br /&gt;
* Fixed lab without power would be still rendered as active. (https://forums.factorio.com/45372)&lt;br /&gt;
* Fixed several instances of the &amp;quot;laser user&amp;quot; field not getting updated. (https://forums.factorio.com/45485)&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. (https://forums.factorio.com/45381)&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. (https://forums.factorio.com/45379)&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. (https://forums.factorio.com/45573)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. (https://forums.factorio.com/45474)&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. (https://forums.factorio.com/45380)&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. (https://forums.factorio.com/45420)&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. (https://forums.factorio.com/45428)&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. (https://forums.factorio.com/45256)&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
&lt;br /&gt;
==0.15.3==&lt;br /&gt;
Date: Thu Apr 27, 2017 7:13 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. (https://forums.factorio.com/45149)&lt;br /&gt;
* Change submachine stack size to 5. (https://forums.factorio.com/45210)&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. (https://forums.factorio.com/44911)&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. (https://forums.factorio.com/44861)&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. (https://forums.factorio.com/44925)&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. (https://forums.factorio.com/44966)&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. (https://forums.factorio.com/44982)&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. (https://forums.factorio.com/44986)&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. (https://forums.factorio.com/44877)&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. (https://forums.factorio.com/44971)&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. (https://forums.factorio.com/44641)&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. (https://forums.factorio.com/44877)(https://forums.factorio.com/45025)&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. (https://forums.factorio.com/45047)&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. (https://forums.factorio.com/45054)&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. (https://forums.factorio.com/45050)&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. (https://forums.factorio.com/45075)&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. (https://forums.factorio.com/41228)&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. (https://forums.factorio.com/44578)&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. (https://forums.factorio.com/45051)&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. (https://forums.factorio.com/45085)&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. (https://forums.factorio.com/44613)&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. (https://forums.factorio.com/45097)&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. (https://forums.factorio.com/44548)&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. (https://forums.factorio.com/45118)&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. (https://forums.factorio.com/45147)&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. (https://forums.factorio.com/45112)&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. (https://forums.factorio.com/44902)&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. (https://forums.factorio.com/45184)&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. (https://forums.factorio.com/45209)&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. (https://forums.factorio.com/44687)&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. (https://forums.factorio.com/44992)&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. (https://forums.factorio.com/45213)&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. (https://forums.factorio.com/45258)&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. (https://forums.factorio.com/44786)&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. (https://forums.factorio.com/44786)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. (https://forums.factorio.com/45189)&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). (https://forums.factorio.com/44939)&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
&lt;br /&gt;
== 0.15.2 ==&lt;br /&gt;
&lt;br /&gt;
Date: Tue Apr 25, 2017 9:42 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717)&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. (https://forums.factorio.com/44592)&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. (https://forums.factorio.com/44623)&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. (https://forums.factorio.com/44612)&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. (https://forums.factorio.com/44532)&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. (https://forums.factorio.com/44600)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. (https://forums.factorio.com/44658)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. (https://forums.factorio.com/44653)&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediatly after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. (https://forums.factorio.com/44640)&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. (https://forums.factorio.com/44628)&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. (https://forums.factorio.com/44701)&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. (https://forums.factorio.com/44672)&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. (https://forums.factorio.com/44745)&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. (https://forums.factorio.com/44704)&lt;br /&gt;
* Fixed browse games GUI sorting. (https://forums.factorio.com/44519)&lt;br /&gt;
* Fixed wave defense GUI error. (https://forums.factorio.com/44696)&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. (https://forums.factorio.com/44714)&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. (https://forums.factorio.com/44524)&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. (https://forums.factorio.com/44787)&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. (https://forums.factorio.com/44635)&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. (https://forums.factorio.com/44571)&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. (https://forums.factorio.com/44774)&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. (https://forums.factorio.com/44783)&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. (https://forums.factorio.com/44669)&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. (https://forums.factorio.com/44756)&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualisations on the map. (https://forums.factorio.com/44721)&lt;br /&gt;
* Fixed crash when closing window on splash screen. (https://forums.factorio.com/44757)&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. (https://forums.factorio.com/44637)&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. (https://forums.factorio.com/44657)&lt;br /&gt;
* Fixed name of train field in on_train_created event. (https://forums.factorio.com/44838)&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. (https://forums.factorio.com/44842)&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. (https://forums.factorio.com/44707)&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. 44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. (https://forums.factorio.com/44817)&lt;br /&gt;
* Fixed game hang when connecting train in a loop (https://forums.factorio.com/44666)&lt;br /&gt;
&lt;br /&gt;
==0.15.1==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 7:56 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json (https://forums.factorio.com/44537)&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. (https://forums.factorio.com/44527)&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. (https://forums.factorio.com/44541)&lt;br /&gt;
&lt;br /&gt;
==0.15.0==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 4:13 pm&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
&lt;br /&gt;
===Major features===&lt;br /&gt;
&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space. &amp;gt; Space science packs are generating by launching a rocket. &amp;gt; Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Map Interaction improvements: &amp;gt; Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. &amp;gt; Train stations and trains can be opened by clicking them while in the map view. &amp;gt; Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. &amp;gt; Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids. &amp;gt; One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
&lt;br /&gt;
===Minor features===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
&lt;br /&gt;
===Balancing===&lt;br /&gt;
&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time: Engine unit + electric engine unit: 20 -&amp;gt; 10 Pumpjack 10 -&amp;gt; 8 Advanced circuit 8 -&amp;gt; 6 Processing unit 15 -&amp;gt; 10 Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
&lt;br /&gt;
===Combat Balancing===&lt;br /&gt;
&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
&lt;br /&gt;
Other minor changes.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
* Circuit Network&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/* Changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
&lt;br /&gt;
Single player can be continued when you die.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_* Renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_* Changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_* Changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_* Changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. (https://forums.factorio.com/38717)&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
&lt;br /&gt;
===Command line interface===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. (https://forums.factorio.com/35650)&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. (https://forums.factorio.com/35588)&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (https://forums.factorio.com/35157)&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings (https://forums.factorio.com/31872)&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails (https://forums.factorio.com/37426)&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. (https://forums.factorio.com/38701)&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. (https://forums.factorio.com/38979)&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. (https://forums.factorio.com/39167)&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. (https://forums.factorio.com/37645)&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. (https://forums.factorio.com/38884)&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast (https://forums.factorio.com/38240)&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. (https://forums.factorio.com/39586)&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. (https://forums.factorio.com/39631)&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. (https://forums.factorio.com/38641)&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. (https://forums.factorio.com/39959)&lt;br /&gt;
* Fixed desync when demoting every player on a server. (https://forums.factorio.com/40062)&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. (https://forums.factorio.com/41159)&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (https://forums.factorio.com/41171)&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. (https://forums.factorio.com/41328)&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. (https://forums.factorio.com/41638)&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. (https://forums.factorio.com/38046)&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. (https://forums.factorio.com/42558)&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. (https://forums.factorio.com/39858)&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. (https://forums.factorio.com/42903)&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. (https://forums.factorio.com/43467)&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. (https://forums.factorio.com/41005)&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. (https://forums.factorio.com/43160)&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (https://forums.factorio.com/43610)&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn&#039;t be built due to missing item. (https://forums.factorio.com/44179)&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (https://forums.factorio.com/44344)&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history&amp;diff=136609</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history&amp;diff=136609"/>
		<updated>2017-05-04T00:10:33Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Major versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Please note that Factorio is still very much under development. This list is updated when a release is marked as stable, and essentially serves as a way to quickly view existing changelogs. To see changes made in unstable versions see the [http://www.factorioforums.com/forum/viewforum.php?f=3 forum news].&lt;br /&gt;
&lt;br /&gt;
For a general overview what has been done and what is planned, look into the [[Roadmap]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Major versions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
* [[Version history/0.1.0|0.1.0]]&lt;br /&gt;
* [[Version history/0.2.0|0.2.0]]&lt;br /&gt;
* [[Version history/0.3.0|0.3.0]]&lt;br /&gt;
* [[Version history/0.4.0|0.4.0]]&lt;br /&gt;
* [[Version history/0.5.0|0.5.0]]&lt;br /&gt;
* [[Version history/0.6.0|0.6.0]]&lt;br /&gt;
* [[Version history/0.7.0|0.7.0]]&lt;br /&gt;
* [[Version history/0.8.0|0.8.0]]&lt;br /&gt;
* [[Version history/0.9.0|0.9.0]]&lt;br /&gt;
* [[Version history/0.10.0|0.10.0]]&lt;br /&gt;
* [[Version history/0.11.0|0.11.0]]&lt;br /&gt;
* [[Version history/0.12.0|0.12.0]]&lt;br /&gt;
* [[Version history/0.13.0|0.13.0]]&lt;br /&gt;
* [[Version history/0.14.0|0.14.0]]&lt;br /&gt;
* [[Version history/0.15.0|0.15.0]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specific version navigation ==&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone&amp;diff=136608</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone&amp;diff=136608"/>
		<updated>2017-05-03T23:43:07Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: 0.13.0 removed the curved and straight rails.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Stone/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone&#039;&#039;&#039; is a [[Items#Resources|resource]] found on the map. It is used for crafting [[Stone furnace]]s, [[Rail|Rail]]s, and can be smelted into [[Stone brick]]s in a furnace.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Destroying large stone rocks gives stone.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Updated icon graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Slightly increase stone spawning rate.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Updated stone graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Changed standard stone resource frequency from rare to medium.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136607</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136607"/>
		<updated>2017-05-03T23:38:56Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==0.15.6==&lt;br /&gt;
Date: Tue May 02, 2017 12:34 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
* New Oil refinery flame, including high resolution version.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. (https://forums.factorio.com/45824)&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. (https://forums.factorio.com/45607)&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. (https://forums.factorio.com/45578)&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. (https://forums.factorio.com/45666)&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. (https://forums.factorio.com/45707)&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. (https://forums.factorio.com/45659)&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. (https://forums.factorio.com/45507)&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. (https://forums.factorio.com/45713)&lt;br /&gt;
* Fixed crash when changing force of turret ghost. (https://forums.factorio.com/45723)&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. (https://forums.factorio.com/45693)&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. (https://forums.factorio.com/45742)&lt;br /&gt;
* Fixed desync caused by heat pipes. (https://forums.factorio.com/45754)&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. (https://forums.factorio.com/45625)&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. (https://forums.factorio.com/45807)&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45846)&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. (https://forums.factorio.com/45633)&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. (https://forums.factorio.com/45556)&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. (https://forums.factorio.com/45883)&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. (https://forums.factorio.com/45301)&lt;br /&gt;
&lt;br /&gt;
==0.15.5==&lt;br /&gt;
&lt;br /&gt;
Date: Sun Apr 30, 2017 11:08 am&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. (https://forums.factorio.com/45585)&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. (https://forums.factorio.com/45615)&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. (https://forums.factorio.com/45573)&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (https://forums.factorio.com/45627)&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. (https://forums.factorio.com/45630)&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable (https://forums.factorio.com/45501)&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. (https://forums.factorio.com/45596)&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. (https://forums.factorio.com/45647)&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. (https://forums.factorio.com/45648)&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. (https://forums.factorio.com/45610)&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. (https://forums.factorio.com/44611)&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. (https://forums.factorio.com/45081)&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. (https://forums.factorio.com/44719)&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. (https://forums.factorio.com/44873)&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. (https://forums.factorio.com/44884)&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. (https://forums.factorio.com/45676)&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. (https://forums.factorio.com/44793)&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15. (https://forums.factorio.com/45657)&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (https://forums.factorio.com/45382)&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (https://forums.factorio.com/45523)&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. (https://forums.factorio.com/45490)&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed module inventory insert() didn&#039;t work for assembling machines. (https://forums.factorio.com/45678)&lt;br /&gt;
&lt;br /&gt;
==0.15.4==&lt;br /&gt;
&lt;br /&gt;
Date: Sat Apr 29, 2017 6:27 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fuild wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. (https://forums.factorio.com/45145)&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. (https://forums.factorio.com/44890)&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. (https://forums.factorio.com/45094)&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. (https://forums.factorio.com/45356)&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. (https://forums.factorio.com/44957)&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. (https://forums.factorio.com/45451)&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. (https://forums.factorio.com/45347)&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. (https://forums.factorio.com/45323)&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. (https://forums.factorio.com/45395)&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. (https://forums.factorio.com/44806)&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. (https://forums.factorio.com/44551)&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. (https://forums.factorio.com/45455)&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. (https://forums.factorio.com/45269)&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. (https://forums.factorio.com/45436)&lt;br /&gt;
* Fixed lab without power would be still rendered as active. (https://forums.factorio.com/45372)&lt;br /&gt;
* Fixed several instances of the &amp;quot;laser user&amp;quot; field not getting updated. (https://forums.factorio.com/45485)&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. (https://forums.factorio.com/45381)&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. (https://forums.factorio.com/45379)&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. (https://forums.factorio.com/45573)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. (https://forums.factorio.com/45474)&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. (https://forums.factorio.com/45380)&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. (https://forums.factorio.com/45420)&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. (https://forums.factorio.com/45428)&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. (https://forums.factorio.com/45256)&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
&lt;br /&gt;
==0.15.3==&lt;br /&gt;
Date: Thu Apr 27, 2017 7:13 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. (https://forums.factorio.com/45149)&lt;br /&gt;
* Change submachine stack size to 5. (https://forums.factorio.com/45210)&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. (https://forums.factorio.com/44911)&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. (https://forums.factorio.com/44861)&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. (https://forums.factorio.com/44925)&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. (https://forums.factorio.com/44966)&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. (https://forums.factorio.com/44982)&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. (https://forums.factorio.com/44986)&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. (https://forums.factorio.com/44877)&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. (https://forums.factorio.com/44971)&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. (https://forums.factorio.com/44641)&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. (https://forums.factorio.com/44877)(https://forums.factorio.com/45025)&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. (https://forums.factorio.com/45047)&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. (https://forums.factorio.com/45054)&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. (https://forums.factorio.com/45050)&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. (https://forums.factorio.com/45075)&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. (https://forums.factorio.com/41228)&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. (https://forums.factorio.com/44578)&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. (https://forums.factorio.com/45051)&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. (https://forums.factorio.com/45085)&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. (https://forums.factorio.com/44613)&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. (https://forums.factorio.com/45097)&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. (https://forums.factorio.com/44548)&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. (https://forums.factorio.com/45118)&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. (https://forums.factorio.com/45147)&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. (https://forums.factorio.com/45112)&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. (https://forums.factorio.com/44902)&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. (https://forums.factorio.com/45184)&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. (https://forums.factorio.com/45209)&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. (https://forums.factorio.com/44687)&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. (https://forums.factorio.com/44992)&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. (https://forums.factorio.com/45213)&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. (https://forums.factorio.com/45258)&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. (https://forums.factorio.com/44786)&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. (https://forums.factorio.com/44786)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. (https://forums.factorio.com/45189)&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). (https://forums.factorio.com/44939)&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
&lt;br /&gt;
== 0.15.2 ==&lt;br /&gt;
&lt;br /&gt;
Date: Tue Apr 25, 2017 9:42 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717)&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. (https://forums.factorio.com/44592)&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. (https://forums.factorio.com/44623)&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. (https://forums.factorio.com/44612)&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. (https://forums.factorio.com/44532)&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. (https://forums.factorio.com/44600)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. (https://forums.factorio.com/44658)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. (https://forums.factorio.com/44653)&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediatly after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. (https://forums.factorio.com/44640)&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. (https://forums.factorio.com/44628)&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. (https://forums.factorio.com/44701)&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. (https://forums.factorio.com/44672)&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. (https://forums.factorio.com/44745)&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. (https://forums.factorio.com/44704)&lt;br /&gt;
* Fixed browse games GUI sorting. (https://forums.factorio.com/44519)&lt;br /&gt;
* Fixed wave defense GUI error. (https://forums.factorio.com/44696)&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. (https://forums.factorio.com/44714)&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. (https://forums.factorio.com/44524)&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. (https://forums.factorio.com/44787)&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. (https://forums.factorio.com/44635)&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. (https://forums.factorio.com/44571)&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. (https://forums.factorio.com/44774)&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. (https://forums.factorio.com/44783)&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. (https://forums.factorio.com/44669)&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. (https://forums.factorio.com/44756)&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualisations on the map. (https://forums.factorio.com/44721)&lt;br /&gt;
* Fixed crash when closing window on splash screen. (https://forums.factorio.com/44757)&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. (https://forums.factorio.com/44637)&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. (https://forums.factorio.com/44657)&lt;br /&gt;
* Fixed name of train field in on_train_created event. (https://forums.factorio.com/44838)&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. (https://forums.factorio.com/44842)&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. (https://forums.factorio.com/44707)&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. 44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. (https://forums.factorio.com/44817)&lt;br /&gt;
* Fixed game hang when connecting train in a loop (https://forums.factorio.com/44666)&lt;br /&gt;
&lt;br /&gt;
==0.15.1==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 7:56 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json (https://forums.factorio.com/44537)&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. (https://forums.factorio.com/44527)&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. (https://forums.factorio.com/44541)&lt;br /&gt;
&lt;br /&gt;
==0.15.0==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 4:13 pm&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
&lt;br /&gt;
===Major features===&lt;br /&gt;
&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space. &amp;gt; Space science packs are generating by launching a rocket. &amp;gt; Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Map Interaction improvements: &amp;gt; Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. &amp;gt; Train stations and trains can be opened by clicking them while in the map view. &amp;gt; Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. &amp;gt; Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids. &amp;gt; One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
&lt;br /&gt;
===Minor features===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
&lt;br /&gt;
===Balancing===&lt;br /&gt;
&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time: Engine unit + electric engine unit: 20 -&amp;gt; 10 Pumpjack 10 -&amp;gt; 8 Advanced circuit 8 -&amp;gt; 6 Processing unit 15 -&amp;gt; 10 Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
&lt;br /&gt;
===Combat Balancing===&lt;br /&gt;
&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
&lt;br /&gt;
Other minor changes.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
* Circuit Network&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/* Changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
&lt;br /&gt;
Single player can be continued when you die.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_* Renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_* Changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_* Changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_* Changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. (https://forums.factorio.com/38717)&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
&lt;br /&gt;
===Command line interface===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. (https://forums.factorio.com/35650)&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. (https://forums.factorio.com/35588)&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (https://forums.factorio.com/35157)&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings (https://forums.factorio.com/31872)&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails (https://forums.factorio.com/37426)&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. (https://forums.factorio.com/38701)&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. (https://forums.factorio.com/38979)&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. (https://forums.factorio.com/39167)&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. (https://forums.factorio.com/37645)&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. (https://forums.factorio.com/38884)&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast (https://forums.factorio.com/38240)&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. (https://forums.factorio.com/39586)&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. (https://forums.factorio.com/39631)&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. (https://forums.factorio.com/38641)&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. (https://forums.factorio.com/39959)&lt;br /&gt;
* Fixed desync when demoting every player on a server. (https://forums.factorio.com/40062)&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. (https://forums.factorio.com/41159)&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (https://forums.factorio.com/41171)&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. (https://forums.factorio.com/41328)&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. (https://forums.factorio.com/41638)&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. (https://forums.factorio.com/38046)&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. (https://forums.factorio.com/42558)&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. (https://forums.factorio.com/39858)&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. (https://forums.factorio.com/42903)&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. (https://forums.factorio.com/43467)&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. (https://forums.factorio.com/41005)&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. (https://forums.factorio.com/43160)&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (https://forums.factorio.com/43610)&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn&#039;t be built due to missing item. (https://forums.factorio.com/44179)&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (https://forums.factorio.com/44344)&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136606</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136606"/>
		<updated>2017-05-03T23:38:41Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==0.15.6==&lt;br /&gt;
Date: Tue May 02, 2017 12:34 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
* New Oil refinery flame, including high resolution version.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. (https://forums.factorio.com/45824)&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. (https://forums.factorio.com/45607)&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. (https://forums.factorio.com/45578)&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. (https://forums.factorio.com/45666)&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. (https://forums.factorio.com/45707)&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. (https://forums.factorio.com/45659)&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. (https://forums.factorio.com/45507)&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. (https://forums.factorio.com/45713)&lt;br /&gt;
* Fixed crash when changing force of turret ghost. (https://forums.factorio.com/45723)&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. (https://forums.factorio.com/45693)&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. (https://forums.factorio.com/45742)&lt;br /&gt;
* Fixed desync caused by heat pipes. (https://forums.factorio.com/45754)&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. (https://forums.factorio.com/45625)&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. (https://forums.factorio.com/45807)&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45846)&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. (https://forums.factorio.com/45633)&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. (https://forums.factorio.com/45556)&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. (https://forums.factorio.com/45883)&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. (https://forums.factorio.com/45301)&lt;br /&gt;
&lt;br /&gt;
==0.15.5==&lt;br /&gt;
&lt;br /&gt;
Date: Sun Apr 30, 2017 11:08 am&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. (https://forums.factorio.com/45585)&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. (https://forums.factorio.com/45615)&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. (https://forums.factorio.com/45573)&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (https://forums.factorio.com/45627)&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. (https://forums.factorio.com/45630)&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable (https://forums.factorio.com/45501)&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. (https://forums.factorio.com/45596)&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. (https://forums.factorio.com/45647)&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. (https://forums.factorio.com/45648)&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. (https://forums.factorio.com/45610)&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. (https://forums.factorio.com/44611)&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. (https://forums.factorio.com/45081)&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. (https://forums.factorio.com/44719)&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. (https://forums.factorio.com/44873)&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. (https://forums.factorio.com/44884)&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. (https://forums.factorio.com/45676)&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. (https://forums.factorio.com/44793)&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15. (https://forums.factorio.com/45657)&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (https://forums.factorio.com/45382)&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (https://forums.factorio.com/45523)&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. (https://forums.factorio.com/45490)&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed module inventory insert() didn&#039;t work for assembling machines. (https://forums.factorio.com/45678)&lt;br /&gt;
&lt;br /&gt;
==0.15.4==&lt;br /&gt;
&lt;br /&gt;
Date: Sat Apr 29, 2017 6:27 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fuild wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. (https://forums.factorio.com/45145)&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. (https://forums.factorio.com/44890)&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. (https://forums.factorio.com/45094)&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. (https://forums.factorio.com/45356)&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. (https://forums.factorio.com/44957)&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. (https://forums.factorio.com/45451)&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. (https://forums.factorio.com/45347)&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. (https://forums.factorio.com/45323)&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. (https://forums.factorio.com/45395)&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. (https://forums.factorio.com/44806)&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. (https://forums.factorio.com/44551)&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. (https://forums.factorio.com/45455)&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. (https://forums.factorio.com/45269)&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. (https://forums.factorio.com/45436)&lt;br /&gt;
* Fixed lab without power would be still rendered as active. (https://forums.factorio.com/45372)&lt;br /&gt;
* Fixed several instances of the &amp;quot;laser user&amp;quot; field not getting updated. (https://forums.factorio.com/45485)&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. (https://forums.factorio.com/45381)&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. (https://forums.factorio.com/45379)&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. (https://forums.factorio.com/45573)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. (https://forums.factorio.com/45474)&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. (https://forums.factorio.com/45380)&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. (https://forums.factorio.com/45420)&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. (https://forums.factorio.com/45428)&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. (https://forums.factorio.com/45256)&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
&lt;br /&gt;
==0.15.3==&lt;br /&gt;
Date: Thu Apr 27, 2017 7:13 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. (https://forums.factorio.com/45149)&lt;br /&gt;
* Change submachine stack size to 5. (https://forums.factorio.com/45210)&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. (https://forums.factorio.com/44911)&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. (https://forums.factorio.com/44861)&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. (https://forums.factorio.com/44925)&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. (https://forums.factorio.com/44966)&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. (https://forums.factorio.com/44982)&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. (https://forums.factorio.com/44986)&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. (https://forums.factorio.com/44877)&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. (https://forums.factorio.com/44971)&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. (https://forums.factorio.com/44641)&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. (https://forums.factorio.com/44877)(https://forums.factorio.com/45025)&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. (https://forums.factorio.com/45047)&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. (https://forums.factorio.com/45054)&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. (https://forums.factorio.com/45050)&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. (https://forums.factorio.com/45075)&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. (https://forums.factorio.com/41228)&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. (https://forums.factorio.com/44578)&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. (https://forums.factorio.com/45051)&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. (https://forums.factorio.com/45085)&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. (https://forums.factorio.com/44613)&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. (https://forums.factorio.com/45097)&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. (https://forums.factorio.com/44548)&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. (https://forums.factorio.com/45118)&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. (https://forums.factorio.com/45147)&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. (https://forums.factorio.com/45112)&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. (https://forums.factorio.com/44902)&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. (https://forums.factorio.com/45184)&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. (https://forums.factorio.com/45209)&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. (https://forums.factorio.com/44687)&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. (https://forums.factorio.com/44992)&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. (https://forums.factorio.com/45213)&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. (https://forums.factorio.com/45258)&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. (https://forums.factorio.com/44786)&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. (https://forums.factorio.com/44786)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
&lt;br /&gt;
===Scripting===* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. (https://forums.factorio.com/45189)&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). (https://forums.factorio.com/44939)&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
&lt;br /&gt;
== 0.15.2 ==&lt;br /&gt;
&lt;br /&gt;
Date: Tue Apr 25, 2017 9:42 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717)&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. (https://forums.factorio.com/44592)&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. (https://forums.factorio.com/44623)&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. (https://forums.factorio.com/44612)&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. (https://forums.factorio.com/44532)&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. (https://forums.factorio.com/44600)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. (https://forums.factorio.com/44658)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. (https://forums.factorio.com/44653)&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediatly after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. (https://forums.factorio.com/44640)&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. (https://forums.factorio.com/44628)&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. (https://forums.factorio.com/44701)&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. (https://forums.factorio.com/44672)&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. (https://forums.factorio.com/44745)&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. (https://forums.factorio.com/44704)&lt;br /&gt;
* Fixed browse games GUI sorting. (https://forums.factorio.com/44519)&lt;br /&gt;
* Fixed wave defense GUI error. (https://forums.factorio.com/44696)&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. (https://forums.factorio.com/44714)&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. (https://forums.factorio.com/44524)&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. (https://forums.factorio.com/44787)&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. (https://forums.factorio.com/44635)&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. (https://forums.factorio.com/44571)&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. (https://forums.factorio.com/44774)&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. (https://forums.factorio.com/44783)&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. (https://forums.factorio.com/44669)&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. (https://forums.factorio.com/44756)&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualisations on the map. (https://forums.factorio.com/44721)&lt;br /&gt;
* Fixed crash when closing window on splash screen. (https://forums.factorio.com/44757)&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. (https://forums.factorio.com/44637)&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. (https://forums.factorio.com/44657)&lt;br /&gt;
* Fixed name of train field in on_train_created event. (https://forums.factorio.com/44838)&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. (https://forums.factorio.com/44842)&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. (https://forums.factorio.com/44707)&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. 44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. (https://forums.factorio.com/44817)&lt;br /&gt;
* Fixed game hang when connecting train in a loop (https://forums.factorio.com/44666)&lt;br /&gt;
&lt;br /&gt;
==0.15.1==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 7:56 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json (https://forums.factorio.com/44537)&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. (https://forums.factorio.com/44527)&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. (https://forums.factorio.com/44541)&lt;br /&gt;
&lt;br /&gt;
==0.15.0==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 4:13 pm&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
&lt;br /&gt;
===Major features===&lt;br /&gt;
&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space. &amp;gt; Space science packs are generating by launching a rocket. &amp;gt; Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Map Interaction improvements: &amp;gt; Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. &amp;gt; Train stations and trains can be opened by clicking them while in the map view. &amp;gt; Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. &amp;gt; Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids. &amp;gt; One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
&lt;br /&gt;
===Minor features===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
&lt;br /&gt;
===Balancing===&lt;br /&gt;
&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time: Engine unit + electric engine unit: 20 -&amp;gt; 10 Pumpjack 10 -&amp;gt; 8 Advanced circuit 8 -&amp;gt; 6 Processing unit 15 -&amp;gt; 10 Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
&lt;br /&gt;
===Combat Balancing===&lt;br /&gt;
&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
&lt;br /&gt;
Other minor changes.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
* Circuit Network&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/* Changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
&lt;br /&gt;
Single player can be continued when you die.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_* Renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_* Changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_* Changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_* Changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. (https://forums.factorio.com/38717)&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
&lt;br /&gt;
===Command line interface===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. (https://forums.factorio.com/35650)&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. (https://forums.factorio.com/35588)&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (https://forums.factorio.com/35157)&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings (https://forums.factorio.com/31872)&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails (https://forums.factorio.com/37426)&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. (https://forums.factorio.com/38701)&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. (https://forums.factorio.com/38979)&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. (https://forums.factorio.com/39167)&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. (https://forums.factorio.com/37645)&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. (https://forums.factorio.com/38884)&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast (https://forums.factorio.com/38240)&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. (https://forums.factorio.com/39586)&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. (https://forums.factorio.com/39631)&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. (https://forums.factorio.com/38641)&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. (https://forums.factorio.com/39959)&lt;br /&gt;
* Fixed desync when demoting every player on a server. (https://forums.factorio.com/40062)&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. (https://forums.factorio.com/41159)&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (https://forums.factorio.com/41171)&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. (https://forums.factorio.com/41328)&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. (https://forums.factorio.com/41638)&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. (https://forums.factorio.com/38046)&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. (https://forums.factorio.com/42558)&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. (https://forums.factorio.com/39858)&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. (https://forums.factorio.com/42903)&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. (https://forums.factorio.com/43467)&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. (https://forums.factorio.com/41005)&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. (https://forums.factorio.com/43160)&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (https://forums.factorio.com/43610)&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn&#039;t be built due to missing item. (https://forums.factorio.com/44179)&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (https://forums.factorio.com/44344)&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136605</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136605"/>
		<updated>2017-05-03T23:38:28Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==0.15.6==&lt;br /&gt;
Date: Tue May 02, 2017 12:34 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
* New Oil refinery flame, including high resolution version.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. (https://forums.factorio.com/45824)&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. (https://forums.factorio.com/45607)&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. (https://forums.factorio.com/45578)&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. (https://forums.factorio.com/45666)&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. (https://forums.factorio.com/45707)&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. (https://forums.factorio.com/45659)&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. (https://forums.factorio.com/45507)&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. (https://forums.factorio.com/45713)&lt;br /&gt;
* Fixed crash when changing force of turret ghost. (https://forums.factorio.com/45723)&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. (https://forums.factorio.com/45693)&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. (https://forums.factorio.com/45742)&lt;br /&gt;
* Fixed desync caused by heat pipes. (https://forums.factorio.com/45754)&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. (https://forums.factorio.com/45625)&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. (https://forums.factorio.com/45807)&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45846)&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. (https://forums.factorio.com/45633)&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. (https://forums.factorio.com/45556)&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. (https://forums.factorio.com/45883)&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. (https://forums.factorio.com/45301)&lt;br /&gt;
&lt;br /&gt;
==0.15.5==&lt;br /&gt;
&lt;br /&gt;
Date: Sun Apr 30, 2017 11:08 am&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. (https://forums.factorio.com/45585)&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. (https://forums.factorio.com/45615)&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. (https://forums.factorio.com/45573)&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (https://forums.factorio.com/45627)&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. (https://forums.factorio.com/45630)&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable (https://forums.factorio.com/45501)&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. (https://forums.factorio.com/45596)&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. (https://forums.factorio.com/45647)&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. (https://forums.factorio.com/45648)&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. (https://forums.factorio.com/45610)&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. (https://forums.factorio.com/44611)&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. (https://forums.factorio.com/45081)&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. (https://forums.factorio.com/44719)&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. (https://forums.factorio.com/44873)&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. (https://forums.factorio.com/44884)&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. (https://forums.factorio.com/45676)&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. (https://forums.factorio.com/44793)&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15. (https://forums.factorio.com/45657)&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (https://forums.factorio.com/45382)&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (https://forums.factorio.com/45523)&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. (https://forums.factorio.com/45490)&lt;br /&gt;
&lt;br /&gt;
===Scripting===* Fixed module inventory insert() didn&#039;t work for assembling machines. (https://forums.factorio.com/45678)&lt;br /&gt;
&lt;br /&gt;
==0.15.4==&lt;br /&gt;
&lt;br /&gt;
Date: Sat Apr 29, 2017 6:27 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fuild wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. (https://forums.factorio.com/45145)&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. (https://forums.factorio.com/44890)&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. (https://forums.factorio.com/45094)&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. (https://forums.factorio.com/45356)&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. (https://forums.factorio.com/44957)&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. (https://forums.factorio.com/45451)&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. (https://forums.factorio.com/45347)&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. (https://forums.factorio.com/45323)&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. (https://forums.factorio.com/45395)&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. (https://forums.factorio.com/44806)&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. (https://forums.factorio.com/44551)&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. (https://forums.factorio.com/45455)&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. (https://forums.factorio.com/45269)&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. (https://forums.factorio.com/45436)&lt;br /&gt;
* Fixed lab without power would be still rendered as active. (https://forums.factorio.com/45372)&lt;br /&gt;
* Fixed several instances of the &amp;quot;laser user&amp;quot; field not getting updated. (https://forums.factorio.com/45485)&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. (https://forums.factorio.com/45381)&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. (https://forums.factorio.com/45379)&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. (https://forums.factorio.com/45573)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. (https://forums.factorio.com/45474)&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. (https://forums.factorio.com/45380)&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. (https://forums.factorio.com/45420)&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. (https://forums.factorio.com/45428)&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. (https://forums.factorio.com/45256)&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
&lt;br /&gt;
==0.15.3==&lt;br /&gt;
Date: Thu Apr 27, 2017 7:13 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. (https://forums.factorio.com/45149)&lt;br /&gt;
* Change submachine stack size to 5. (https://forums.factorio.com/45210)&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. (https://forums.factorio.com/44911)&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. (https://forums.factorio.com/44861)&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. (https://forums.factorio.com/44925)&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. (https://forums.factorio.com/44966)&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. (https://forums.factorio.com/44982)&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. (https://forums.factorio.com/44986)&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. (https://forums.factorio.com/44877)&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. (https://forums.factorio.com/44971)&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. (https://forums.factorio.com/44641)&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. (https://forums.factorio.com/44877)(https://forums.factorio.com/45025)&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. (https://forums.factorio.com/45047)&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. (https://forums.factorio.com/45054)&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. (https://forums.factorio.com/45050)&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. (https://forums.factorio.com/45075)&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. (https://forums.factorio.com/41228)&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. (https://forums.factorio.com/44578)&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. (https://forums.factorio.com/45051)&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. (https://forums.factorio.com/45085)&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. (https://forums.factorio.com/44613)&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. (https://forums.factorio.com/45097)&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. (https://forums.factorio.com/44548)&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. (https://forums.factorio.com/45118)&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. (https://forums.factorio.com/45147)&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. (https://forums.factorio.com/45112)&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. (https://forums.factorio.com/44902)&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. (https://forums.factorio.com/45184)&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. (https://forums.factorio.com/45209)&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. (https://forums.factorio.com/44687)&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. (https://forums.factorio.com/44992)&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. (https://forums.factorio.com/45213)&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. (https://forums.factorio.com/45258)&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. (https://forums.factorio.com/44786)&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. (https://forums.factorio.com/44786)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
&lt;br /&gt;
===Scripting===* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. (https://forums.factorio.com/45189)&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). (https://forums.factorio.com/44939)&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
&lt;br /&gt;
== 0.15.2 ==&lt;br /&gt;
&lt;br /&gt;
Date: Tue Apr 25, 2017 9:42 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717)&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. (https://forums.factorio.com/44592)&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. (https://forums.factorio.com/44623)&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. (https://forums.factorio.com/44612)&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. (https://forums.factorio.com/44532)&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. (https://forums.factorio.com/44600)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. (https://forums.factorio.com/44658)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. (https://forums.factorio.com/44653)&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediatly after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. (https://forums.factorio.com/44640)&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. (https://forums.factorio.com/44628)&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. (https://forums.factorio.com/44701)&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. (https://forums.factorio.com/44672)&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. (https://forums.factorio.com/44745)&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. (https://forums.factorio.com/44704)&lt;br /&gt;
* Fixed browse games GUI sorting. (https://forums.factorio.com/44519)&lt;br /&gt;
* Fixed wave defense GUI error. (https://forums.factorio.com/44696)&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. (https://forums.factorio.com/44714)&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. (https://forums.factorio.com/44524)&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. (https://forums.factorio.com/44787)&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. (https://forums.factorio.com/44635)&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. (https://forums.factorio.com/44571)&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. (https://forums.factorio.com/44774)&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. (https://forums.factorio.com/44783)&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. (https://forums.factorio.com/44669)&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. (https://forums.factorio.com/44756)&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualisations on the map. (https://forums.factorio.com/44721)&lt;br /&gt;
* Fixed crash when closing window on splash screen. (https://forums.factorio.com/44757)&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. (https://forums.factorio.com/44637)&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. (https://forums.factorio.com/44657)&lt;br /&gt;
* Fixed name of train field in on_train_created event. (https://forums.factorio.com/44838)&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. (https://forums.factorio.com/44842)&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. (https://forums.factorio.com/44707)&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. 44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. (https://forums.factorio.com/44817)&lt;br /&gt;
* Fixed game hang when connecting train in a loop (https://forums.factorio.com/44666)&lt;br /&gt;
&lt;br /&gt;
==0.15.1==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 7:56 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json (https://forums.factorio.com/44537)&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. (https://forums.factorio.com/44527)&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. (https://forums.factorio.com/44541)&lt;br /&gt;
&lt;br /&gt;
==0.15.0==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 4:13 pm&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
&lt;br /&gt;
===Major features===&lt;br /&gt;
&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space. &amp;gt; Space science packs are generating by launching a rocket. &amp;gt; Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Map Interaction improvements: &amp;gt; Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. &amp;gt; Train stations and trains can be opened by clicking them while in the map view. &amp;gt; Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. &amp;gt; Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids. &amp;gt; One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
&lt;br /&gt;
===Minor features===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
&lt;br /&gt;
===Balancing===&lt;br /&gt;
&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time: Engine unit + electric engine unit: 20 -&amp;gt; 10 Pumpjack 10 -&amp;gt; 8 Advanced circuit 8 -&amp;gt; 6 Processing unit 15 -&amp;gt; 10 Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
&lt;br /&gt;
===Combat Balancing===&lt;br /&gt;
&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
&lt;br /&gt;
Other minor changes.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
* Circuit Network&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/* Changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
&lt;br /&gt;
Single player can be continued when you die.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_* Renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_* Changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_* Changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_* Changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. (https://forums.factorio.com/38717)&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
&lt;br /&gt;
===Command line interface===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. (https://forums.factorio.com/35650)&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. (https://forums.factorio.com/35588)&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (https://forums.factorio.com/35157)&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings (https://forums.factorio.com/31872)&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails (https://forums.factorio.com/37426)&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. (https://forums.factorio.com/38701)&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. (https://forums.factorio.com/38979)&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. (https://forums.factorio.com/39167)&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. (https://forums.factorio.com/37645)&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. (https://forums.factorio.com/38884)&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast (https://forums.factorio.com/38240)&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. (https://forums.factorio.com/39586)&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. (https://forums.factorio.com/39631)&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. (https://forums.factorio.com/38641)&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. (https://forums.factorio.com/39959)&lt;br /&gt;
* Fixed desync when demoting every player on a server. (https://forums.factorio.com/40062)&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. (https://forums.factorio.com/41159)&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (https://forums.factorio.com/41171)&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. (https://forums.factorio.com/41328)&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. (https://forums.factorio.com/41638)&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. (https://forums.factorio.com/38046)&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. (https://forums.factorio.com/42558)&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. (https://forums.factorio.com/39858)&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. (https://forums.factorio.com/42903)&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. (https://forums.factorio.com/43467)&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. (https://forums.factorio.com/41005)&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. (https://forums.factorio.com/43160)&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (https://forums.factorio.com/43610)&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn&#039;t be built due to missing item. (https://forums.factorio.com/44179)&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (https://forums.factorio.com/44344)&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Electric_mining_drill.png&amp;diff=136557</id>
		<title>File:Electric mining drill.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Electric_mining_drill.png&amp;diff=136557"/>
		<updated>2017-05-03T03:20:02Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Emp.justine uploaded a new version of File:Basic-mining-drill.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{move|File:Electric mining drill icon.png|Normalize names}}&lt;br /&gt;
{{game image}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Icons]]&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136556</id>
		<title>Version history/0.15.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.15.0&amp;diff=136556"/>
		<updated>2017-05-03T03:14:28Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Created page with &amp;quot;__NOTOC__  ==0.15.6== Date: Tue May 02, 2017 12:34 pm  ===Changes===  * Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==0.15.6==&lt;br /&gt;
Date: Tue May 02, 2017 12:34 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.&lt;br /&gt;
* New Oil refinery flame, including high resolution version.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed centrifuge glowing for one frame each time inserter drops something. (https://forums.factorio.com/45824)&lt;br /&gt;
* Fixed biters expansion was biased towards northern part of the map. (https://forums.factorio.com/45607)&lt;br /&gt;
* Fixed blueprint preview splitter not bending nearby belts correctly. (https://forums.factorio.com/45578)&lt;br /&gt;
* Fixed items on ground were not cleared in tightspot campaign. (https://forums.factorio.com/45666)&lt;br /&gt;
* Fixed that mining drills wouldn&#039;t pull in enough acid to continue mining. (https://forums.factorio.com/45707)&lt;br /&gt;
* Fixed that you could complete some advanced signal tutorial stages by blocking trains. (https://forums.factorio.com/45659)&lt;br /&gt;
* Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. (https://forums.factorio.com/45507)&lt;br /&gt;
* Fixed that you could input invalid value to PvP config. (https://forums.factorio.com/45713)&lt;br /&gt;
* Fixed crash when changing force of turret ghost. (https://forums.factorio.com/45723)&lt;br /&gt;
* Fixed inserters would grab items off belts and try to drop them onto rails after the train left. (https://forums.factorio.com/45693)&lt;br /&gt;
* Fixed inserters would rest with their hand above the center of a splitter. (https://forums.factorio.com/45742)&lt;br /&gt;
* Fixed desync caused by heat pipes. (https://forums.factorio.com/45754)&lt;br /&gt;
* Fixed crash when trying to edit mod settings after joining a paused multiplayer game. (https://forums.factorio.com/45625)&lt;br /&gt;
* Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. (https://forums.factorio.com/45807)&lt;br /&gt;
* Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45846)&lt;br /&gt;
* Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. (https://forums.factorio.com/45633)&lt;br /&gt;
* Fixed programmable speaker continuing to make sounds without a wire connected. (https://forums.factorio.com/45556)&lt;br /&gt;
* Fixed that it wasn&#039;t possible to scroll with the mouse wheel in the mod settings GUI. (https://forums.factorio.com/45883)&lt;br /&gt;
* Fixed updater would fail if Factorio was in folder with name containing non-english characters. (https://forums.factorio.com/45301)&lt;br /&gt;
&lt;br /&gt;
==0.15.5==&lt;br /&gt;
&lt;br /&gt;
Date: Sun Apr 30, 2017 11:08 am&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when setting character trash slots through script while having the character GUI opened. (https://forums.factorio.com/45585)&lt;br /&gt;
* Fixed crash on joining a multiplayer game if the &amp;quot;use different mod settings per save&amp;quot; was disabled. (https://forums.factorio.com/45615)&lt;br /&gt;
* Fixed blueprint with roboports wouldn&#039;t draw roboport connections. (https://forums.factorio.com/45573)&lt;br /&gt;
* Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (https://forums.factorio.com/45627)&lt;br /&gt;
* Fixed when changing graphical variation of a tree from script or in map editor. (https://forums.factorio.com/45630)&lt;br /&gt;
* Fixed flamethrower turret was using 10x less fluid than it should.&lt;br /&gt;
* Fixed opening item GUI wasn&#039;t rebindable (https://forums.factorio.com/45501)&lt;br /&gt;
* Fixed burner inserters would try to fuel themselves with fuel they couldn&#039;t use. (https://forums.factorio.com/45596)&lt;br /&gt;
* Fixed crash when deleting chunks in some instances. (https://forums.factorio.com/45647)&lt;br /&gt;
* Fixed one direction of hazard concrete had no walking sounds. (https://forums.factorio.com/45648)&lt;br /&gt;
* Fixed rare crash when getting killed by the locomotive you had opened. (https://forums.factorio.com/45610)&lt;br /&gt;
* Fixed that right clicking the map view buttons would change the option but not update the button. (https://forums.factorio.com/44611)&lt;br /&gt;
* Fixed the generate-map settings wouldn&#039;t be saved when switching to the mod-settings through the generate map GUI. (https://forums.factorio.com/45081)&lt;br /&gt;
* Fixed crash when interacting with the map view buttons in some cases. (https://forums.factorio.com/44719)&lt;br /&gt;
* Fixed crash when mousing over entities in some rare cases. (https://forums.factorio.com/44873)&lt;br /&gt;
* Fixed crash when trying to mine tiles from the zoomed-to-world view. (https://forums.factorio.com/44884)&lt;br /&gt;
* Fixed crash when editing speaker parameters in the map editor. (https://forums.factorio.com/45676)&lt;br /&gt;
* Fixed that train stops wouldn&#039;t show the correct name when changed remotely. (https://forums.factorio.com/44793)&lt;br /&gt;
* Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15. (https://forums.factorio.com/45657)&lt;br /&gt;
* Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (https://forums.factorio.com/45382)&lt;br /&gt;
* Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (https://forums.factorio.com/45523)&lt;br /&gt;
* Fixed items on belt flickering when occupying same position. (https://forums.factorio.com/45490)&lt;br /&gt;
&lt;br /&gt;
===Scripting===* Fixed module inventory insert() didn&#039;t work for assembling machines. (https://forums.factorio.com/45678)&lt;br /&gt;
&lt;br /&gt;
==0.15.4==&lt;br /&gt;
&lt;br /&gt;
Date: Sat Apr 29, 2017 6:27 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
* Added /permissions reset to reset all permissions to default.&lt;br /&gt;
* Steam and water content of fuild wagons are now shown separately in locomotive tooltip.&lt;br /&gt;
* Removed the &amp;quot;minimum chunks between new bases&amp;quot; map generation setting because it wasn&#039;t doing anything.&lt;br /&gt;
* Re-added custom /color support through /color r g b a.&lt;br /&gt;
* PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed crash when building rails while a train is currently reserving some of the signals. (https://forums.factorio.com/45145)&lt;br /&gt;
* Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. (https://forums.factorio.com/44890)&lt;br /&gt;
* Fixed combinators continuing to output signals after disconnecting the input. (https://forums.factorio.com/45094)&lt;br /&gt;
* Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. (https://forums.factorio.com/45356)&lt;br /&gt;
* Fixed that names of books stored in the blueprint library wouldn&#039;t be preserved after save and load. (https://forums.factorio.com/44957)&lt;br /&gt;
* Fixed supply scenario would sometimes show the next level button in error. (https://forums.factorio.com/45451)&lt;br /&gt;
* Fixed the rocket silo wouldn&#039;t copy the &amp;quot;auto-launch&amp;quot; option in blueprints.&lt;br /&gt;
* Fixed Sulfuric Acid recipe using 10 times less water. (https://forums.factorio.com/45347)&lt;br /&gt;
* Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. (https://forums.factorio.com/45323)&lt;br /&gt;
* Fixed crash when changing mod settings runtime while in a multiplayer game. (https://forums.factorio.com/45395)&lt;br /&gt;
* Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. (https://forums.factorio.com/44806)&lt;br /&gt;
* Fixed that --start-server wouldn&#039;t find the save file when given just a name without the .zip suffix. (https://forums.factorio.com/44551)&lt;br /&gt;
* Fixed that it was possible to export a blueprint book into another blueprint book. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to have the same blueprint multiple times in the library. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. (https://forums.factorio.com/45315)&lt;br /&gt;
* Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. (https://forums.factorio.com/45455)&lt;br /&gt;
* Fixed crash when leaving the technology price multiplier blank. (https://forums.factorio.com/45269)&lt;br /&gt;
* Fixed crash when removing modded rails during save migration. (https://forums.factorio.com/45436)&lt;br /&gt;
* Fixed lab without power would be still rendered as active. (https://forums.factorio.com/45372)&lt;br /&gt;
* Fixed several instances of the &amp;quot;laser user&amp;quot; field not getting updated. (https://forums.factorio.com/45485)&lt;br /&gt;
* Fixed rocket silo would not increment its &amp;quot;products finished&amp;quot; count when finishing rocket. (https://forums.factorio.com/45381)&lt;br /&gt;
* Fixed landmines would last forever when friendly fire was disabled. (https://forums.factorio.com/45379)&lt;br /&gt;
* Fixed possible crash when closing Factorio during loading. (https://forums.factorio.com/45573)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Blueprints/books/deconstruction item prototypes with the &amp;quot;hidden&amp;quot; flag will no longer show up in the blueprint library. (https://forums.factorio.com/45474)&lt;br /&gt;
* Added missing lua docs index section for settings and fixed some wording. (https://forums.factorio.com/45380)&lt;br /&gt;
&lt;br /&gt;
===Scripting===* Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. (https://forums.factorio.com/45420)&lt;br /&gt;
* Fixed setting LuaItemStack::blueprint_icons didn&#039;t work correctly. (https://forums.factorio.com/45428)&lt;br /&gt;
* Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. (https://forums.factorio.com/45256)&lt;br /&gt;
* Added LuaEntity::products_finished for crafting machines.&lt;br /&gt;
&lt;br /&gt;
==0.15.3==&lt;br /&gt;
Date: Thu Apr 27, 2017 7:13 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Wave defense: Units won&#039;t spawn if there are more than 500 already on the map.&lt;br /&gt;
* Wave defense: Added a &#039;Unit bounty bonus&#039; upgrade.&lt;br /&gt;
* Removed the ability to set /color using RGB values.&lt;br /&gt;
* Wave defense: Added Uranium to the map.&lt;br /&gt;
* &amp;quot;Disable all mods&amp;quot; option in mod load error dialog doesn&#039;t disable base mod anymore.&lt;br /&gt;
* Changed stack-split so &amp;quot;splitting&amp;quot; a stack of 1 still transfers the 1 item. (https://forums.factorio.com/45149)&lt;br /&gt;
* Change submachine stack size to 5. (https://forums.factorio.com/45210)&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. (https://forums.factorio.com/44911)&lt;br /&gt;
* Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. (https://forums.factorio.com/44861)&lt;br /&gt;
* Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. (https://forums.factorio.com/44925)&lt;br /&gt;
* Fixed crash related to connection attempts from players with mods with mod settings. (https://forums.factorio.com/44966)&lt;br /&gt;
* Fixed getting &amp;quot;No map setting instance&amp;quot; error when loading faulty mod instead of actual error. (https://forums.factorio.com/44982)&lt;br /&gt;
* Fixed entering tutorial would remove scenario control script from current game. (https://forums.factorio.com/44986)&lt;br /&gt;
* Fixed crashes related to saves with migrated circuit network signals. (https://forums.factorio.com/44877)&lt;br /&gt;
* Fixed numeric inputs would block all keys instead of just numbers. (https://forums.factorio.com/44971)&lt;br /&gt;
* Fixed ore field amount stuck to cursor when in technology view. (https://forums.factorio.com/44641)&lt;br /&gt;
* Fixed crashes related to migrated saves with circuit network signals. (https://forums.factorio.com/44877)(https://forums.factorio.com/45025)&lt;br /&gt;
* Fixed that train station tutorial would not progress if you removed the train wait condition. (https://forums.factorio.com/45047)&lt;br /&gt;
* Fixed crash when changing mod setting prototype types. (https://forums.factorio.com/45054)&lt;br /&gt;
* Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn&#039;t have any coal. (https://forums.factorio.com/45050)&lt;br /&gt;
* Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. (https://forums.factorio.com/45075)&lt;br /&gt;
* Fixed the trains GUI wouldn&#039;t scale correctly. (https://forums.factorio.com/41228)&lt;br /&gt;
* Fixed you could select entities in the zoomed-to-world view outside radar coverage. (https://forums.factorio.com/44578)&lt;br /&gt;
* Fixed prompt about disabled base mod would not show up. (https://forums.factorio.com/45051)&lt;br /&gt;
* Fixed crash when train was destroyed while hovering over it in map view. (https://forums.factorio.com/45085)&lt;br /&gt;
* Fixed that the team production starting lobby had some uranium ore. (https://forums.factorio.com/44613)&lt;br /&gt;
* Fixed hovering over very large resource patch in map view would crash the game. (https://forums.factorio.com/45097)&lt;br /&gt;
* Fixed the &amp;quot;don&#039;t mine resources if mining starts with non-resources&amp;quot; logic. (https://forums.factorio.com/44548)&lt;br /&gt;
* Fixed crash when the preview picture can&#039;t be saved for a save file. (https://forums.factorio.com/45118)&lt;br /&gt;
* Fixed crash when trying to filter opened other players quickbars. (https://forums.factorio.com/45147)&lt;br /&gt;
* Fixed crash when setting resource minimal yield above the normal yield. (https://forums.factorio.com/45112)&lt;br /&gt;
* Fixed the tab complete logic for the /mute-programmable-speaker command. (https://forums.factorio.com/44902)&lt;br /&gt;
* Fixed that you could only build blueprints in the zoom-to-world by click and drag.&lt;br /&gt;
* Fixed script error in basic train tutorial. (https://forums.factorio.com/45184)&lt;br /&gt;
* Removed redundant recipe unlock in trash slot technology. (https://forums.factorio.com/45209)&lt;br /&gt;
* Fixed inserter stack size override sometimes being lost when importing a blueprint.&lt;br /&gt;
* Fixed crash that would occasionally happen after deleting a book from the blueprint library. (https://forums.factorio.com/44687)&lt;br /&gt;
* Fixed fluid could flow into the heat exchangers output fluidbox. (https://forums.factorio.com/44992)&lt;br /&gt;
* Fixed that inserters would try to put stuff into the rocket silo result inventory. (https://forums.factorio.com/45213)&lt;br /&gt;
* Fixed some invalid map exchange strings would crash the game. (https://forums.factorio.com/45258)&lt;br /&gt;
* Fixed train stop would not output content fluid wagons to circuit network. (https://forums.factorio.com/44786)&lt;br /&gt;
* Fixed locomotive tooltip would not show contents of fluid wagons. (https://forums.factorio.com/44786)&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
Prototype names are not allowed to contain the &#039;.&#039; character.&lt;br /&gt;
&lt;br /&gt;
===Scripting===* Fixed typo in defines.shooting.shooting_selected (was &amp;quot;shooting_seleted&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed type in defines.control_behavior.type.train_stop (was &amp;quot;train-stop&amp;quot;). (https://forums.factorio.com/44965)&lt;br /&gt;
* Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. (https://forums.factorio.com/45189)&lt;br /&gt;
* Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). (https://forums.factorio.com/44939)&lt;br /&gt;
* Added LuaTrain::fluid_wagons read.&lt;br /&gt;
&lt;br /&gt;
== 0.15.2 ==&lt;br /&gt;
&lt;br /&gt;
Date: Tue Apr 25, 2017 9:42 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717)&lt;br /&gt;
* Tweaked the biter and uranium ore settings of the &#039;Rail world&#039; preset.&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.&lt;br /&gt;
* Changed the &amp;quot;sync mods with save&amp;quot; button to support disabling mods a save file wasn&#039;t using.&lt;br /&gt;
* Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.&lt;br /&gt;
* Selecting high sprite quality in graphics options will show warning if computer doesn&#039;t have enough video memory.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed tightspot campaign debt calculation. (https://forums.factorio.com/44592)&lt;br /&gt;
* Fixed basic train tutorial rail setting offset. (https://forums.factorio.com/44623)&lt;br /&gt;
* Fixed story script copying of assembling machines without recipes. (https://forums.factorio.com/44612)&lt;br /&gt;
* Fixed crash when cycling through empty blueprint book. (https://forums.factorio.com/44532)&lt;br /&gt;
* Fixed crash when the wrong fuel type was put into a burner equipment. (https://forums.factorio.com/44600)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() didn&#039;t work when the fluidbox was empty. (https://forums.factorio.com/44658)&lt;br /&gt;
* Fixed LuaFluidBox::get_capacity() used 0-based indexing. (https://forums.factorio.com/44653)&lt;br /&gt;
* Fixed blueprints with circuit wires would crash in some instances.&lt;br /&gt;
* Fixed the map would render black if the game was resized immediatly after loading a large save file.&lt;br /&gt;
* Fixed that the technology cost multiplier allowed a value of 0.&lt;br /&gt;
* Fixed crash when circuit connector sprites aren&#039;t defined for a given entity. (https://forums.factorio.com/44640)&lt;br /&gt;
* Fixed crash when inactive mining drills are disconnected from the circuit network. (https://forums.factorio.com/44628)&lt;br /&gt;
* Fixed that the programmable speaker wouldn&#039;t save settings correctly when exported as a string in blueprints. (https://forums.factorio.com/44701)&lt;br /&gt;
* Fixed crash when the base mod is disabled and no other mod defines map-settings. (https://forums.factorio.com/44672)&lt;br /&gt;
* Fixed fluids consumed in the mining drill for mining resources didn&#039;t get counted in fluid production statistics. (https://forums.factorio.com/44745)&lt;br /&gt;
* Fixed crash after display reset when browse multiplayer GUI was opened. (https://forums.factorio.com/44704)&lt;br /&gt;
* Fixed browse games GUI sorting. (https://forums.factorio.com/44519)&lt;br /&gt;
* Fixed wave defense GUI error. (https://forums.factorio.com/44696)&lt;br /&gt;
* Fixed transport belt walking sound being controlled by the wrong volume slider. (https://forums.factorio.com/44714)&lt;br /&gt;
* Fixed exiting tutorial would mute game sounds. (https://forums.factorio.com/44524)&lt;br /&gt;
* Fixed crash when hovering over train with invalid path. (https://forums.factorio.com/44787)&lt;br /&gt;
* The &amp;quot;Kovarex enrichment process&amp;quot; is no longer usable with productivity modules. (https://forums.factorio.com/44635)&lt;br /&gt;
* Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. (https://forums.factorio.com/44571)&lt;br /&gt;
* Fixed that train stop would output circuit network signals with train contents regardless of it&#039;s parameters.&lt;br /&gt;
* Fixed possible desync related to train stops connected to circuit network.&lt;br /&gt;
* Fixed the exchange string wouldn&#039;t get cleared when clicking the reset button in the generate map GUI. (https://forums.factorio.com/44774)&lt;br /&gt;
* Fixed crash when executing commands ban/unban/bans in a single player game. (https://forums.factorio.com/44783)&lt;br /&gt;
* Fixed that opening another player&#039;s blueprint book though the /open command would crash the game. (https://forums.factorio.com/44669)&lt;br /&gt;
* Fixed possible desync related to constant combinator filters.&lt;br /&gt;
* Fixed tooltip delay option didn&#039;t work. (https://forums.factorio.com/44756)&lt;br /&gt;
* Fixed that disconnecting of electric poles hid some of the electric network visualisations on the map. (https://forums.factorio.com/44721)&lt;br /&gt;
* Fixed crash when closing window on splash screen. (https://forums.factorio.com/44757)&lt;br /&gt;
* Fixed that steam wouldn&#039;t show up as steam in fluid wagons. (https://forums.factorio.com/44637)&lt;br /&gt;
* Fixed inactivity wait condition didn&#039;t work properly with fluid wagon. (https://forums.factorio.com/44657)&lt;br /&gt;
* Fixed name of train field in on_train_created event. (https://forums.factorio.com/44838)&lt;br /&gt;
* Fixed the technology list scrollbar position reset after clicking any technology.&lt;br /&gt;
* Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. (https://forums.factorio.com/44842)&lt;br /&gt;
* Fixed crash when using recipes in furnaces that don&#039;t produce the exact amount of output items as the furnace output slots. (https://forums.factorio.com/44707)&lt;br /&gt;
* Fixed crash when loading some older save files in 0.15 related to modded recipes. 44852)&lt;br /&gt;
* Fixed crash due to &amp;quot;Construction robot is in invalid state&amp;quot;. (https://forums.factorio.com/44817)&lt;br /&gt;
* Fixed game hang when connecting train in a loop (https://forums.factorio.com/44666)&lt;br /&gt;
&lt;br /&gt;
==0.15.1==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 7:56 pm&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Reduced noise effect on zoom-to-world view.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed update error.&lt;br /&gt;
* Fixed Steam config loading error.&lt;br /&gt;
* Fixed headless not starting without server-settings.json (https://forums.factorio.com/44537)&lt;br /&gt;
* Fixed the &amp;quot;reset&amp;quot; button in the generate map GUI wouldn&#039;t reset settings to the actual default values. (https://forums.factorio.com/44527)&lt;br /&gt;
* Fixed that right clicking icon in the tag edit gui crashed the game. (https://forums.factorio.com/44541)&lt;br /&gt;
&lt;br /&gt;
==0.15.0==&lt;br /&gt;
&lt;br /&gt;
Date: Mon Apr 24, 2017 4:13 pm&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
* Configuration has been reset.&lt;br /&gt;
&lt;br /&gt;
===Major features===&lt;br /&gt;
&lt;br /&gt;
* Research overhaul. 4 new science packs: Military, Production, High-tech and space. &amp;gt; Space science packs are generating by launching a rocket. &amp;gt; Added infinite researches.&lt;br /&gt;
* Nuclear power.&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
&lt;br /&gt;
* Map Interaction improvements: &amp;gt; Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. &amp;gt; Train stations and trains can be opened by clicking them while in the map view. &amp;gt; Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. &amp;gt; Custom map markers can be added by the players.&lt;br /&gt;
* Added wagon for transporting fluids. &amp;gt; One side of pump can connect to the fluid wagon, the other side has to be connected to something else.&lt;br /&gt;
* When dying in multiplayer you leave behind a body with your items that slowly degrades.&lt;br /&gt;
* Added infinite mining productivity research, each tier increases mining productivity by 2%.&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.&lt;br /&gt;
* Added coal liquefaction oil processing recipe.&lt;br /&gt;
* Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.&lt;br /&gt;
* Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.&lt;br /&gt;
* New scenarios: PvP and Wave defense.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
* Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources&lt;br /&gt;
* New ore graphics that makes the ore patches look less tiled.&lt;br /&gt;
* Tweaked the GUI graphics.&lt;br /&gt;
* Decreased the size of the recipe icons on assembling machine by 23%.&lt;br /&gt;
&lt;br /&gt;
===Minor features===&lt;br /&gt;
* Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.&lt;br /&gt;
* Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.&lt;br /&gt;
* Fast replacing input piece of underground belt will also fast replace ouput piece if possible.&lt;br /&gt;
* Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.&lt;br /&gt;
* Pumps show their direction in the detailed view.&lt;br /&gt;
* Belts and pipes show correct connections when building a bluprint.&lt;br /&gt;
* Technologies show the required science packs below the icons in the technology GUI list.&lt;br /&gt;
* Technologies are sorted by the science packs needed.&lt;br /&gt;
* Added /screenshot command - takes a screenshot of your current game screen.&lt;br /&gt;
* Added support for equipment grids in the map editor.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.&lt;br /&gt;
* Added optional filters to the deconstruction planner.&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.&lt;br /&gt;
* Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.&lt;br /&gt;
* Added reverse-rotate.&lt;br /&gt;
* Offshore pump and generator show pumping speed/fluid usage.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Mining rails is disabled if mining starts with trains or gates.&lt;br /&gt;
* Toggle fullscreen using Alt + Enter.&lt;br /&gt;
* Added &amp;quot;f&amp;quot;/&amp;quot;force&amp;quot; option to the /players command&lt;br /&gt;
* Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).&lt;br /&gt;
* Added /open command - opens another players inventory if you&#039;re an admin.&lt;br /&gt;
* Added /alerts command - configures alerts for your player.&lt;br /&gt;
* Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.&lt;br /&gt;
* Added /seed command - prints the map seed.&lt;br /&gt;
* Added fluids to the production GUI.&lt;br /&gt;
* Added kill statistics GUI.&lt;br /&gt;
* Added enable/disable all mods button to the mod manager GUI.&lt;br /&gt;
* Added automatic barreling support for all fluids.&lt;br /&gt;
* Cargo wagons can have settings copied from any distance like Locomotives.&lt;br /&gt;
* Added the ability to auto-launch the rocket.&lt;br /&gt;
* Train stops can be colored like trains.&lt;br /&gt;
* Fish can be collected by robots.&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* Show fog-of-war and radar radius when holding radar in cursor.&lt;br /&gt;
* Seed for map creation on the headless server can be specified via map-gen-settings.json&lt;br /&gt;
* Damaged items merge into one stack, the health of the stack will be the average of the items.&lt;br /&gt;
* Added server whitelist support -- see the /whitelist console command.&lt;br /&gt;
* Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.&lt;br /&gt;
* Added &amp;quot;favourite&amp;quot; feature in public games list: Keep your favourite servers at the top of the list.&lt;br /&gt;
* Added /permissions command for managing permissions in a multiplayer game.&lt;br /&gt;
* Added ability to change individual inserter stack size bonuses through GUI or the circuit network.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Server console will print JOIN and LEAVE messages for players joining or leaving.&lt;br /&gt;
* Server console messages that aren&#039;t a part of the main log can be logged separately by running the server with the --console-log option.&lt;br /&gt;
* Translatable energy units and SI prefixes (eg. &amp;quot;100 ГВт&amp;quot;).&lt;br /&gt;
* Furnaces and assembling machines show the amount of products finished.&lt;br /&gt;
&lt;br /&gt;
===Balancing===&lt;br /&gt;
&lt;br /&gt;
* Increased the rate at which resources grow with distance from the center by 50%.&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
* Increased module inventory size of Chemical plant and oil refinery from 2 to 3.&lt;br /&gt;
* Increased logistic slot/trash slot count from 5 per level to 6 per level.&lt;br /&gt;
* Removed processing unit from the modular armor and portable solar panel recipe.&lt;br /&gt;
* Increased the pump pumping speed 4 times.&lt;br /&gt;
* Reduced the plastic bar recipe requirement of petroleum gas 30 -&amp;gt; 20&lt;br /&gt;
* Reduced the electric engine recipe requirement of lubricant 20 -&amp;gt; 15&lt;br /&gt;
* Reduced the electric furnace recipe requirement of steel 15 -&amp;gt; 10&lt;br /&gt;
* Reduced the steel furnace recipe requirement of steel 8 -&amp;gt; 6&lt;br /&gt;
* Reduced the pumpjack recipe requirement of steel 10 -&amp;gt; 5&lt;br /&gt;
* Reduced crafting time: Engine unit + electric engine unit: 20 -&amp;gt; 10 Pumpjack 10 -&amp;gt; 8 Advanced circuit 8 -&amp;gt; 6 Processing unit 15 -&amp;gt; 10 Cracking recipes 5 -&amp;gt; 3&lt;br /&gt;
* Increased stack size of stone wall pipe and belts 50 -&amp;gt; 100&lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).&lt;br /&gt;
&lt;br /&gt;
===Combat Balancing===&lt;br /&gt;
&lt;br /&gt;
* Player regains health at a much higher rate, but only after being out of combat for 10 seconds.&lt;br /&gt;
* Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.&lt;br /&gt;
* Decreased the size of Discharge defense equipment from 3x3 to 2x2.&lt;br /&gt;
* Greatly increased the damage of Personal Laser Defense Equipment.&lt;br /&gt;
* Flamthrower gun has a minimum range of 3.&lt;br /&gt;
* The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.&lt;br /&gt;
* Increased fire resistance of biter bases.&lt;br /&gt;
* Increased the health of player non-combat buildings.&lt;br /&gt;
* Increased player health from 100 to 250.&lt;br /&gt;
* Increased collected amount and effectiveness of Fish.&lt;br /&gt;
* Increased the damage, range and health of biters worms.&lt;br /&gt;
* Decreased health and resistance of Behemoth biters.&lt;br /&gt;
* Doubled the stack size of all ammos.&lt;br /&gt;
* Tweaked the cost and crafting time of some ammos.&lt;br /&gt;
* Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.&lt;br /&gt;
* Increased the collision box of Cannon Shells.&lt;br /&gt;
* Increased Tank health and resistances.&lt;br /&gt;
* Added research for Tank Cannon Shells damage and shooting speed.&lt;br /&gt;
* Tweaked research bonuses and added more end-game research for military upgrades.&lt;br /&gt;
* Greatly increased the damage of Mines. They also stun nearby enemies when they explode.&lt;br /&gt;
* Added uranium rounds magazine and uranium cannon shells.&lt;br /&gt;
* Added flamethrower to the tank.&lt;br /&gt;
&lt;br /&gt;
Other minor changes.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
&lt;br /&gt;
* Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.&lt;br /&gt;
* Improved performance when tiles are changed due to migration/mod removal.&lt;br /&gt;
* Significantly improved GUI performance for inventories that required scroll bars.&lt;br /&gt;
* Improved GUI performance in general.&lt;br /&gt;
* Improved performance of radars scanning chunks.&lt;br /&gt;
* Improved map generation speed and generation algorithm.&lt;br /&gt;
* Improved game load performance when a large amount of mod data exists in the save.&lt;br /&gt;
* Optimized graph rendering in production statistics window.&lt;br /&gt;
* Improved regenerate entity performance.&lt;br /&gt;
* Improved network map transfer performance.&lt;br /&gt;
* Improved train performance when building/mining rail related entities.&lt;br /&gt;
* Optimized memory requirements for storing tiles under concrete.&lt;br /&gt;
* Circuit Network&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added &amp;gt;=, &amp;lt;=, != to the Decider Combinator and Circuit Conditions.&lt;br /&gt;
&lt;br /&gt;
===Changes===&lt;br /&gt;
&lt;br /&gt;
* Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.&lt;br /&gt;
* Removed support of 32 bit systems.&lt;br /&gt;
* Removed alien artifacts and alien science packs from the game completely.&lt;br /&gt;
* Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.&lt;br /&gt;
* Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).&lt;br /&gt;
* Changed &amp;quot;small pump&amp;quot; to &amp;quot;pump&amp;quot;. Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
* The &amp;quot;decorative&amp;quot; entity type has been deprecated and replaced with the prototype type &amp;quot;optimized-decorative&amp;quot;.&lt;br /&gt;
* Multiplied all fluid amounts by 10.&lt;br /&gt;
* All default map editor actions are now on left click.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
* Changed the default comparison type for train conditions to &amp;quot;or&amp;quot;.&lt;br /&gt;
* Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.&lt;br /&gt;
* Research started/* Changed notifications are only shown when in multiplayer.&lt;br /&gt;
* Crafting is now paused when the results can&#039;t be given to the player instead of spilling them on the ground.&lt;br /&gt;
* Changed evolution from global to per force.&lt;br /&gt;
* Disabled mining of vehicles other players are driving.&lt;br /&gt;
* Decreased biter sounds volumes&lt;br /&gt;
* Laser turret projectiles move much faster&lt;br /&gt;
* Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.&lt;br /&gt;
* Restart button now uses map generation settings from currently loaded save.&lt;br /&gt;
* New rocket silo GUI and visbility button for freeplay and sandbox scenarios.&lt;br /&gt;
* Unified internal name of the &#039;flame-thrower&#039; to &#039;flamethrower&#039;.&lt;br /&gt;
* Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.&lt;br /&gt;
* Trains are now always visible on the map, not only on chunks observed by radars or players.&lt;br /&gt;
* Renamed &amp;quot;armor-making-2&amp;quot; to &amp;quot;heavy-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;armor-making-3&amp;quot; to &amp;quot;power-armor&amp;quot;.&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Added combinator working, wire hold and wire place sounds.&lt;br /&gt;
&lt;br /&gt;
Single player can be continued when you die.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
* Fast cropping of sprite boundaries - it&#039;s no longer necessary to delete crop-cache.dat when existing sprites are modified.&lt;br /&gt;
* Utility sprites are now defined fully in the core mod prototypes.&lt;br /&gt;
* Added support for burner type generator-equipment.&lt;br /&gt;
* Added &amp;quot;simple-entity-with-force&amp;quot; and &amp;quot;simple-entity-with-owner&amp;quot; entity types.&lt;br /&gt;
* Boiler has now dynamically specified energy source (as inserter and similar).&lt;br /&gt;
* Added support for mod settings: startup, runtime, and runtime-per-user.&lt;br /&gt;
* Added commandline option --check-unused-prototype-data&lt;br /&gt;
* Added a &amp;quot;nothing&amp;quot; technology modifier type with an &amp;quot;effect_key&amp;quot; property for script-based-effect research.&lt;br /&gt;
* Redundant technology prerequisites are logged when verbose logging is enabled.&lt;br /&gt;
* Changed technology prototype icon_size to default to 32 instead of 64.&lt;br /&gt;
* In any instance an icon isn&#039;t 32x32 the icon_size property must be set to the actual size of the (square) icon.&lt;br /&gt;
* Added the ability to have &amp;quot;friend&amp;quot; forces. Friend forces are given unrestricted access to buildings and won&#039;t be attacked.&lt;br /&gt;
* Changed container entities to not scale info icons by default + added the optional prototype property &amp;quot;scale_info_icons&amp;quot; to enable scaling.&lt;br /&gt;
* Added property &amp;quot;turret_base_has_direction&amp;quot; to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.&lt;br /&gt;
* Added support for different recipe and technology complexity definitions.&lt;br /&gt;
* Added &amp;quot;item-with-tags&amp;quot; item type that can store any basic arbitrary Lua data.&lt;br /&gt;
* Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).&lt;br /&gt;
* &amp;quot;animation_speed&amp;quot; property of animation definitions has to be greater than 0.&lt;br /&gt;
* Renamed smoke-with-trigger &amp;quot;action_frequency&amp;quot; property to &amp;quot;action_cooldown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
* Added &amp;quot;by_script&amp;quot; to on_research_finished.&lt;br /&gt;
* Added &amp;quot;cause&amp;quot; to on_entity_died - the entity that did the killing if available.&lt;br /&gt;
* Added &amp;quot;recipe&amp;quot; to on_player_crafted_item.&lt;br /&gt;
* Added &amp;quot;rocket_silo&amp;quot; to the rocket launched event.&lt;br /&gt;
* Added 4th custom gui root position &amp;quot;goal&amp;quot;, which is used in the objectives.&lt;br /&gt;
* Added column_alignments settings in table style.&lt;br /&gt;
* Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.&lt;br /&gt;
* Added LuaCircuitNetwork::network_id read.&lt;br /&gt;
* Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.&lt;br /&gt;
* Added LuaControl::shooting_state, repair_state, picking_state read/write.&lt;br /&gt;
* Added LuaCustomChartTag + LuaForce API to add/find them.&lt;br /&gt;
* Added LuaDecorativePrototype.&lt;br /&gt;
* Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.&lt;br /&gt;
* Added LuaEntity::get_logistic_point().&lt;br /&gt;
* Added LuaEntity::graphics_variation read/write for simple entities and trees.&lt;br /&gt;
* Added LuaEntity::shooting_target read/write for turrets.&lt;br /&gt;
* Added LuaEntity::stickers read. The stickers attached to a given entity.&lt;br /&gt;
* Added LuaEntityPrototype::crafting_speed read.&lt;br /&gt;
* Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.&lt;br /&gt;
* Added LuaEntityPrototype::get_inventory_size().&lt;br /&gt;
* Added LuaEntityPrototype::ingredient_count read.&lt;br /&gt;
* Added LuaEntityPrototype::module_inventory_size read.&lt;br /&gt;
* Added LuaEquipmentGrid::get_contents, shield, and max_shield.&lt;br /&gt;
* Added LuaFluidBox::owner read + get_capacity and get_connections methods.&lt;br /&gt;
* Added LuaForce::evolution_factor.&lt;br /&gt;
* Added LuaForce::is_chunk_visible().&lt;br /&gt;
* Added LuaForce::set_friend/get_friend.&lt;br /&gt;
* Added LuaGui::children read.&lt;br /&gt;
* Added LuaGuiElement drop-down type.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;camera&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;choose-elem-button&amp;quot;.&lt;br /&gt;
* Added LuaGuiElement::children read.&lt;br /&gt;
* Added LuaGuiElement::clear to remove all the contents of the element.&lt;br /&gt;
* Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.&lt;br /&gt;
* Added LuaInventory::entity_owner, player_owner, and equipment_owner read.&lt;br /&gt;
* Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.&lt;br /&gt;
* Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.&lt;br /&gt;
* Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.&lt;br /&gt;
* Added LuaPlayer::add_alert, remove_alert, and get_alerts.&lt;br /&gt;
* Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.&lt;br /&gt;
* Added LuaPlayer::opened write.&lt;br /&gt;
* Added LuaPlayer::opened_gui_type read.&lt;br /&gt;
* Added LuaRandomGenerator.&lt;br /&gt;
* Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.&lt;br /&gt;
* Added LuaSurface::find_logistic_networks_by_construction_area(..).&lt;br /&gt;
* Added LuaSurface::get_trains() and LuaForce::get_trains().&lt;br /&gt;
* Added LuaSurface::regenerate_decorative().&lt;br /&gt;
* Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().&lt;br /&gt;
* Added LuaTransportLine::operator[] and operator#.&lt;br /&gt;
* Added Mod gui script for easy consistent styling of mod buttons and frames within the game.&lt;br /&gt;
* Added mouse info to the gui clicked event.&lt;br /&gt;
* Added on_biter_base_built - fires when biters build bases during migration.&lt;br /&gt;
* Added on_entity_* Renamed - fires when an entity is renamed either by the player or through script.&lt;br /&gt;
* Added on_gui_selection_state_* Changed - fires when an item in a drop-down gui element is selected.&lt;br /&gt;
* Added on_market_item_purchased - fires when a player purchases something from a market entity.&lt;br /&gt;
* Added on_player_changed_force - fires when a players force is changed.&lt;br /&gt;
* Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.&lt;br /&gt;
* Added on_player_mined_entity and on_robot_mined_entity events.&lt;br /&gt;
* Added on_runtime_mod_setting_* Changed event - fires when a player changes runtime mod settings.&lt;br /&gt;
* Added on_selected_entity_* Changed - fires when the selected entity for a player changes.&lt;br /&gt;
* Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.&lt;br /&gt;
* Added on_train_created event.&lt;br /&gt;
* Added optional &amp;quot;surface&amp;quot; to LuaForce::chart_all().&lt;br /&gt;
* Added optional fields &amp;quot;durability&amp;quot; and &amp;quot;ammo&amp;quot; when using SimpleItemStack definitions.&lt;br /&gt;
* Added optional parameter &amp;quot;return_item_request_proxy&amp;quot; to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.&lt;br /&gt;
* Added player_index to the entity settings pasted events.&lt;br /&gt;
* Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui&lt;br /&gt;
* Added remote interface to freeplay and sandbox scripts.&lt;br /&gt;
* Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.&lt;br /&gt;
* Added support for LuaFlowStatistics read on electric poles.&lt;br /&gt;
* Added support for specifying the &amp;quot;max_range&amp;quot; of a projectile when created through create_entity.&lt;br /&gt;
* Added support for turret orientation read/write through LuaEntity::orientation.&lt;br /&gt;
* Added the ability for mods to register commands.&lt;br /&gt;
* Added the ability to read item_requests from item request proxy entities as well as ghosts.&lt;br /&gt;
* Added the ability to read reach distances off the player or character entity.&lt;br /&gt;
* Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)&lt;br /&gt;
* Changed LuaEntity::item_requests to match the docs format.&lt;br /&gt;
* Changed LuaEntity::passenger to work with both character entities and players.&lt;br /&gt;
* Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.&lt;br /&gt;
* Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.&lt;br /&gt;
* Changed LuaSurface::create_entity{name=&amp;quot;item-on-ground&amp;quot;, stack=...} to accept the same format for item stacks as the rest of the Lua API.&lt;br /&gt;
* Changed the player built event to include the item name used to do the building if possible and include the tags from the &amp;quot;item-with-tags&amp;quot; item if possible.&lt;br /&gt;
* Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.&lt;br /&gt;
* Expanded LuaStyle read/write property support.&lt;br /&gt;
* Fixed LuaSurface::spill_item_stack didn&#039;t interpret &amp;quot;enable_looted&amp;quot; parameter properly. (https://forums.factorio.com/38717)&lt;br /&gt;
* LuaForce::reset() now resets everything about the force to the default state.&lt;br /&gt;
* Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.&lt;br /&gt;
* Moved game.get_event_handler and game.raise_event to &amp;quot;script&amp;quot;.&lt;br /&gt;
* Removed Lua.coroutine due to potential exploits.&lt;br /&gt;
* Removed LuaGameScript::evolution_factor.&lt;br /&gt;
* Removed LuaGameScript::save/load.&lt;br /&gt;
* Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren&#039;t replay/MP safe.&lt;br /&gt;
* Removed LuaSurface::get_tileproperties.&lt;br /&gt;
* Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they&#039;ve been merged into the production versions.&lt;br /&gt;
* The goal and left gui element has default direction vertical.&lt;br /&gt;
* Utility sprites can be used in the sprite button.&lt;br /&gt;
&lt;br /&gt;
===Command line interface===&lt;br /&gt;
* Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.&lt;br /&gt;
* Added preset option when creating map.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* Fixed that setting LuaForce::ai_controllable to false wouldn&#039;t prevent pollution-based unit group formation. (https://forums.factorio.com/35650)&lt;br /&gt;
* Fixed graphics settings UI scale would change just by opening the GUI. (https://forums.factorio.com/35588)&lt;br /&gt;
* Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (https://forums.factorio.com/35157)&lt;br /&gt;
* Fixed map generation could in some instances not correctly generate entities.&lt;br /&gt;
* Fixed crash when regenerating entities that are disabled by map generator settings (https://forums.factorio.com/31872)&lt;br /&gt;
* Attempt to fix an ocasional crash when DNS lookup fails (https://forums.factorio.com/37426)&lt;br /&gt;
* Fixed crash when ammo was consumed fully by script during shooting. (https://forums.factorio.com/38701)&lt;br /&gt;
* The Equipment Grid GUI is now scaled with the rest of the UI. (https://forums.factorio.com/38979)&lt;br /&gt;
* Fixed possible crash caused by improper primary display detection. (https://forums.factorio.com/39167)&lt;br /&gt;
* Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)&lt;br /&gt;
* Fixed building train vehicle in a way, that it connects on both sides. (https://forums.factorio.com/37645)&lt;br /&gt;
* Fixed entities with efficiency modules wouldn&#039;t consume the correct amount of energy in some cases. (https://forums.factorio.com/38884)&lt;br /&gt;
* Fixed problems when clicking connect button in server list too fast (https://forums.factorio.com/38240)&lt;br /&gt;
* Fixed crash when removing large-tiles from a tile prototype definition. (https://forums.factorio.com/39586)&lt;br /&gt;
* Fixed crash when mod created exoskeleton equipment with zero energy consumption. (https://forums.factorio.com/39631)&lt;br /&gt;
* Fixed electric pole would draw wires to invisible ghost of enemy force. (https://forums.factorio.com/38641)&lt;br /&gt;
* Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)&lt;br /&gt;
* Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)&lt;br /&gt;
* Fixed LuaGameScript::get_event_handler not working. (https://forums.factorio.com/39959)&lt;br /&gt;
* Fixed desync when demoting every player on a server. (https://forums.factorio.com/40062)&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory. (https://forums.factorio.com/41159)&lt;br /&gt;
* Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (https://forums.factorio.com/41171)&lt;br /&gt;
* Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. (https://forums.factorio.com/41328)&lt;br /&gt;
* Fixed extremely slow deleting of selection in text fields. (https://forums.factorio.com/41638)&lt;br /&gt;
* Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.&lt;br /&gt;
* Fixed rail integrity error when train crashes into itself. (https://forums.factorio.com/38046)&lt;br /&gt;
* Fixed virtual signals wouldn&#039;t be sorted correctly by subgroup. (https://forums.factorio.com/42558)&lt;br /&gt;
* Fixed typing in the save-replay GUI could move your player around. (https://forums.factorio.com/39858)&lt;br /&gt;
* Fixed that manually created unit groups wouldn&#039;t be automatically removed when all their members died. (https://forums.factorio.com/42903)&lt;br /&gt;
* Fixed crash when trying to make an entity ghost of an invalid entity through script. (https://forums.factorio.com/43467)&lt;br /&gt;
* Fixed rail signals not reconnect after removing rails in some setups. (https://forums.factorio.com/41005)&lt;br /&gt;
* Fixed trains switched to manual mode wouldn&#039;t trigger inserters when they coasted to a stop. (https://forums.factorio.com/43160)&lt;br /&gt;
* Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (https://forums.factorio.com/43610)&lt;br /&gt;
* Underground belt connects only to underground belt of the same force.&lt;br /&gt;
* Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn&#039;t be built due to missing item. (https://forums.factorio.com/44179)&lt;br /&gt;
* Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (https://forums.factorio.com/44344)&lt;br /&gt;
* Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136555</id>
		<title>Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136555"/>
		<updated>2017-05-03T02:28:11Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Weapons */ Separated the (far too big) tank ammo cell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Items are all objects in Factorio that the player can move or handle; this list does not include [[Enemies]], landforms like lakes, [[tree]]s, or rocks, or concepts like [[Pollution]], but it does include [[Liquids system|Liquids]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039; can be found on the planet and provide raw materials when mined or pumped.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Where to get &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || [[Tree]] &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || Coal resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|iron-ore|Iron ore}} || Iron resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|copper-ore|Copper ore}} || Copper resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|stone|Stone}} || Stone resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|fish|Raw fish}} || Lakes&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|alien-artifact|Alien artifact}} || Remnants of [[Enemies|alien spawners]]  &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|water|Water}} || Pumped from water tiles by [[offshore pump]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from oil fields by [[pumpjack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate products ==&lt;br /&gt;
&#039;&#039;&#039;Intermediate products&#039;&#039;&#039; are items produced by the player or [[Assembling machine|assemblers]] for use in the creation of more complex products; with the exception of [[stone brick]], these products cannot be placed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || Created from [[Raw wood]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-plate|Iron plate}} || Smelted from [[Iron ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-plate|Copper plate}} || Smelted from [[Copper ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-plate|Steel plate}} || Smelted from [[Iron plate]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stone-brick|Stone brick}} || Baked from [[Stone]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || Created from [[Water]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastic bar}} || Created from [[Coal]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || Created from [[Iron plate]], [[Copper plate]] and [[Sulfuric Acid]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-stick|Iron stick}} || Rarely used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-gear-wheel|Iron gear wheel}} || Frequently used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || Used for creation of circuits and wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electronic-circuit|Electronic circuit}} || Used for creation of electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-circuit|Advanced circuit}} || Used for advanced electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing Unit}} || Used for the highest level electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|engine-unit|Engine unit}} || Used for [[Diesel locomotive]]s, [[Car]]s, [[Tank]]s, and [[Electric engine unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-engine-unit|Electric engine unit}} || Used for [[Power armor]], [[Robots]] and [[Small Pump|Small Pumps]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flying-robot-frame|Flying robot frame}} || Used for creation of [[Logistic robot|Logistic]] and [[Construction robot|Construction]] robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|alien-science-pack|Alien science pack}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|barrel-empty|Empty barrel}} || Used to store and transport [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosives|Explosives}} || Used for creation of explosive weaponry.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
&#039;&#039;&#039;Chemicals&#039;&#039;&#039; are liquid intermediate products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]] and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express Transport Belt]]s  and [[Electric Engine Unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam|Steam}} || Converted from [[Water]]. Used in [[Steam engine]]s and [[Steam turbine]]s to convert internal energy into electric energy. Added in 0.15.0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player equipment ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039; determine the mining speed of the player. This is true not only for [[items#Resources|resources]], but for any deployed object the player is picking up.  [[Iron_axe|Iron Axes]] are the first available manufactured tool.  Once [[Steel_processing|Steel Processing]] is researched, the better [[Steel_axe|Steel Axe]] is available.&lt;br /&gt;
&lt;br /&gt;
Iron and steel axes can also be used as melee weapons if the player is out of ammo.  Bare hands cannot, which is why the &#039;None&#039; item has no damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || Speed || Damage || Durability || Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|hand icon}} None || 1 || 0 || infinite || Values used if no tool is used. Very slow.&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|Iron-axe|Iron_axe|Iron axe}} || 2.5 || 5 [[Damage|physical]] || 4000 || Basic mining tool. Cheap and durable.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel-axe|Steel_axe|Steel axe}} || 4 || 8 [[Damage|physical]] || 5000 || Advanced mining tool. Fast, but expensive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are used to inflict damage to [[Enemies|alien]] lifeforms and buildings. As tools only provide [[Damage|damage]] at close range, weapons should be used in any case. All weapons will consume ammo when fired. For some weapons multiple ammo types are usable; they differ in cost and inflicted damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Ammo !! Description&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|pistol|pistol|Pistol}}||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} || Most basic weapon available from start.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 29%;&amp;quot;| {{imagelink|submachine-gun|submachine_gun|Submachine gun}}&lt;br /&gt;
|style=&amp;quot;width: 37%;&amp;quot;| {{imagelink|basic-bullet-magazine|Regular magazine}} {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} || Faster variant of [[Pistol]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|shotgun|Shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || A basic short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|combat-shotgun|Combat shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || An advanced short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-launcher|rocket_launcher|Rocket launcher}} || {{imagelink|rocket|rocket|Rocket}}{{imagelink|explosive-rocket|Explosive rocket}}{{imagelink|Atomic_bomb|Atomic bomb}} || Long range weapon, good for destroying bases.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower|Flamethrower}} || {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Has innate splash damage, best used against crowds.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|land-mine|land_mine|Land mine}} || - || Defensive structure. Explodes on activation.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-grenade|Basic grenade}} || - || Basic short range explosive weapon with some area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|cluster-grenade|Cluster grenade}} || - || Advanced longer range grenade that splits into 7 basic grenades on impact.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|defender-capsule|Defender capsule}} || - || Basic bullet capsule. Spawns one Defender robot. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|poison-capsule|Poison capsule}} || - || Capsule that causes [[Damage|poison damage]] in a large area.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|slowdown-capsule|Slowdown capsule}} || - || Capsule that slows enemy movement.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|distractor-capsule|Distractor capsule}} || - || Capsule that spawns three stationary Distractor robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|destroyer-capsule|Destroyer capsule}} || - ||  Capsule that spawns five powerful Destroyer robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-electric-discharge-defense-remote|Basic electric discharge defense remote}} || - || Device for firing the [[Discharge defense]] device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|car|car|Car}} ||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} || Fast vehicle, can be driven.  Can fire Submachine gun and has storage space. &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| {{imagelink|tank|tank|Tank}} || {{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} |rowspan=&amp;quot;2&amp;quot;| Slow armored vehicle, can be driven. Can fire Submachine gun or tank cannon, and has storage space.&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|cannon-shell|Cannon shells}} {{imagelink|explosive-cannon-shell|Explosive cannon shells}}{{imagelink|Uranium_cannon_shell|Uranium cannon shell}}{{imagelink|Explosive_uranium_cannon_shell|Explosive uranium cannon shell}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-bullet-magazine|Regular magazine}} || Most basic bullet type, available from start.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Advanced bullet type, much more expensive but more powerful.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Shotgun-shell|Shotgun shells}} || Ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || Advanced ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket|rocket|Rocket}} || Ammo for [[Rocket launcher]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosive-rocket|Explosive rocket}} || Ammo for [[Rocket launcher]] with splash damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Ammo for [[Flamethrower]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cannon-shell|Cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosive-cannon-shell|Explosive cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 24%;&amp;quot;| {{imagelink|basic-armor|Iron armor}} || Cheap armor, for light defense inside your base.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-armor|Heavy armor}} || Tougher basic armor, which could help you escape if your vehicle is destroyed in the field.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-modular-armor|Basic modular armor}} || First modular armor (5x5 grid), enough for solar power and a few shields.  Good enough to easily survive waves attacking your base, but you&#039;ll still need a Tank to assault theirs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor|Power armor}} || Expensive modular armor (7x7 grid), which can support fusion power, multiple shields, and an exoskeleton for speed and attack power.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor-mk2|Power armor MK2}} || Ultimate basekiller armor (10x10 grid).  Very expensive.  Leave that flimsy Tank behind, you have no need for it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Modular armor]] components ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Size (WxH) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|night-vision|Night vision}} || 3x2 || Provides better sight at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-equipment|Battery MK1}} || 1x2 || Basic energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-mk2|Battery MK2}} || 1x2 || Advanced energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield|Energy shield}} || 2x2 || Basic personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield-mk2|Energy shield MK2}} || 2x2 || Advanced personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-solar-panel|Portable solar panel}} || 1x1 || Small power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-fusion-reactor|Portable fusion reactor}} || 4x4 || Advanced power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|laser-defense|Personal laser defense}} || 2x3 || Personal laser based defense.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|discharge-defense|Discharge defense}} || 3x3 || A powerful defense system. Activated by [[Basic electric discharge defense remote|Remote]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-exoskeleton-equipment|Basic exoskeleton equipment}} || 2x4 || Enhances movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal-roboport-equipment|Personal roboport}} || 2x2 || Allows the player to act as a mobile roboport.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|logistic-robot|logistic_robot|Logistic robot}} || A flying robot that will move items inside a [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|construction-robot|Construction robot}} || A flying robot that will repair or replace entities.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || The Roboport is the home for all [[Robots]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint|Blueprint}} || A tool to &#039;copy &amp;amp; paste&#039; buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|deconstruction-planner|Deconstruction planner}} || A tool to deconstruct buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint-book|Blueprint book}} || A tool used to hold blueprints.&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|solid-fuel|Solid fuel}} || Usable as [[fuel]] in [[burner devices]], or as an ingredient for [[Rocket fuel]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placeable items ==&lt;br /&gt;
=== [[Belt_transport_system|Transport belts]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belt}} |-&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Underground belt}} |-&lt;br /&gt;
| {{imagelink|Basic-splitter|Splitter}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
| {{imagelink|Fast-splitter|Fast splitter}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Inserters]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} |-&lt;br /&gt;
| {{imagelink|Inserter-icon|Inserter}} |-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} |-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} |-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} |-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} |-&lt;br /&gt;
| {{imagelink|stack filter inserter|Stack filter inserter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Chests|Storage]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Storage size (Stacks) !! Features&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 16 || Can be used as fuel in burner devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-chest|Iron chest}} || 32 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-chest|Steel chest}} || 48 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || 48 || Sends its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || 48 || Serves as long-term storage for the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || 48 || Requests specified items from the [[Logistic network]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Defense|Defensive Structures]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wall|Wall}} |-&lt;br /&gt;
| {{imagelink|gate|Gate}} |-&lt;br /&gt;
| {{imagelink|Gun-turret|Gun turret}} |-&lt;br /&gt;
| {{imagelink|Laser-turret|Laser turret}} |-&lt;br /&gt;
| {{imagelink|Flamethrower-turret|Flamethrower turret}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Crafting network|Machines &amp;amp; Furnaces]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-mining-drill|Burner Mining Drill}} |-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric Mining Drill}} |-&lt;br /&gt;
| {{imagelink|stone-furnace|Stone Furnace}} |-&lt;br /&gt;
| {{imagelink|steel-furnace|Steel Furnace}} |-&lt;br /&gt;
| {{imagelink|electric-furnace|Electric Furnace}} |-&lt;br /&gt;
| {{imagelink|assembling-machine-1|assembling_machine|Assembling machines}} |-&lt;br /&gt;
| {{imagelink|lab|Lab}} |-&lt;br /&gt;
| {{imagelink|basic-beacon|Beacon}} |-&lt;br /&gt;
| {{imagelink|radar|Radar}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Module|Modules]] ===&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can greatly improve the efficiency of a factory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|effectivity-module|Module|Efficiency module}} || {{imagelink|effectivity-module-2|Module|Efficiency module 2}} || {{imagelink|effectivity-module-3|Module|Efficiency module 3}}|-&lt;br /&gt;
| {{imagelink|productivity-module|Module|Productivity module}} || {{imagelink|productivity-module-2|Module|Productivity module 2}} || {{imagelink|productivity-module-3|Module|Productivity module 3}} |-&lt;br /&gt;
| {{imagelink|speed-module|Module|Speed module}} || {{imagelink|speed-module-2|Module|Speed module 2}} || {{imagelink|speed-module-3|Module|Speed module 3}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Electric network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} |-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} |-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} |-&lt;br /&gt;
| {{imagelink|substation|Substation}} |-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} |-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} |-&lt;br /&gt;
| {{imagelink|solar-panel|Solar Panel}} |-&lt;br /&gt;
| {{imagelink|basic-accumulator|Accumulator}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Railway network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|straight-rail|Straight Rail}} |-&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
| {{imagelink|Rail-signal|Rail signal}} |-&lt;br /&gt;
| {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel Locomotive}} |-&lt;br /&gt;
| {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Liquid network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} |-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} |-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} |-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} |-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil Refinery}} |-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical Plant}} |-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} |-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Circuit network]] ===&lt;br /&gt;
Used in the [[Circuit network]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lamp|Lamp}} |-&lt;br /&gt;
| {{imagelink|red-wire|red_wire|Red wire}} |-&lt;br /&gt;
| {{imagelink|green-wire|green_wire|Green wire}} |-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic combinator}} |-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider combinator}} |-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant combinator}} |-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} |-&lt;br /&gt;
| {{imagelink|programmable-speaker|Programmable speaker}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocket Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-silo|Rocket Silo}} |-&lt;br /&gt;
| {{imagelink|rocket-structure|Low density structure}} |-&lt;br /&gt;
| {{imagelink|rocket-control-unit|Rocket control unit}} |-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} |-&lt;br /&gt;
| {{imagelink|rocket-part|Rocket part}} |-&lt;br /&gt;
| {{imagelink|satellite|Satellite}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136554</id>
		<title>Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136554"/>
		<updated>2017-05-03T02:22:18Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Weapons */ added Uranium ammo (reasearch) and Atomic bomb (reasearch) items to ammo list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Items are all objects in Factorio that the player can move or handle; this list does not include [[Enemies]], landforms like lakes, [[tree]]s, or rocks, or concepts like [[Pollution]], but it does include [[Liquids system|Liquids]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039; can be found on the planet and provide raw materials when mined or pumped.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Where to get &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || [[Tree]] &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || Coal resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|iron-ore|Iron ore}} || Iron resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|copper-ore|Copper ore}} || Copper resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|stone|Stone}} || Stone resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|fish|Raw fish}} || Lakes&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|alien-artifact|Alien artifact}} || Remnants of [[Enemies|alien spawners]]  &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|water|Water}} || Pumped from water tiles by [[offshore pump]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from oil fields by [[pumpjack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate products ==&lt;br /&gt;
&#039;&#039;&#039;Intermediate products&#039;&#039;&#039; are items produced by the player or [[Assembling machine|assemblers]] for use in the creation of more complex products; with the exception of [[stone brick]], these products cannot be placed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || Created from [[Raw wood]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-plate|Iron plate}} || Smelted from [[Iron ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-plate|Copper plate}} || Smelted from [[Copper ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-plate|Steel plate}} || Smelted from [[Iron plate]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stone-brick|Stone brick}} || Baked from [[Stone]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || Created from [[Water]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastic bar}} || Created from [[Coal]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || Created from [[Iron plate]], [[Copper plate]] and [[Sulfuric Acid]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-stick|Iron stick}} || Rarely used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-gear-wheel|Iron gear wheel}} || Frequently used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || Used for creation of circuits and wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electronic-circuit|Electronic circuit}} || Used for creation of electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-circuit|Advanced circuit}} || Used for advanced electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing Unit}} || Used for the highest level electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|engine-unit|Engine unit}} || Used for [[Diesel locomotive]]s, [[Car]]s, [[Tank]]s, and [[Electric engine unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-engine-unit|Electric engine unit}} || Used for [[Power armor]], [[Robots]] and [[Small Pump|Small Pumps]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flying-robot-frame|Flying robot frame}} || Used for creation of [[Logistic robot|Logistic]] and [[Construction robot|Construction]] robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|alien-science-pack|Alien science pack}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|barrel-empty|Empty barrel}} || Used to store and transport [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosives|Explosives}} || Used for creation of explosive weaponry.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
&#039;&#039;&#039;Chemicals&#039;&#039;&#039; are liquid intermediate products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]] and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express Transport Belt]]s  and [[Electric Engine Unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam|Steam}} || Converted from [[Water]]. Used in [[Steam engine]]s and [[Steam turbine]]s to convert internal energy into electric energy. Added in 0.15.0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player equipment ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039; determine the mining speed of the player. This is true not only for [[items#Resources|resources]], but for any deployed object the player is picking up.  [[Iron_axe|Iron Axes]] are the first available manufactured tool.  Once [[Steel_processing|Steel Processing]] is researched, the better [[Steel_axe|Steel Axe]] is available.&lt;br /&gt;
&lt;br /&gt;
Iron and steel axes can also be used as melee weapons if the player is out of ammo.  Bare hands cannot, which is why the &#039;None&#039; item has no damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || Speed || Damage || Durability || Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|hand icon}} None || 1 || 0 || infinite || Values used if no tool is used. Very slow.&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|Iron-axe|Iron_axe|Iron axe}} || 2.5 || 5 [[Damage|physical]] || 4000 || Basic mining tool. Cheap and durable.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel-axe|Steel_axe|Steel axe}} || 4 || 8 [[Damage|physical]] || 5000 || Advanced mining tool. Fast, but expensive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are used to inflict damage to [[Enemies|alien]] lifeforms and buildings. As tools only provide [[Damage|damage]] at close range, weapons should be used in any case. All weapons will consume ammo when fired. For some weapons multiple ammo types are usable; they differ in cost and inflicted damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Ammo !! Description&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|pistol|pistol|Pistol}}||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} || Most basic weapon available from start.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 29%;&amp;quot;| {{imagelink|submachine-gun|submachine_gun|Submachine gun}}&lt;br /&gt;
|style=&amp;quot;width: 37%;&amp;quot;| {{imagelink|basic-bullet-magazine|Regular magazine}} {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} || Faster variant of [[Pistol]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|shotgun|Shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || A basic short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|combat-shotgun|Combat shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || An advanced short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-launcher|rocket_launcher|Rocket launcher}} || {{imagelink|rocket|rocket|Rocket}}{{imagelink|explosive-rocket|Explosive rocket}}{{imagelink|Atomic_bomb|Atomic bomb}} || Long range weapon, good for destroying bases.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower|Flamethrower}} || {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Has innate splash damage, best used against crowds.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|land-mine|land_mine|Land mine}} || - || Defensive structure. Explodes on activation.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-grenade|Basic grenade}} || - || Basic short range explosive weapon with some area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|cluster-grenade|Cluster grenade}} || - || Advanced longer range grenade that splits into 7 basic grenades on impact.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|defender-capsule|Defender capsule}} || - || Basic bullet capsule. Spawns one Defender robot. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|poison-capsule|Poison capsule}} || - || Capsule that causes [[Damage|poison damage]] in a large area.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|slowdown-capsule|Slowdown capsule}} || - || Capsule that slows enemy movement.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|distractor-capsule|Distractor capsule}} || - || Capsule that spawns three stationary Distractor robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|destroyer-capsule|Destroyer capsule}} || - ||  Capsule that spawns five powerful Destroyer robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-electric-discharge-defense-remote|Basic electric discharge defense remote}} || - || Device for firing the [[Discharge defense]] device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|car|car|Car}} ||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} || Fast vehicle, can be driven.  Can fire Submachine gun and has storage space. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|tank|tank|Tank}} || {{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|Uranium_rounds_magazine|Uranium rounds magazine}} {{imagelink|cannon-shell|Cannon shells}} {{imagelink|explosive-cannon-shell|Explosive cannon shells}}{{imagelink|Uranium_cannon_shell|Uranium cannon shell}}{{imagelink|Explosive_uranium_cannon_shell|Explosive uranium cannon shell}} || Slow armored vehicle, can be driven. Can fire Submachine gun or tank cannon, and has storage space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-bullet-magazine|Regular magazine}} || Most basic bullet type, available from start.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Advanced bullet type, much more expensive but more powerful.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Shotgun-shell|Shotgun shells}} || Ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || Advanced ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket|rocket|Rocket}} || Ammo for [[Rocket launcher]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosive-rocket|Explosive rocket}} || Ammo for [[Rocket launcher]] with splash damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Ammo for [[Flamethrower]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cannon-shell|Cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosive-cannon-shell|Explosive cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 24%;&amp;quot;| {{imagelink|basic-armor|Iron armor}} || Cheap armor, for light defense inside your base.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-armor|Heavy armor}} || Tougher basic armor, which could help you escape if your vehicle is destroyed in the field.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-modular-armor|Basic modular armor}} || First modular armor (5x5 grid), enough for solar power and a few shields.  Good enough to easily survive waves attacking your base, but you&#039;ll still need a Tank to assault theirs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor|Power armor}} || Expensive modular armor (7x7 grid), which can support fusion power, multiple shields, and an exoskeleton for speed and attack power.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor-mk2|Power armor MK2}} || Ultimate basekiller armor (10x10 grid).  Very expensive.  Leave that flimsy Tank behind, you have no need for it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Modular armor]] components ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Size (WxH) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|night-vision|Night vision}} || 3x2 || Provides better sight at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-equipment|Battery MK1}} || 1x2 || Basic energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-mk2|Battery MK2}} || 1x2 || Advanced energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield|Energy shield}} || 2x2 || Basic personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield-mk2|Energy shield MK2}} || 2x2 || Advanced personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-solar-panel|Portable solar panel}} || 1x1 || Small power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-fusion-reactor|Portable fusion reactor}} || 4x4 || Advanced power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|laser-defense|Personal laser defense}} || 2x3 || Personal laser based defense.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|discharge-defense|Discharge defense}} || 3x3 || A powerful defense system. Activated by [[Basic electric discharge defense remote|Remote]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-exoskeleton-equipment|Basic exoskeleton equipment}} || 2x4 || Enhances movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal-roboport-equipment|Personal roboport}} || 2x2 || Allows the player to act as a mobile roboport.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|logistic-robot|logistic_robot|Logistic robot}} || A flying robot that will move items inside a [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|construction-robot|Construction robot}} || A flying robot that will repair or replace entities.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || The Roboport is the home for all [[Robots]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint|Blueprint}} || A tool to &#039;copy &amp;amp; paste&#039; buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|deconstruction-planner|Deconstruction planner}} || A tool to deconstruct buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint-book|Blueprint book}} || A tool used to hold blueprints.&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|solid-fuel|Solid fuel}} || Usable as [[fuel]] in [[burner devices]], or as an ingredient for [[Rocket fuel]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placeable items ==&lt;br /&gt;
=== [[Belt_transport_system|Transport belts]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belt}} |-&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Underground belt}} |-&lt;br /&gt;
| {{imagelink|Basic-splitter|Splitter}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
| {{imagelink|Fast-splitter|Fast splitter}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Inserters]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} |-&lt;br /&gt;
| {{imagelink|Inserter-icon|Inserter}} |-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} |-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} |-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} |-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} |-&lt;br /&gt;
| {{imagelink|stack filter inserter|Stack filter inserter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Chests|Storage]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Storage size (Stacks) !! Features&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 16 || Can be used as fuel in burner devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-chest|Iron chest}} || 32 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-chest|Steel chest}} || 48 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || 48 || Sends its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || 48 || Serves as long-term storage for the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || 48 || Requests specified items from the [[Logistic network]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Defense|Defensive Structures]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wall|Wall}} |-&lt;br /&gt;
| {{imagelink|gate|Gate}} |-&lt;br /&gt;
| {{imagelink|Gun-turret|Gun turret}} |-&lt;br /&gt;
| {{imagelink|Laser-turret|Laser turret}} |-&lt;br /&gt;
| {{imagelink|Flamethrower-turret|Flamethrower turret}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Crafting network|Machines &amp;amp; Furnaces]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-mining-drill|Burner Mining Drill}} |-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric Mining Drill}} |-&lt;br /&gt;
| {{imagelink|stone-furnace|Stone Furnace}} |-&lt;br /&gt;
| {{imagelink|steel-furnace|Steel Furnace}} |-&lt;br /&gt;
| {{imagelink|electric-furnace|Electric Furnace}} |-&lt;br /&gt;
| {{imagelink|assembling-machine-1|assembling_machine|Assembling machines}} |-&lt;br /&gt;
| {{imagelink|lab|Lab}} |-&lt;br /&gt;
| {{imagelink|basic-beacon|Beacon}} |-&lt;br /&gt;
| {{imagelink|radar|Radar}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Module|Modules]] ===&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can greatly improve the efficiency of a factory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|effectivity-module|Module|Efficiency module}} || {{imagelink|effectivity-module-2|Module|Efficiency module 2}} || {{imagelink|effectivity-module-3|Module|Efficiency module 3}}|-&lt;br /&gt;
| {{imagelink|productivity-module|Module|Productivity module}} || {{imagelink|productivity-module-2|Module|Productivity module 2}} || {{imagelink|productivity-module-3|Module|Productivity module 3}} |-&lt;br /&gt;
| {{imagelink|speed-module|Module|Speed module}} || {{imagelink|speed-module-2|Module|Speed module 2}} || {{imagelink|speed-module-3|Module|Speed module 3}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Electric network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} |-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} |-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} |-&lt;br /&gt;
| {{imagelink|substation|Substation}} |-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} |-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} |-&lt;br /&gt;
| {{imagelink|solar-panel|Solar Panel}} |-&lt;br /&gt;
| {{imagelink|basic-accumulator|Accumulator}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Railway network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|straight-rail|Straight Rail}} |-&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
| {{imagelink|Rail-signal|Rail signal}} |-&lt;br /&gt;
| {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel Locomotive}} |-&lt;br /&gt;
| {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Liquid network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} |-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} |-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} |-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} |-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil Refinery}} |-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical Plant}} |-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} |-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Circuit network]] ===&lt;br /&gt;
Used in the [[Circuit network]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lamp|Lamp}} |-&lt;br /&gt;
| {{imagelink|red-wire|red_wire|Red wire}} |-&lt;br /&gt;
| {{imagelink|green-wire|green_wire|Green wire}} |-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic combinator}} |-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider combinator}} |-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant combinator}} |-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} |-&lt;br /&gt;
| {{imagelink|programmable-speaker|Programmable speaker}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocket Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-silo|Rocket Silo}} |-&lt;br /&gt;
| {{imagelink|rocket-structure|Low density structure}} |-&lt;br /&gt;
| {{imagelink|rocket-control-unit|Rocket control unit}} |-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} |-&lt;br /&gt;
| {{imagelink|rocket-part|Rocket part}} |-&lt;br /&gt;
| {{imagelink|satellite|Satellite}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136553</id>
		<title>Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136553"/>
		<updated>2017-05-03T02:14:54Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Chemicals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Items are all objects in Factorio that the player can move or handle; this list does not include [[Enemies]], landforms like lakes, [[tree]]s, or rocks, or concepts like [[Pollution]], but it does include [[Liquids system|Liquids]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039; can be found on the planet and provide raw materials when mined or pumped.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Where to get &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || [[Tree]] &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || Coal resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|iron-ore|Iron ore}} || Iron resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|copper-ore|Copper ore}} || Copper resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|stone|Stone}} || Stone resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|fish|Raw fish}} || Lakes&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|alien-artifact|Alien artifact}} || Remnants of [[Enemies|alien spawners]]  &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|water|Water}} || Pumped from water tiles by [[offshore pump]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from oil fields by [[pumpjack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate products ==&lt;br /&gt;
&#039;&#039;&#039;Intermediate products&#039;&#039;&#039; are items produced by the player or [[Assembling machine|assemblers]] for use in the creation of more complex products; with the exception of [[stone brick]], these products cannot be placed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || Created from [[Raw wood]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-plate|Iron plate}} || Smelted from [[Iron ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-plate|Copper plate}} || Smelted from [[Copper ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-plate|Steel plate}} || Smelted from [[Iron plate]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stone-brick|Stone brick}} || Baked from [[Stone]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || Created from [[Water]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastic bar}} || Created from [[Coal]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || Created from [[Iron plate]], [[Copper plate]] and [[Sulfuric Acid]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-stick|Iron stick}} || Rarely used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-gear-wheel|Iron gear wheel}} || Frequently used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || Used for creation of circuits and wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electronic-circuit|Electronic circuit}} || Used for creation of electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-circuit|Advanced circuit}} || Used for advanced electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing Unit}} || Used for the highest level electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|engine-unit|Engine unit}} || Used for [[Diesel locomotive]]s, [[Car]]s, [[Tank]]s, and [[Electric engine unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-engine-unit|Electric engine unit}} || Used for [[Power armor]], [[Robots]] and [[Small Pump|Small Pumps]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flying-robot-frame|Flying robot frame}} || Used for creation of [[Logistic robot|Logistic]] and [[Construction robot|Construction]] robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|alien-science-pack|Alien science pack}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|barrel-empty|Empty barrel}} || Used to store and transport [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosives|Explosives}} || Used for creation of explosive weaponry.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
&#039;&#039;&#039;Chemicals&#039;&#039;&#039; are liquid intermediate products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]] and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express Transport Belt]]s  and [[Electric Engine Unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam|Steam}} || Converted from [[Water]]. Used in [[Steam engine]]s and [[Steam turbine]]s to convert internal energy into electric energy. Added in 0.15.0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player equipment ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039; determine the mining speed of the player. This is true not only for [[items#Resources|resources]], but for any deployed object the player is picking up.  [[Iron_axe|Iron Axes]] are the first available manufactured tool.  Once [[Steel_processing|Steel Processing]] is researched, the better [[Steel_axe|Steel Axe]] is available.&lt;br /&gt;
&lt;br /&gt;
Iron and steel axes can also be used as melee weapons if the player is out of ammo.  Bare hands cannot, which is why the &#039;None&#039; item has no damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || Speed || Damage || Durability || Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|hand icon}} None || 1 || 0 || infinite || Values used if no tool is used. Very slow.&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|Iron-axe|Iron_axe|Iron axe}} || 2.5 || 5 [[Damage|physical]] || 4000 || Basic mining tool. Cheap and durable.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel-axe|Steel_axe|Steel axe}} || 4 || 8 [[Damage|physical]] || 5000 || Advanced mining tool. Fast, but expensive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are used to inflict damage to [[Enemies|alien]] lifeforms and buildings. As tools only provide [[Damage|damage]] at close range, weapons should be used in any case. All weapons will consume ammo when fired. For some weapons multiple ammo types are usable; they differ in cost and inflicted damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Ammo !! Description&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|pistol|pistol|Pistol}}||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}||Most basic weapon available from start.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 29%;&amp;quot;| {{imagelink|submachine-gun|submachine_gun|Submachine gun}}&lt;br /&gt;
|style=&amp;quot;width: 37%;&amp;quot;| {{imagelink|basic-bullet-magazine|Regular magazine}} {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Faster variant of [[Pistol]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|shotgun|Shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || A basic short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|combat-shotgun|Combat shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || An advanced short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-launcher|rocket_launcher|Rocket launcher}} || {{imagelink|rocket|rocket|Rocket}} {{imagelink|explosive-rocket|Explosive rocket}} || Long range weapon, good for destroying bases.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower|Flamethrower}} || {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Has innate splash damage, best used against crowds.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|land-mine|land_mine|Land mine}} || - || Defensive structure. Explodes on activation.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-grenade|Basic grenade}} || - || Basic short range explosive weapon with some area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|cluster-grenade|Cluster grenade}} || - || Advanced longer range grenade that splits into 7 basic grenades on impact.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|defender-capsule|Defender capsule}} || - || Basic bullet capsule. Spawns one Defender robot. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|poison-capsule|Poison capsule}} || - || Capsule that causes [[Damage|poison damage]] in a large area.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|slowdown-capsule|Slowdown capsule}} || - || Capsule that slows enemy movement.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|distractor-capsule|Distractor capsule}} || - || Capsule that spawns three stationary Distractor robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|destroyer-capsule|Destroyer capsule}} || - ||  Capsule that spawns five powerful Destroyer robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-electric-discharge-defense-remote|Basic electric discharge defense remote}} || - || Device for firing the [[Discharge defense]] device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|car|car|Car}} ||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}|| Fast vehicle, can be driven.  Can fire Submachine gun and has storage space. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|tank|tank|Tank}} || {{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|cannon-shell|Cannon shells}} {{imagelink|explosive-cannon-shell|Explosive cannon shells}} || Slow armored vehicle, can be driven. Can fire Submachine gun or tank cannon, and has storage space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-bullet-magazine|Regular magazine}} || Most basic bullet type, available from start.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Advanced bullet type, much more expensive but more powerful.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Shotgun-shell|Shotgun shells}} || Ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || Advanced ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket|rocket|Rocket}} || Ammo for [[Rocket launcher]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosive-rocket|Explosive rocket}} || Ammo for [[Rocket launcher]] with splash damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Ammo for [[Flamethrower]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cannon-shell|Cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosive-cannon-shell|Explosive cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 24%;&amp;quot;| {{imagelink|basic-armor|Iron armor}} || Cheap armor, for light defense inside your base.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-armor|Heavy armor}} || Tougher basic armor, which could help you escape if your vehicle is destroyed in the field.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-modular-armor|Basic modular armor}} || First modular armor (5x5 grid), enough for solar power and a few shields.  Good enough to easily survive waves attacking your base, but you&#039;ll still need a Tank to assault theirs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor|Power armor}} || Expensive modular armor (7x7 grid), which can support fusion power, multiple shields, and an exoskeleton for speed and attack power.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor-mk2|Power armor MK2}} || Ultimate basekiller armor (10x10 grid).  Very expensive.  Leave that flimsy Tank behind, you have no need for it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Modular armor]] components ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Size (WxH) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|night-vision|Night vision}} || 3x2 || Provides better sight at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-equipment|Battery MK1}} || 1x2 || Basic energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-mk2|Battery MK2}} || 1x2 || Advanced energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield|Energy shield}} || 2x2 || Basic personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield-mk2|Energy shield MK2}} || 2x2 || Advanced personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-solar-panel|Portable solar panel}} || 1x1 || Small power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-fusion-reactor|Portable fusion reactor}} || 4x4 || Advanced power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|laser-defense|Personal laser defense}} || 2x3 || Personal laser based defense.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|discharge-defense|Discharge defense}} || 3x3 || A powerful defense system. Activated by [[Basic electric discharge defense remote|Remote]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-exoskeleton-equipment|Basic exoskeleton equipment}} || 2x4 || Enhances movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal-roboport-equipment|Personal roboport}} || 2x2 || Allows the player to act as a mobile roboport.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|logistic-robot|logistic_robot|Logistic robot}} || A flying robot that will move items inside a [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|construction-robot|Construction robot}} || A flying robot that will repair or replace entities.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || The Roboport is the home for all [[Robots]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint|Blueprint}} || A tool to &#039;copy &amp;amp; paste&#039; buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|deconstruction-planner|Deconstruction planner}} || A tool to deconstruct buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint-book|Blueprint book}} || A tool used to hold blueprints.&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|solid-fuel|Solid fuel}} || Usable as [[fuel]] in [[burner devices]], or as an ingredient for [[Rocket fuel]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placeable items ==&lt;br /&gt;
=== [[Belt_transport_system|Transport belts]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belt}} |-&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Underground belt}} |-&lt;br /&gt;
| {{imagelink|Basic-splitter|Splitter}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
| {{imagelink|Fast-splitter|Fast splitter}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Inserters]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} |-&lt;br /&gt;
| {{imagelink|Inserter-icon|Inserter}} |-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} |-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} |-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} |-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} |-&lt;br /&gt;
| {{imagelink|stack filter inserter|Stack filter inserter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Chests|Storage]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Storage size (Stacks) !! Features&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 16 || Can be used as fuel in burner devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-chest|Iron chest}} || 32 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-chest|Steel chest}} || 48 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || 48 || Sends its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || 48 || Serves as long-term storage for the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || 48 || Requests specified items from the [[Logistic network]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Defense|Defensive Structures]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wall|Wall}} |-&lt;br /&gt;
| {{imagelink|gate|Gate}} |-&lt;br /&gt;
| {{imagelink|Gun-turret|Gun turret}} |-&lt;br /&gt;
| {{imagelink|Laser-turret|Laser turret}} |-&lt;br /&gt;
| {{imagelink|Flamethrower-turret|Flamethrower turret}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Crafting network|Machines &amp;amp; Furnaces]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-mining-drill|Burner Mining Drill}} |-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric Mining Drill}} |-&lt;br /&gt;
| {{imagelink|stone-furnace|Stone Furnace}} |-&lt;br /&gt;
| {{imagelink|steel-furnace|Steel Furnace}} |-&lt;br /&gt;
| {{imagelink|electric-furnace|Electric Furnace}} |-&lt;br /&gt;
| {{imagelink|assembling-machine-1|assembling_machine|Assembling machines}} |-&lt;br /&gt;
| {{imagelink|lab|Lab}} |-&lt;br /&gt;
| {{imagelink|basic-beacon|Beacon}} |-&lt;br /&gt;
| {{imagelink|radar|Radar}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Module|Modules]] ===&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can greatly improve the efficiency of a factory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|effectivity-module|Module|Efficiency module}} || {{imagelink|effectivity-module-2|Module|Efficiency module 2}} || {{imagelink|effectivity-module-3|Module|Efficiency module 3}}|-&lt;br /&gt;
| {{imagelink|productivity-module|Module|Productivity module}} || {{imagelink|productivity-module-2|Module|Productivity module 2}} || {{imagelink|productivity-module-3|Module|Productivity module 3}} |-&lt;br /&gt;
| {{imagelink|speed-module|Module|Speed module}} || {{imagelink|speed-module-2|Module|Speed module 2}} || {{imagelink|speed-module-3|Module|Speed module 3}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Electric network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} |-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} |-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} |-&lt;br /&gt;
| {{imagelink|substation|Substation}} |-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} |-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} |-&lt;br /&gt;
| {{imagelink|solar-panel|Solar Panel}} |-&lt;br /&gt;
| {{imagelink|basic-accumulator|Accumulator}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Railway network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|straight-rail|Straight Rail}} |-&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
| {{imagelink|Rail-signal|Rail signal}} |-&lt;br /&gt;
| {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel Locomotive}} |-&lt;br /&gt;
| {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Liquid network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} |-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} |-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} |-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} |-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil Refinery}} |-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical Plant}} |-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} |-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Circuit network]] ===&lt;br /&gt;
Used in the [[Circuit network]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lamp|Lamp}} |-&lt;br /&gt;
| {{imagelink|red-wire|red_wire|Red wire}} |-&lt;br /&gt;
| {{imagelink|green-wire|green_wire|Green wire}} |-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic combinator}} |-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider combinator}} |-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant combinator}} |-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} |-&lt;br /&gt;
| {{imagelink|programmable-speaker|Programmable speaker}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocket Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-silo|Rocket Silo}} |-&lt;br /&gt;
| {{imagelink|rocket-structure|Low density structure}} |-&lt;br /&gt;
| {{imagelink|rocket-control-unit|Rocket control unit}} |-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} |-&lt;br /&gt;
| {{imagelink|rocket-part|Rocket part}} |-&lt;br /&gt;
| {{imagelink|satellite|Satellite}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136552</id>
		<title>Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136552"/>
		<updated>2017-05-03T02:05:02Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Technologies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Nuclear power is an alternative setup for endgame power generation, trading a much more complex setup for increased energy density compared to conventional burner power. It was introduced in 0.15.0. It might refer to the researched technology, or the overal workings of extraction and processing of [[uranium-235]] and [[Uranium-238]].&lt;br /&gt;
&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]] || Allows the player to set up a basic facility to mine, process, and use uranium.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Atomic_bomb_research||Atomic bomb (research)}} [[Atomic bomb (research)|Atomic bomb]] || Allows the player to build atomic bombs, expensive but powerful area of effect rockets.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Uranium_ammo_research||Uranium ammo (research)}} [[Uranium ammo (research)|Uranium ammo]] || Allows the player to build uranium enhanced ammo.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Kovarex_enrichment_process_research||Kovarex enrichment process (research)}} [[Kovarex enrichment process (research)|Kovarex enrichment process]] || Allows the player to increase the [[uranium-235]] yields.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_fuel_reprocessing_research||Nuclear fuel reprocessing (research)}} [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing]] || Allows the player to recycle the [[Used up uranium fuel cell|used up uranium fuel cells]] back into [[uranium-238]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_processing|Uranium processing}} || {{icon|Uranium ore|10|Uranium ore}} {{icon|time icon|10|Time}} || {{icon|centrifuge||Centrifuge}} || {{icon|uranium-235|0.007|Uranium-235}} {{icon|uranium-238|0.993|Uranium-238}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_fuel_cell|Uranium fuel cell}} || {{icon|iron-plate|10|Uranium ore}} {{icon|uranium-235|1|Uranium-235}} {{icon|uranium-238|19|Uranium-238}} {{icon|time icon|10|Time}} || {{icon|hand||Manual crafting}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|Uranium_fuel_cell|1|Uranium fuel cell}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric Power Generation ===&lt;br /&gt;
&lt;br /&gt;
Ideal ratios&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{imagelink|offshore-pump|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 291 || {{imagelink|Heat_exchanger|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 500 || {{imagelink|Steam_turbine|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Nuclear power}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136551</id>
		<title>Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136551"/>
		<updated>2017-05-03T02:00:40Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Electric Power Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Nuclear power is an alternative setup for endgame power generation, trading a much more complex setup for increased energy density compared to conventional burner power. It was introduced in 0.15.0. It might refer to the researched technology, or the overal workings of extraction and processing of [[uranium-235]] and [[Uranium-238]].&lt;br /&gt;
&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]] || Allows the player to set up a basic facility to mine, process, and use uranium.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Atomic_bomb_research||Atomic bomb (research)}} [[Atomic bomb (research)|Atomic bomb]] || Allows the player to build atomic bombs, expensive but powerful area of effect rockets.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Uranium_ammo_research||Uranium ammo (research)}} [[Uranium ammo (research)|Uranium ammo]] || Allows the player to build uranium enhanced ammo.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Kovarex_enrichment_process_research||Kovarex enrichment process (research)}} [[Kovarex enrichment process (research)|Kovarex enrichment process]] || Allows the player to increase the [[uranium-235]] yields.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_fuel_reprocessing_research||Nuclear fuel reprocessing (research)}} [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing (research)]] || Allows the player to recycle the [[Used up uranium fuel cell|used up uranium fuel cells]] back into [[uranium-238]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_processing|Uranium processing}} || {{icon|Uranium ore|10|Uranium ore}} {{icon|time icon|10|Time}} || {{icon|centrifuge||Centrifuge}} || {{icon|uranium-235|0.007|Uranium-235}} {{icon|uranium-238|0.993|Uranium-238}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_fuel_cell|Uranium fuel cell}} || {{icon|iron-plate|10|Uranium ore}} {{icon|uranium-235|1|Uranium-235}} {{icon|uranium-238|19|Uranium-238}} {{icon|time icon|10|Time}} || {{icon|hand||Manual crafting}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|Uranium_fuel_cell|1|Uranium fuel cell}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric Power Generation ===&lt;br /&gt;
&lt;br /&gt;
Ideal ratios&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{imagelink|offshore-pump|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 291 || {{imagelink|Heat_exchanger|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 500 || {{imagelink|Steam_turbine|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Nuclear power}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Robotic_network&amp;diff=136549</id>
		<title>Robotic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Robotic_network&amp;diff=136549"/>
		<updated>2017-05-03T00:59:55Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Items */ tech requirements for some of the entities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;robotic network&#039;&#039;&#039; was introduced with v0.8.0, which also added [[Repair pack]]s and [[Construction robot]]s. [[Roboport]]s are the base of the robotic network. [[Robots]] can fly inside this network to every point covered by the roboports. Roboports are expensive both to craft, and to power.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|After researching {{icontech|logistic-robotics||Logistic robotics (research)}} [[Logistic robotics (research)|Logistic robotics]]:&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between robotic network storage chests, or to/from the player with proper research.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|After researching {{icontech|construction-robotics||Construction robotics (research)}} [[Construction robotics (research)|Construction robotics]]:&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Construction-robot|Construction robot}} || Repairs broken or replaces destroyed entities. Builds, replaces, and removes entities on command.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|After researching {{icontech|logistic-robotics||Logistic robotics (research)}} [[Logistic robotics (research)|Logistic robotics]] or {{icontech|construction-robotics||Construction robotics (research)}} [[Construction robotics (research)|Construction robotics]]:&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Spawns the [[Robotic network]]. Holds and recharges robots and provides the coverage for logistics and construction&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage Chest}} || Makes items available in the robotic network. Provides storage to the items collected by the robotic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|passive-provider-chest|Passive Provider Chest}} || Makes items available in the robotic network. Unlike the Storage Chest, doesn&#039;t accept random items from the robotic network.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|After researching {{icontech|logistic-system||Logistic system (research)}} [[Logistic system (research)|Logistic system]]:&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester Chest}} || Can be configured to request items from the robotic network storage. Like the Passive Provider Chest, doesn&#039;t accept random items from the robotic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|active-provider-chest|Active Provider Chest}} || Available logistic robots removes items from this chest as soon as possible.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Robots==&lt;br /&gt;
&lt;br /&gt;
Robots perform any required functions within their coverage area. They need power to keep flying at normal speed. When they have nothing to do, they fly to the nearest roboport to sleep and recharge. There are two types of robots that interface with the robotic network, [[Construction robot]]s, and [[Logistic robot]]s.&lt;br /&gt;
&lt;br /&gt;
== Damage Repair ==&lt;br /&gt;
&lt;br /&gt;
All broken entities will be repaired with [[Repair pack]]s by the [[Construction robot]]s. Destroyed entities will be replaced, if they are available in the same logistic network.&lt;br /&gt;
&lt;br /&gt;
Repair packs that are stored inside of a roboport are only available to that port&#039;s robots. They should be stored in a logistic chest instead, so all robots can use them.&lt;br /&gt;
&lt;br /&gt;
==Number of bots in a robotic network==&lt;br /&gt;
The number of robots per network is soft-limited because roboports have limited space to charge flying robots. So the number of bots in a network depends on:&lt;br /&gt;
* the number of roboports&lt;br /&gt;
* the average distance between the roboports (density)&lt;br /&gt;
* the form of the robotic network/placement of the ports&lt;br /&gt;
* average distance the logistic bots fly between Logistic Chests&lt;br /&gt;
* how much damage the [[Construction robot]]s must repair and how often they need to place or remove buildings&lt;br /&gt;
And in general:&lt;br /&gt;
* number of bots flying&lt;br /&gt;
* number of bots stored in roboports&lt;br /&gt;
As a rule of thumb between 50-100 bots per [[Roboport]] is possible.&lt;br /&gt;
&lt;br /&gt;
==Optimizing a robotic network==&lt;br /&gt;
The transportation-power of the logistic bots is nearly constant! It depends on&lt;br /&gt;
* [[Logistic robot speed|Speed of the bots]]&lt;br /&gt;
* [[Logistic robot cargo|Cargo-stacksize]] (number of items they can take at once)&lt;br /&gt;
* Number of bots&lt;br /&gt;
* Average distance between your chests (all combinations)&lt;br /&gt;
* How often they fly empty (the more &amp;quot;random&amp;quot; the transport is the better, because then there is a bigger chance that an empty robot is near!)&lt;br /&gt;
* How long they need to wait for recharge - this effect is &amp;quot;blocking&amp;quot;, which means that up to an unknown maximum, the transport-power is constant. But, if the waiting queue gets too long, the system falls apart, which means that, counter-intuitively, a slightly lower number of bots is actually more efficient/faster!&lt;br /&gt;
&lt;br /&gt;
To optimize it, one can&lt;br /&gt;
* Research speed or cargo-stacksize.&lt;br /&gt;
* Add more bots to your network&lt;br /&gt;
* Add more roboports at strategic points&lt;br /&gt;
: This is an expensive enhancement and sometimes doesn&#039;t help, but can solve the problem&lt;br /&gt;
* Decrease the average distance between the logistic chests&lt;br /&gt;
* avoid transporting a lot of raw material - instead use transport belts for items with a lot of throughput. Bring the big material flows as near to the target as possible. The transport-power of logistic bots is much bigger than belts, but a constant flow reduces their effectiveness by about half, because  they fly empty about half the time. &lt;br /&gt;
* Split a big network in two and move items between them with transport belts or trains (and requester/provider-chests).&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
It&#039;s a very good idea to use a robotic network at a train station to unload the chests that have been filled by the inserters from the wagons. The logistic bots have enough time to recharge between trains. But don&#039;t also use them to transport the ore to the furnaces. For that the belts are much more useful, because the furnaces have a constant need for raw material and for constant flow belts are much more useful. This shows the flow:&lt;br /&gt;
 Wagon ---Inserter---&amp;gt; Provider chest ---Logistic bot---&amp;gt; Storage- or Requester-chest&lt;br /&gt;
 Requester-Chest ---Inserter---&amp;gt; Belt ---&amp;gt; to the furnaces&lt;br /&gt;
&lt;br /&gt;
==Choosing the post for charging==&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choose another port. This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2.&lt;br /&gt;
&lt;br /&gt;
So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=1773&amp;amp;p=13797&amp;amp;hilit=Roboports+issue#p15177 Roboports on forums]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1253#p13691 thread]&lt;br /&gt;
* [http://www.factorioforums.com/forum/download/file.php?id=541 picture]&lt;br /&gt;
* [[http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=1773 discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;br /&gt;
[[Category:Robotic network]]&lt;br /&gt;
[[Category:Robots]]&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136456</id>
		<title>Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136456"/>
		<updated>2017-05-02T05:58:02Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Minimal theorically useful power setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Nuclear power is an alternative setup for endgame power generation, trading a much more complex setup for increased energy density compared to conventional burner power. It was introduced in 0.15.0. It might refer to the researched technology, or the overal workings of extraction and processing of [[uranium-235]] and [[Uranium-238]].&lt;br /&gt;
&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]] || Allows the player to set up a basic facility to mine, process, and use uranium.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Atomic_bomb_research||Atomic bomb (research)}} [[Atomic bomb (research)|Atomic bomb]] || Allows the player to build atomic bombs, expensive but powerful area of effect rockets.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Uranium_ammo_research||Uranium ammo (research)}} [[Uranium ammo (research)|Uranium ammo]] || Allows the player to build uranium enhanced ammo.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Kovarex_enrichment_process_research||Kovarex enrichment process (research)}} [[Kovarex enrichment process (research)|Kovarex enrichment process]] || Allows the player to increase the [[uranium-235]] yields.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_fuel_reprocessing_research||Nuclear fuel reprocessing (research)}} [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing (research)]] || Allows the player to recycle the [[Used up uranium fuel cell|used up uranium fuel cells]] back into [[uranium-238]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_processing|Uranium processing}} || {{icon|Uranium ore|10|Uranium ore}} {{icon|time icon|10|Time}} || {{icon|centrifuge||Centrifuge}} || {{icon|uranium-235|0.007|Uranium-235}} {{icon|uranium-238|0.993|Uranium-238}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_fuel_cell|Uranium fuel cell}} || {{icon|iron-plate|10|Uranium ore}} {{icon|uranium-235|1|Uranium-235}} {{icon|uranium-238|19|Uranium-238}} {{icon|time icon|10|Time}} || {{icon|hand||Manual crafting}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|Uranium_fuel_cell|1|Uranium fuel cell}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Electric Power Generation ===&lt;br /&gt;
&lt;br /&gt;
Minimal setup&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ratio !! Building&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{imagelink|offshore-pump|Offshore pump}}&lt;br /&gt;
|- &lt;br /&gt;
| 1 || {{imagelink|Nuclear_reactor|Nuclear reactor}}&lt;br /&gt;
|- &lt;br /&gt;
| 4 || {{imagelink|heat-exchanger|Heat Exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Nuclear power}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136455</id>
		<title>Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=136455"/>
		<updated>2017-05-02T05:43:19Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Items are all objects in Factorio that the player can move or handle; this list does not include [[Enemies]], landforms like lakes, [[tree]]s, or rocks, or concepts like [[Pollution]], but it does include [[Liquids system|Liquids]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039; can be found on the planet and provide raw materials when mined or pumped.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Where to get &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || [[Tree]] &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || Coal resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|iron-ore|Iron ore}} || Iron resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|copper-ore|Copper ore}} || Copper resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|stone|Stone}} || Stone resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|fish|Raw fish}} || Lakes&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|alien-artifact|Alien artifact}} || Remnants of [[Enemies|alien spawners]]  &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|water|Water}} || Pumped from water tiles by [[offshore pump]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from oil fields by [[pumpjack]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate products ==&lt;br /&gt;
&#039;&#039;&#039;Intermediate products&#039;&#039;&#039; are items produced by the player or [[Assembling machine|assemblers]] for use in the creation of more complex products; with the exception of [[stone brick]], these products cannot be placed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || Created from [[Raw wood]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-plate|Iron plate}} || Smelted from [[Iron ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-plate|Copper plate}} || Smelted from [[Copper ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-plate|Steel plate}} || Smelted from [[Iron plate]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stone-brick|Stone brick}} || Baked from [[Stone]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || Created from [[Water]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastic bar}} || Created from [[Coal]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || Created from [[Iron plate]], [[Copper plate]] and [[Sulfuric Acid]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-stick|Iron stick}} || Rarely used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-gear-wheel|Iron gear wheel}} || Frequently used intermediate product.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || Used for creation of circuits and wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electronic-circuit|Electronic circuit}} || Used for creation of electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-circuit|Advanced circuit}} || Used for advanced electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing Unit}} || Used for the highest level electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|engine-unit|Engine unit}} || Used for [[Diesel locomotive]]s, [[Car]]s, [[Tank]]s, and [[Electric engine unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-engine-unit|Electric engine unit}} || Used for [[Power armor]], [[Robots]] and [[Small Pump|Small Pumps]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flying-robot-frame|Flying robot frame}} || Used for creation of [[Logistic robot|Logistic]] and [[Construction robot|Construction]] robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|alien-science-pack|Alien science pack}} || Used for [[research]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|barrel-empty|Empty barrel}} || Used to store and transport [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosives|Explosives}} || Used for creation of explosive weaponry.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
&#039;&#039;&#039;Chemicals&#039;&#039;&#039; are liquid intermediate products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]] and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express Transport Belt]]s  and [[Electric Engine Unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player equipment ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039; determine the mining speed of the player. This is true not only for [[items#Resources|resources]], but for any deployed object the player is picking up.  [[Iron_axe|Iron Axes]] are the first available manufactured tool.  Once [[Steel_processing|Steel Processing]] is researched, the better [[Steel_axe|Steel Axe]] is available.&lt;br /&gt;
&lt;br /&gt;
Iron and steel axes can also be used as melee weapons if the player is out of ammo.  Bare hands cannot, which is why the &#039;None&#039; item has no damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || Speed || Damage || Durability || Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|hand icon}} None || 1 || 0 || infinite || Values used if no tool is used. Very slow.&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|Iron-axe|Iron_axe|Iron axe}} || 2.5 || 5 [[Damage|physical]] || 4000 || Basic mining tool. Cheap and durable.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel-axe|Steel_axe|Steel axe}} || 4 || 8 [[Damage|physical]] || 5000 || Advanced mining tool. Fast, but expensive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are used to inflict damage to [[Enemies|alien]] lifeforms and buildings. As tools only provide [[Damage|damage]] at close range, weapons should be used in any case. All weapons will consume ammo when fired. For some weapons multiple ammo types are usable; they differ in cost and inflicted damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Ammo !! Description&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|pistol|pistol|Pistol}}||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}||Most basic weapon available from start.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 29%;&amp;quot;| {{imagelink|submachine-gun|submachine_gun|Submachine gun}}&lt;br /&gt;
|style=&amp;quot;width: 37%;&amp;quot;| {{imagelink|basic-bullet-magazine|Regular magazine}} {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Faster variant of [[Pistol]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|shotgun|Shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || A basic short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|combat-shotgun|Combat shotgun}} || {{imagelink|Shotgun-shell|Shotgun shells}} {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || An advanced short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-launcher|rocket_launcher|Rocket launcher}} || {{imagelink|rocket|rocket|Rocket}} {{imagelink|explosive-rocket|Explosive rocket}} || Long range weapon, good for destroying bases.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower|Flamethrower}} || {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Has innate splash damage, best used against crowds.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|land-mine|land_mine|Land mine}} || - || Defensive structure. Explodes on activation.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-grenade|Basic grenade}} || - || Basic short range explosive weapon with some area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|cluster-grenade|Cluster grenade}} || - || Advanced longer range grenade that splits into 7 basic grenades on impact.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|defender-capsule|Defender capsule}} || - || Basic bullet capsule. Spawns one Defender robot. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|poison-capsule|Poison capsule}} || - || Capsule that causes [[Damage|poison damage]] in a large area.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|slowdown-capsule|Slowdown capsule}} || - || Capsule that slows enemy movement.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|distractor-capsule|Distractor capsule}} || - || Capsule that spawns three stationary Distractor robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|destroyer-capsule|Destroyer capsule}} || - ||  Capsule that spawns five powerful Destroyer robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-electric-discharge-defense-remote|Basic electric discharge defense remote}} || - || Device for firing the [[Discharge defense]] device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|car|car|Car}} ||{{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}|| Fast vehicle, can be driven.  Can fire Submachine gun and has storage space. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|tank|tank|Tank}} || {{imagelink|basic-bullet-magazine|Regular magazine}}{{imagelink|piercing-bullet-magazine|Piercing rounds magazine}}{{imagelink|cannon-shell|Cannon shells}} {{imagelink|explosive-cannon-shell|Explosive cannon shells}} || Slow armored vehicle, can be driven. Can fire Submachine gun or tank cannon, and has storage space.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-bullet-magazine|Regular magazine}} || Most basic bullet type, available from start.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Advanced bullet type, much more expensive but more powerful.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Shotgun-shell|Shotgun shells}} || Ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Piercing-shotgun-shell|Piercing shotgun shells}} || Advanced ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket|rocket|Rocket}} || Ammo for [[Rocket launcher]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosive-rocket|Explosive rocket}} || Ammo for [[Rocket launcher]] with splash damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Ammo for [[Flamethrower]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cannon-shell|Cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Explosive-cannon-shell|Explosive cannon shells}} || Ammo for [[Tank]] Cannon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 24%;&amp;quot;| {{imagelink|basic-armor|Iron armor}} || Cheap armor, for light defense inside your base.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-armor|Heavy armor}} || Tougher basic armor, which could help you escape if your vehicle is destroyed in the field.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-modular-armor|Basic modular armor}} || First modular armor (5x5 grid), enough for solar power and a few shields.  Good enough to easily survive waves attacking your base, but you&#039;ll still need a Tank to assault theirs.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor|Power armor}} || Expensive modular armor (7x7 grid), which can support fusion power, multiple shields, and an exoskeleton for speed and attack power.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-armor-mk2|Power armor MK2}} || Ultimate basekiller armor (10x10 grid).  Very expensive.  Leave that flimsy Tank behind, you have no need for it.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Modular armor]] components ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Size (WxH) !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|night-vision|Night vision}} || 3x2 || Provides better sight at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-equipment|Battery MK1}} || 1x2 || Basic energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-mk2|Battery MK2}} || 1x2 || Advanced energy storage.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield|Energy shield}} || 2x2 || Basic personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield-mk2|Energy shield MK2}} || 2x2 || Advanced personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-solar-panel|Portable solar panel}} || 1x1 || Small power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-fusion-reactor|Portable fusion reactor}} || 4x4 || Advanced power generating device.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|laser-defense|Personal laser defense}} || 2x3 || Personal laser based defense.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|discharge-defense|Discharge defense}} || 3x3 || A powerful defense system. Activated by [[Basic electric discharge defense remote|Remote]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-exoskeleton-equipment|Basic exoskeleton equipment}} || 2x4 || Enhances movement speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal-roboport-equipment|Personal roboport}} || 2x2 || Allows the player to act as a mobile roboport.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|logistic-robot|logistic_robot|Logistic robot}} || A flying robot that will move items inside a [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|construction-robot|Construction robot}} || A flying robot that will repair or replace entities.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || The Roboport is the home for all [[Robots]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint|Blueprint}} || A tool to &#039;copy &amp;amp; paste&#039; buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|deconstruction-planner|Deconstruction planner}} || A tool to deconstruct buildings.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|blueprint-book|Blueprint book}} || A tool used to hold blueprints.&lt;br /&gt;
|-&lt;br /&gt;
|{{imagelink|solid-fuel|Solid fuel}} || Usable as [[fuel]] in [[burner devices]], or as an ingredient for [[Rocket fuel]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placeable items ==&lt;br /&gt;
=== [[Belt_transport_system|Transport belts]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belt}} |-&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Underground belt}} |-&lt;br /&gt;
| {{imagelink|Basic-splitter|Splitter}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
| {{imagelink|Fast-splitter|Fast splitter}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Inserters]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} |-&lt;br /&gt;
| {{imagelink|Inserter-icon|Inserter}} |-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} |-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} |-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} |-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} |-&lt;br /&gt;
| {{imagelink|stack filter inserter|Stack filter inserter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Chests|Storage]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Storage size (Stacks) !! Features&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 16 || Can be used as fuel in burner devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-chest|Iron chest}} || 32 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-chest|Steel chest}} || 48 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || 48 || Sends its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || 48 || Serves as long-term storage for the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || 48 || Requests specified items from the [[Logistic network]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Defense|Defensive Structures]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wall|Wall}} |-&lt;br /&gt;
| {{imagelink|gate|Gate}} |-&lt;br /&gt;
| {{imagelink|Gun-turret|Gun turret}} |-&lt;br /&gt;
| {{imagelink|Laser-turret|Laser turret}} |-&lt;br /&gt;
| {{imagelink|Flamethrower-turret|Flamethrower turret}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Crafting network|Machines &amp;amp; Furnaces]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-mining-drill|Burner Mining Drill}} |-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric Mining Drill}} |-&lt;br /&gt;
| {{imagelink|stone-furnace|Stone Furnace}} |-&lt;br /&gt;
| {{imagelink|steel-furnace|Steel Furnace}} |-&lt;br /&gt;
| {{imagelink|electric-furnace|Electric Furnace}} |-&lt;br /&gt;
| {{imagelink|assembling-machine-1|assembling_machine|Assembling machines}} |-&lt;br /&gt;
| {{imagelink|lab|Lab}} |-&lt;br /&gt;
| {{imagelink|basic-beacon|Beacon}} |-&lt;br /&gt;
| {{imagelink|radar|Radar}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Module|Modules]] ===&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can greatly improve the efficiency of a factory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|effectivity-module|Module|Efficiency module}} || {{imagelink|effectivity-module-2|Module|Efficiency module 2}} || {{imagelink|effectivity-module-3|Module|Efficiency module 3}}|-&lt;br /&gt;
| {{imagelink|productivity-module|Module|Productivity module}} || {{imagelink|productivity-module-2|Module|Productivity module 2}} || {{imagelink|productivity-module-3|Module|Productivity module 3}} |-&lt;br /&gt;
| {{imagelink|speed-module|Module|Speed module}} || {{imagelink|speed-module-2|Module|Speed module 2}} || {{imagelink|speed-module-3|Module|Speed module 3}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Electric network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} |-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} |-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} |-&lt;br /&gt;
| {{imagelink|substation|Substation}} |-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} |-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} |-&lt;br /&gt;
| {{imagelink|solar-panel|Solar Panel}} |-&lt;br /&gt;
| {{imagelink|basic-accumulator|Accumulator}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Railway network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|straight-rail|Straight Rail}} |-&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
| {{imagelink|Rail-signal|Rail signal}} |-&lt;br /&gt;
| {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel Locomotive}} |-&lt;br /&gt;
| {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Liquid network]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} |-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} |-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore Pump}} |-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} |-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil Refinery}} |-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical Plant}} |-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} |-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Circuit network]] ===&lt;br /&gt;
Used in the [[Circuit network]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lamp|Lamp}} |-&lt;br /&gt;
| {{imagelink|red-wire|red_wire|Red wire}} |-&lt;br /&gt;
| {{imagelink|green-wire|green_wire|Green wire}} |-&lt;br /&gt;
| {{imagelink|arithmetic-combinator|Arithmetic combinator}} |-&lt;br /&gt;
| {{imagelink|decider-combinator|Decider combinator}} |-&lt;br /&gt;
| {{imagelink|constant-combinator|Constant combinator}} |-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} |-&lt;br /&gt;
| {{imagelink|programmable-speaker|Programmable speaker}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocket Components ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-silo|Rocket Silo}} |-&lt;br /&gt;
| {{imagelink|rocket-structure|Low density structure}} |-&lt;br /&gt;
| {{imagelink|rocket-control-unit|Rocket control unit}} |-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} |-&lt;br /&gt;
| {{imagelink|rocket-part|Rocket part}} |-&lt;br /&gt;
| {{imagelink|satellite|Satellite}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136376</id>
		<title>Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_power&amp;diff=136376"/>
		<updated>2017-05-01T07:06:32Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Stub for Nuclear power. Still needs actual nuclear power stuff besides boilerplate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Nuclear power is an alternative setup for endgame power generation, trading a much more complex setup for increased energy density compared to conventional burner power. It was introduced in 0.15.0. It might refer to the researched technology, or the overal workings of extraction and processing of [[uranium-235]] and [[Uranium-238]].&lt;br /&gt;
&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]] || Allows the player to set up a basic facility to mine, process, and use uranium.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Atomic_bomb_research||Atomic bomb (research)}} [[Atomic bomb (research)|Atomic bomb]] || Allows the player to build atomic bombs, expensive but powerful area of effect rockets.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Uranium_ammo_research||Uranium ammo (research)}} [[Uranium ammo (research)|Uranium ammo]] || Allows the player to build uranium enhanced ammo.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Kovarex_enrichment_process_research||Kovarex enrichment process (research)}} [[Kovarex enrichment process (research)|Kovarex enrichment process]] || Allows the player to increase the [[uranium-235]] yields.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Nuclear_fuel_reprocessing_research||Nuclear fuel reprocessing (research)}} [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing (research)]] || Allows the player to recycle the [[Used up uranium fuel cell|used up uranium fuel cells]] back into [[uranium-238]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Nuclear_power_research||Nuclear power (research)}} [[Nuclear power (research)|Nuclear power]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_processing|Uranium processing}} || {{icon|Uranium ore|10|Uranium ore}} {{icon|time icon|10|Time}} || {{icon|centrifuge||Centrifuge}} || {{icon|uranium-235|0.007|Uranium-235}} {{icon|uranium-238|0.993|Uranium-238}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium_fuel_cell|Uranium fuel cell}} || {{icon|iron-plate|10|Uranium ore}} {{icon|uranium-235|1|Uranium-235}} {{icon|uranium-238|19|Uranium-238}} {{icon|time icon|10|Time}} || {{icon|hand||Manual crafting}} {{icon|assembling-machine-2||Assembling machine 2}} {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|Uranium_fuel_cell|1|Uranium fuel cell}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Nuclear power}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=136372</id>
		<title>Kovarex enrichment process</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=136372"/>
		<updated>2017-05-01T06:48:09Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Only one page in this category, probably a typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Kovarex enrichment process/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kovarex enrichment process&#039;&#039;&#039; is a method for reprocessing uranium in a [[centrifuge]]. Although the process requires a large amount of (much rarer) Uranium-235 to start, it can be a good way to get more use out of the available [[uranium ore]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.15.2|&lt;br /&gt;
* No longer usable with productivity modules.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Nuclear power]]&lt;br /&gt;
** [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{c|Nuclear power}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=136370</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=136370"/>
		<updated>2017-05-01T06:18:21Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Blueprint/infobox}}&lt;br /&gt;
&lt;br /&gt;
Blueprints are a smart way to &#039;copy &amp;amp; paste&#039; parts of a factory with help of [[Construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Blueprints are directly connected to the following achievements:&lt;br /&gt;
* Automated construction&lt;br /&gt;
: Construct 100 machines using robots.&lt;br /&gt;
* You are doing it right!&lt;br /&gt;
: Construct more machines using robots than manually.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted in the crafting menu in the top row of the production tab, or as of version 0.15 by clicking the &#039;new blueprint&#039; button in the blueprints dialog. (This dialog is be opened by pressing b or clicking the blueprint icon above the map.)&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed. All buildings which will be included in the blueprint will be highlighted with a green square. Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots. The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included. This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;. The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation. The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom the &#039;Total&#039; number of buildings included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
Finally, create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated, press the default key {{keybinding|r}} to rotate. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]], or within range of a [[personal roboport]] installed in [[modular armor]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings. [[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings. The required items need to be in the network in an [[Active Provider chest]], a [[Passive Provider chest]] or a [[Storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to can view and clear it. By clearing it, it will become blank can be set again.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The building cannot be placed until a construction bot can remove it. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.&lt;br /&gt;
* It is unknown if there is a limit for the size of a blueprint. But it is at least bigger then one screen, even when zoomed out all the way.&lt;br /&gt;
* Placing very large blueprints can be problematic when parts of it are out of the roboport construction area. If roboports are part of the blueprint and are placed inside the construction area they will extend the logistics zone as soon as it is powered up.&lt;br /&gt;
* Since 0.13, blueprints can be stored in a [[Blueprint book]]. This can store many blueprints while taking only one inventory spot.&lt;br /&gt;
* Editing a blueprint is not possible, it always has to be re-created after clearing.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Increased blueprint book size to hold 1000 blueprints.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=136369</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=136369"/>
		<updated>2017-05-01T06:17:00Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Deconstruction planner/infobox}}&lt;br /&gt;
&lt;br /&gt;
Deconstruction planner is an item which allows the player to mark entities for removal. Marked entities will be removed by [[construction robot]]s in construction network range and stored in [[storage chest]]s.&lt;br /&gt;
&lt;br /&gt;
You can use the deconstruction planner to &#039;&#039;&#039;cancel deconstruction&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;i&amp;gt;(since v0.11)&amp;lt;/i&amp;gt;&amp;lt;/sup&amp;gt;. First, click the deconstruction planner to pick it up. Then, shift+click and highlight the area marked for deconstruction to cancel it. The deconstruction planner can also be used to order [[construction robot|robots]] to pick up items off the ground, useful for harvesting [[Alien artifact]]s.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The deconstruction planner is directly connected to the following achievement:&lt;br /&gt;
* Automated cleanup&lt;br /&gt;
: De-construct 100 objects with the [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.&lt;br /&gt;
* Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player&#039;s inventory.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts, this includes the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* When using the deconstruction planner, the [[logistic network]] is not drawn if the mouse is over a GUI element.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Added a cancel deconstruction option to the deconstruction planner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0 (?)|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Distractor_capsule.png&amp;diff=136368</id>
		<title>File:Distractor capsule.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Distractor_capsule.png&amp;diff=136368"/>
		<updated>2017-05-01T06:11:05Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Emp.justine uploaded a new version of File:Distractor-capsule.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Destroyer_capsule.png&amp;diff=136366</id>
		<title>File:Destroyer capsule.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Destroyer_capsule.png&amp;diff=136366"/>
		<updated>2017-05-01T06:06:00Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Emp.justine uploaded a new version of File:Destroyer-capsule.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=136362</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=136362"/>
		<updated>2017-05-01T05:54:22Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Recipes */ Added Coal liquefaction recipe. This is a real mess given that fluids got multiplied by 10 and it looks out of place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
Oil processing is a large part of Factorio. It was introduced in v0.9. Oil processing may refer to the researched technology, the recipe used in the [[Oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7975 Oil Tutorial], http://youtu.be/uL1eLmOSftw&lt;br /&gt;
&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Allows the player to set up a basic facility to mine, process, and use oil.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]] ||  A prerequisite for the research of the [[Battery]], which is used in a handful items later on, including the [[Science pack 3]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|plastics||Plastics}} [[Plastics]] || The [[Plastic bar]] is an ingredient in the [[Advanced circuit]], which is used often later on.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]] || Allows better control over your liquids, with the [[Storage Tank]] and [[Small Pump]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]] || Gives you a new recipe for use in the [[Oil refinery]], allowing you to get more useful products from your [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|coal liquefaction (research)||Coal liquefaction (research)}} [[Coal liquefaction (research)|Coal liquefaction]] || Gives you a refinery recipe to turn excess coal into oil products. Introduced in version 0.15.0.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|flammables||Flammables}} [[Flammables]] &amp;lt;br /&amp;gt;{{icontech|flame-thrower||Flame thrower}} [[Flame thrower]] || Gives you access to the [[Flamethrower]] and [[Flamethrower ammo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
There are various recipes that can be done regarding [[Oil processing]]. They are listed below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|3|Heavy oil}} {{icon|light-oil|3|Light oil}} {{icon|petroleum-gas|4|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-heavy-oil|Solid fuel}} || {{icon|heavy-oil|2|Heavy oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-light-oil|Solid fuel}} || {{icon|light-oil|1|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-petroleum-gas|Solid fuel}} || {{icon|petroleum-gas|2|Petroleum gas}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|lubricant|1|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|water|5|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|light-oil|4.5|Light oil}} {{icon|petroleum-gas|5.5|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|heavy-oil|4|Heavy oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|light-oil|3|Light oil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|light-oil|3|Light oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|petroleum-gas|2|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || {{icon|water|3|Water}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfur|2|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || {{icon|iron-plate|1|Iron plate}} {{icon|sulfur|5|Sulfur}} {{icon|water|10|Water}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfuric-acid|5|Sulfuric Acid}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Advanced-electronics-research||Advanced electronics}} [[Advanced electronics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing unit}} || {{icon|electronic-circuit|20|Electronic circuit}} {{icon|advanced-circuit|2|Advanced circuit}} {{icon|sulfuric-acid|0.5|Sulfuric acid}} {{icon|time icon|15|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|processing-unit|1|Processing unit}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Battery-research||Battery (research)}} [[Battery (research)|Battery]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || {{icon|iron-plate|1|Iron plate}} {{icon|copper-plate|1|Copper plate}} {{icon|sulfuric-acid|2|Sulfuric acid}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|plastics||Plastics}} [[Plastics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastics}} || {{icon|coal|1|Coal}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|flammables||Flammables}} [[Flammables]] and {{icontech|flame-thrower||Flame thrower}} [[Flame thrower]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || {{icon|iron-plate|5|Iron plate}} {{icon|heavy-oil|2.5|Heavy oil}} {{icon|light-oil|2.5|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|coal liquefaction||}} [[Coal liquefaction (research)|Coal liquefaction]], added in 0.15.0:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal liquefaction|Coal liquefaction (research)|Coal liquefaction}} || {{icon|coal|10|Coal}} {{icon|heavy-oil|25|Heavy oil}} {{icon|water|50|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|35|Heavy oil}} {{icon|light-oil|15|Light oil}} {{icon|petroleum-gas|20|Petroleum gas}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics &amp;amp; Usage==&lt;br /&gt;
To extract, process and use oil and its connected products, research, as shown above, is needed.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[File:Example-Oil-Refining.png|thumb|256px|Crude oil being drilled and refined.]] [[File:Example-Oil-Cracking.png|thumb|256px|Oil being cracked into lower forms.]] [[File:Example-Oil-Usage.png|thumb|256px|Oil being used to create plastic and batteries.]]&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well. Given [[Electric network|electricity]] (90kW, upgradeable), [[Pumpjack]]s will produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 0.1 oil/s, providing infinite oil at a very low rate. &lt;br /&gt;
&lt;br /&gt;
All liquids can be transported by [[Pipe]]s, only Crude oil can be filled into [[Barrel]]s and moved with the [[Railway network]] or other [[vehicle]]s.&lt;br /&gt;
&lt;br /&gt;
The Crude Oil then needs to be refined in an [[Oil refinery]]. The Oil refinery also needs Power provided by an [[Electric network]]. It has a much higher demand, at 420kW, but it is also upgradeable. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set, the inputs and outputs show what needs to be, and what will be supplied. You cannot move the locations of these, only rotate the entire machine. Make sure that the products have somewhere to go (preferably [[Storage Tank|Storage Tanks]]), as the refinery will stop production of all products if one product output is full.&lt;br /&gt;
&lt;br /&gt;
Now you have the three basic products. [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]]. Both Heavy Oil and Light Oil can be cracked to the next lower type in a [[Chemical plant]] (recipe above). This is useful if you&#039;ve got lots of Light Oil, but are lacking in [[Petroleum Gas]] (A common problem).&lt;br /&gt;
&lt;br /&gt;
From here, after some research, you can use the oil products to create various products. They are all listed above.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* [[Lubricant]]&lt;br /&gt;
** If you run your Heavy Oil pipe from the refineries past a Lubricant-making Chemical Plant before sending it to the cracking Chemical Plants, you can be sure that the Lubricant production will have priority over cracking.&lt;br /&gt;
** Most games will only ever need one lubricant-producing Chemical Plant and one Storage Tank for the lubricant.&lt;br /&gt;
** Since Lubricant is only used for blue belts and electric engines, and the only other use of Heavy Oil is flamethrower ammo (production of which is either best placed in your oil refinery or elided entirely) and cracking into Light Oil (the Heavy Oil to [[Solid fuel]] production ratio is terrible compared to cracking it first), you may want to consider placing your production of robots and belt assembly nearby your oil refineries, so lubricant doesn&#039;t need to be sent as far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items to handle fluids ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Pumpjacks mine the Crude Oil from the [[Oil field|oil fields]], and let you move it by Pipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Refines Crude Oil into basic oil products (Heavy/Light Oil and Petroleum Gas).&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Like the Assembling machine, used to automate processing of liquids and crafting.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} || Stores up to 2500 units of any liquid.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} || Allows you to pump liquids from one area to another. Used inline (Between pipes).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || Allows you to pump water up from a body of water.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} {{imagelink|assembling-machine-3|Assembling machine 3}} || Allows you to craft items using liquids, used mainly for Barrels.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Allows transporting of liquids from one location to another.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe to ground}} || A Pipe, but under the ground, acting similar to [[Underground belts]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} || Destroys any fluid it receives. Can be used as a flare stack, a wasteful way to get rid of unused oil-products.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio to produce petroleum gas ===&lt;br /&gt;
The optimal ratio is the ratio of buildings in which they can all work without jamming or having inactive superfluous. For example, when you apply &#039;&#039;&#039;1&#039;&#039;&#039; Oil Refinery to the optimal Advanced oil processing ratio [5 : 1 : 7], you get [&#039;&#039;&#039;1&#039;&#039;&#039; : 0.20 : 1.4]. Round that up to get [&#039;&#039;&#039;1&#039;&#039;&#039; : 1 : 2], which means:&lt;br /&gt;
* 1 Oil Refinery on Advanced oil processing&lt;br /&gt;
* 1 Chemical plant on Heavy oil cracking &lt;br /&gt;
* 2 Chemical plants on Light oil cracking&lt;br /&gt;
&lt;br /&gt;
The setup above will not jam, but it will have temporarily inactive buildings. If you round down, it will no longer have inactive buildings, but it will jam (over time).&lt;br /&gt;
&lt;br /&gt;
This can be sped up with modules, but to prevent jams or inactive buildings, it is recommended to speed everything up evenly. When slowing down (by using [[Productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since these ratios are only mathematically correct if all the buildings have the same speed, and have 100% productivity (so no added bonuses).&lt;br /&gt;
&lt;br /&gt;
Calculating the optimal ratios is relatively challenging, since not all of the durations of the processes are the same (the crafting speed of a chemical plant is 1.25, but the refinery&#039;s is 1.0). If this were not taken in account, it will lead to (temporarily) inactive buildings, which is not optimal.&lt;br /&gt;
&lt;br /&gt;
==== Basic oil processing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ratio !! Building !! Process !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|time icon|5|Time}}{{icon|crude-oil|10|Crude Oil}} → {{icon|heavy-oil|3|Heavy Oil}}{{icon|light-oil|3|Light Oil}}{{icon|petroleum-gas|4|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|heavy-oil|4|Heavy Oil}} → {{icon|light-oil|3|Light Oil}} &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|light-oil|3|Light Oil}} → {{icon|petroleum-gas|2|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buildings !! Input/s !! Output/s&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|oil-refinery|5|Oil Refinery}}  {{icon|chemical-plant|10|Chemical plant}} || {{icon|water|7.5|Water}} {{icon|crude-oil|10|Crude Oil}} || {{icon|petroleum-gas|9.3|Petroleum Gas}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advanced oil processing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ratio !! Building !! Process !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|time icon|5|Time}}{{icon|water|5|Water}}{{icon|crude-oil|10|Crude Oil}} → {{icon|heavy-oil|1|Heavy Oil}}{{icon|light-oil|4.5|Light Oil}}{{icon|petroleum-gas|5.5|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|heavy-oil|4|Heavy Oil}} → {{icon|light-oil|3|Light Oil}} &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|light-oil|3|Light Oil}} → {{icon|petroleum-gas|2|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buildings !! Input/s !! Output/s&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|oil-refinery|5|Oil Refinery}}  {{icon|chemical-plant|8|Chemical plant}} || {{icon|water|11|Water}} {{icon|crude-oil|10|Crude Oil}} || {{icon|petroleum-gas|10.8|Petroleum Gas}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crude oil transport ===&lt;br /&gt;
[[File:Pumping_station.jpg|thumb|256px|Autonomus installation for manual pickup of [[Crude oil barrel]]s.]]&lt;br /&gt;
Since oil fields practically can deplete, new sources will be demanded. There are many different ways to overcome this problem:&lt;br /&gt;
* Pipes/Belts&lt;br /&gt;
* Manual pick-up&lt;br /&gt;
* Trains&lt;br /&gt;
* Robots (Troublesome over long distances)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7057 Oil Production: What is more efficient?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7636 What to do with oil?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7842 Dump valve/Open pipe?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8832 I did the Math on Oil Production]&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=136298</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=136298"/>
		<updated>2017-04-30T14:53:03Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: /* Technologies */ added 0.15.0 Coal Liquefaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
Oil processing is a large part of Factorio. It was introduced in v0.9. Oil processing may refer to the researched technology, the recipe used in the [[Oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7975 Oil Tutorial], http://youtu.be/uL1eLmOSftw&lt;br /&gt;
&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]] || Allows the player to set up a basic facility to mine, process, and use oil.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]] ||  A prerequisite for the research of the [[Battery]], which is used in a handful items later on, including the [[Science pack 3]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|plastics||Plastics}} [[Plastics]] || The [[Plastic bar]] is an ingredient in the [[Advanced circuit]], which is used often later on.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]] || Allows better control over your liquids, with the [[Storage Tank]] and [[Small Pump]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]] || Gives you a new recipe for use in the [[Oil refinery]], allowing you to get more useful products from your [[Crude Oil]].&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|coal-liquefaction-tech||Coal liquefaction (research)}} [[Coal liquefaction (research)|Coal liquefaction]] || Gives you a refinery recipe to turn excess coal into oil products. Introduced in version 0.15.0.&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|flammables||Flammables}} [[Flammables]] &amp;lt;br /&amp;gt;{{icontech|flame-thrower||Flame thrower}} [[Flame thrower]] || Gives you access to the [[Flamethrower]] and [[Flamethrower ammo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
There are various recipes that can be done regarding [[Oil processing]]. They are listed below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|3|Heavy oil}} {{icon|light-oil|3|Light oil}} {{icon|petroleum-gas|4|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-heavy-oil|Solid fuel}} || {{icon|heavy-oil|2|Heavy oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-light-oil|Solid fuel}} || {{icon|light-oil|1|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-petroleum-gas|Solid fuel}} || {{icon|petroleum-gas|2|Petroleum gas}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|lubricant|1|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|water|5|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|light-oil|4.5|Light oil}} {{icon|petroleum-gas|5.5|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|heavy-oil|4|Heavy oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|light-oil|3|Light oil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|light-oil|3|Light oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|petroleum-gas|2|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || {{icon|water|3|Water}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfur|2|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || {{icon|iron-plate|1|Iron plate}} {{icon|sulfur|5|Sulfur}} {{icon|water|10|Water}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfuric-acid|5|Sulfuric Acid}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Advanced-electronics-research||Advanced electronics}} [[Advanced electronics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing unit}} || {{icon|electronic-circuit|20|Electronic circuit}} {{icon|advanced-circuit|2|Advanced circuit}} {{icon|sulfuric-acid|0.5|Sulfuric acid}} {{icon|time icon|15|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|processing-unit|1|Processing unit}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|Battery-research||Battery (research)}} [[Battery (research)|Battery]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || {{icon|iron-plate|1|Iron plate}} {{icon|copper-plate|1|Copper plate}} {{icon|sulfuric-acid|2|Sulfuric acid}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|plastics||Plastics}} [[Plastics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastics}} || {{icon|coal|1|Coal}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|flammables||Flammables}} [[Flammables]] and {{icontech|flame-thrower||Flame thrower}} [[Flame thrower]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || {{icon|iron-plate|5|Iron plate}} {{icon|heavy-oil|2.5|Heavy oil}} {{icon|light-oil|2.5|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics &amp;amp; Usage==&lt;br /&gt;
To extract, process and use oil and its connected products, research, as shown above, is needed.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[File:Example-Oil-Refining.png|thumb|256px|Crude oil being drilled and refined.]] [[File:Example-Oil-Cracking.png|thumb|256px|Oil being cracked into lower forms.]] [[File:Example-Oil-Usage.png|thumb|256px|Oil being used to create plastic and batteries.]]&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well. Given [[Electric network|electricity]] (90kW, upgradeable), [[Pumpjack]]s will produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease down to a minimum of 0.1 oil/s, providing infinite oil at a very low rate. &lt;br /&gt;
&lt;br /&gt;
All liquids can be transported by [[Pipe]]s, only Crude oil can be filled into [[Barrel]]s and moved with the [[Railway network]] or other [[vehicle]]s.&lt;br /&gt;
&lt;br /&gt;
The Crude Oil then needs to be refined in an [[Oil refinery]]. The Oil refinery also needs Power provided by an [[Electric network]]. It has a much higher demand, at 420kW, but it is also upgradeable. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set, the inputs and outputs show what needs to be, and what will be supplied. You cannot move the locations of these, only rotate the entire machine. Make sure that the products have somewhere to go (preferably [[Storage Tank|Storage Tanks]]), as the refinery will stop production of all products if one product output is full.&lt;br /&gt;
&lt;br /&gt;
Now you have the three basic products. [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]]. Both Heavy Oil and Light Oil can be cracked to the next lower type in a [[Chemical plant]] (recipe above). This is useful if you&#039;ve got lots of Light Oil, but are lacking in [[Petroleum Gas]] (A common problem).&lt;br /&gt;
&lt;br /&gt;
From here, after some research, you can use the oil products to create various products. They are all listed above.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* [[Lubricant]]&lt;br /&gt;
** If you run your Heavy Oil pipe from the refineries past a Lubricant-making Chemical Plant before sending it to the cracking Chemical Plants, you can be sure that the Lubricant production will have priority over cracking.&lt;br /&gt;
** Most games will only ever need one lubricant-producing Chemical Plant and one Storage Tank for the lubricant.&lt;br /&gt;
** Since Lubricant is only used for blue belts and electric engines, and the only other use of Heavy Oil is flamethrower ammo (production of which is either best placed in your oil refinery or elided entirely) and cracking into Light Oil (the Heavy Oil to [[Solid fuel]] production ratio is terrible compared to cracking it first), you may want to consider placing your production of robots and belt assembly nearby your oil refineries, so lubricant doesn&#039;t need to be sent as far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items to handle fluids ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Pumpjacks mine the Crude Oil from the [[Oil field|oil fields]], and let you move it by Pipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Refines Crude Oil into basic oil products (Heavy/Light Oil and Petroleum Gas).&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Like the Assembling machine, used to automate processing of liquids and crafting.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} || Stores up to 2500 units of any liquid.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} || Allows you to pump liquids from one area to another. Used inline (Between pipes).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || Allows you to pump water up from a body of water.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} {{imagelink|assembling-machine-3|Assembling machine 3}} || Allows you to craft items using liquids, used mainly for Barrels.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Allows transporting of liquids from one location to another.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe to ground}} || A Pipe, but under the ground, acting similar to [[Underground belts]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} || Destroys any fluid it receives. Can be used as a flare stack, a wasteful way to get rid of unused oil-products.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio to produce petroleum gas ===&lt;br /&gt;
The optimal ratio is the ratio of buildings in which they can all work without jamming or having inactive superfluous. For example, when you apply &#039;&#039;&#039;1&#039;&#039;&#039; Oil Refinery to the optimal Advanced oil processing ratio [5 : 1 : 7], you get [&#039;&#039;&#039;1&#039;&#039;&#039; : 0.20 : 1.4]. Round that up to get [&#039;&#039;&#039;1&#039;&#039;&#039; : 1 : 2], which means:&lt;br /&gt;
* 1 Oil Refinery on Advanced oil processing&lt;br /&gt;
* 1 Chemical plant on Heavy oil cracking &lt;br /&gt;
* 2 Chemical plants on Light oil cracking&lt;br /&gt;
&lt;br /&gt;
The setup above will not jam, but it will have temporarily inactive buildings. If you round down, it will no longer have inactive buildings, but it will jam (over time).&lt;br /&gt;
&lt;br /&gt;
This can be sped up with modules, but to prevent jams or inactive buildings, it is recommended to speed everything up evenly. When slowing down (by using [[Productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since these ratios are only mathematically correct if all the buildings have the same speed, and have 100% productivity (so no added bonuses).&lt;br /&gt;
&lt;br /&gt;
Calculating the optimal ratios is relatively challenging, since not all of the durations of the processes are the same (the crafting speed of a chemical plant is 1.25, but the refinery&#039;s is 1.0). If this were not taken in account, it will lead to (temporarily) inactive buildings, which is not optimal.&lt;br /&gt;
&lt;br /&gt;
==== Basic oil processing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ratio !! Building !! Process !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|time icon|5|Time}}{{icon|crude-oil|10|Crude Oil}} → {{icon|heavy-oil|3|Heavy Oil}}{{icon|light-oil|3|Light Oil}}{{icon|petroleum-gas|4|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|heavy-oil|4|Heavy Oil}} → {{icon|light-oil|3|Light Oil}} &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|light-oil|3|Light Oil}} → {{icon|petroleum-gas|2|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buildings !! Input/s !! Output/s&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|oil-refinery|5|Oil Refinery}}  {{icon|chemical-plant|10|Chemical plant}} || {{icon|water|7.5|Water}} {{icon|crude-oil|10|Crude Oil}} || {{icon|petroleum-gas|9.3|Petroleum Gas}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advanced oil processing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ratio !! Building !! Process !! Recipe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 5 || {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|time icon|5|Time}}{{icon|water|5|Water}}{{icon|crude-oil|10|Crude Oil}} → {{icon|heavy-oil|1|Heavy Oil}}{{icon|light-oil|4.5|Light Oil}}{{icon|petroleum-gas|5.5|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|heavy-oil|4|Heavy Oil}} → {{icon|light-oil|3|Light Oil}} &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{imagelink|chemical-plant|Chemical plant}} || {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|time icon|5|Time}}{{icon|water|3|Water}}{{icon|light-oil|3|Light Oil}} → {{icon|petroleum-gas|2|Petroleum Gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buildings !! Input/s !! Output/s&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|oil-refinery|5|Oil Refinery}}  {{icon|chemical-plant|8|Chemical plant}} || {{icon|water|11|Water}} {{icon|crude-oil|10|Crude Oil}} || {{icon|petroleum-gas|10.8|Petroleum Gas}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crude oil transport ===&lt;br /&gt;
[[File:Pumping_station.jpg|thumb|256px|Autonomus installation for manual pickup of [[Crude oil barrel]]s.]]&lt;br /&gt;
Since oil fields practically can deplete, new sources will be demanded. There are many different ways to overcome this problem:&lt;br /&gt;
* Pipes/Belts&lt;br /&gt;
* Manual pick-up&lt;br /&gt;
* Trains&lt;br /&gt;
* Robots (Troublesome over long distances)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7057 Oil Production: What is more efficient?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7636 What to do with oil?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7842 Dump valve/Open pipe?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8832 I did the Math on Oil Production]&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Coal_liquefaction_(research)&amp;diff=136293</id>
		<title>Coal liquefaction (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Coal_liquefaction_(research)&amp;diff=136293"/>
		<updated>2017-04-30T14:41:19Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Stub for Coal Liquefaction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Coal liquefaction (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
Coal liquefaction allows the player to turn excess coal into oil processing products.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Coal_liquefaction_(research)&amp;diff=136292</id>
		<title>Infobox:Coal liquefaction (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Coal_liquefaction_(research)&amp;diff=136292"/>
		<updated>2017-04-30T14:40:20Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Stub for Coal Liquefaction. Infobox isn&amp;#039;t working yet for |effects = coal liquefaction and &amp;quot;production science pack&amp;quot; cost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| category = Technology&lt;br /&gt;
| cost           = time, 30 + science pack 1,1 + science pack 2,1 + science pack 3,1 + production science pack 3,1&lt;br /&gt;
| cost-multiplier = 200&lt;br /&gt;
| required-technologies   = advanced oil processing&lt;br /&gt;
| effects        = coal liquefaction&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=136291</id>
		<title>Crude oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=136291"/>
		<updated>2017-04-30T14:28:28Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Linking to main page &amp;quot;Oil processing&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Crude oil/infobox}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crude Oil&#039;&#039;&#039; is a [[liquid]] extracted by [[Pumpjack]]s from [[Oil field]]s and is converted to [[Petroleum gas]], [[Light oil]], and [[Heavy oil]] by an [[Oil refinery]].  It can be transported either in [[pipe]]s or in [[barrel]]s.&lt;br /&gt;
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It can also be used by [[Flamethrower turret]]s as ammo.&lt;br /&gt;
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== Oil field ==&lt;br /&gt;
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Each oil field has a yield displayed as x%. Each percent is equal to 75 pumpjack cycles. An oil field with 80% has between 6000 and 6074 cycles left, as yield does not display decimal places.&lt;br /&gt;
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While cycles left is greater than 750 (10%), each pumpjack cycle reduces the number of cycles left by one.&lt;br /&gt;
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So unless an oil field with less than 10% is created by map editor, yield will never drop below 750 cycles.&lt;br /&gt;
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The amount of oil a pumpjack extracts per cycle is 1.0 multiplied by yield or [number of uses left] / 7500, but not greater than 10.0.&lt;br /&gt;
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== History ==&lt;br /&gt;
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{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
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{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:IntermediateNav&amp;diff=135708</id>
		<title>Template:IntermediateNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:IntermediateNav&amp;diff=135708"/>
		<updated>2017-04-17T13:09:31Z</updated>

		<summary type="html">&lt;p&gt;Emp.justine: Raw fish is not an intermediate product.&lt;/p&gt;
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&lt;div&gt;{{Navbox&lt;br /&gt;
|title  = {{Translation|Intermediate products}}&lt;br /&gt;
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|titlestyle = background:#5C8DC4;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle  = background:#ddd&lt;br /&gt;
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|group1 = {{TransLink|Oil processing}}&lt;br /&gt;
|list1  = &lt;br /&gt;
* {{NavboxIconLink|Sulfuric acid}}&lt;br /&gt;
* {{NavboxIconLink|Solid fuel}}&lt;br /&gt;
* {{NavboxIconLink|Lubricant}}&lt;br /&gt;
&amp;lt;!-- Commented out until pages are seperated -Gangsir&lt;br /&gt;
* {{NavboxIconLink|Empty barrel}}&lt;br /&gt;
* {{NavboxIconLink|Crude oil barrel}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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|group2 = {{Translation|Resources}}&lt;br /&gt;
|list2  = &lt;br /&gt;
* {{NavboxIconLink|Wood}}&lt;br /&gt;
* {{NavboxIconLink|Iron plate}}&lt;br /&gt;
* {{NavboxIconLink|Copper plate}}&lt;br /&gt;
* {{NavboxIconLink|Steel plate}}&lt;br /&gt;
* {{NavboxIconLink|Sulfur}}&lt;br /&gt;
* {{NavboxIconLink|Plastic bar}}&lt;br /&gt;
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|group3 = {{Translation|Crafting components}}&lt;br /&gt;
|list3  = &lt;br /&gt;
* {{NavboxIconLink|Copper cable}}&lt;br /&gt;
* {{NavboxIconLink|Iron stick}}&lt;br /&gt;
* {{NavboxIconLink|Iron gear wheel}}&lt;br /&gt;
* {{NavboxIconLink|Electronic circuit}}&lt;br /&gt;
* {{NavboxIconLink|Advanced circuit}}&lt;br /&gt;
* {{NavboxIconLink|Processing unit}}&lt;br /&gt;
* {{NavboxIconLink|Engine unit}}&lt;br /&gt;
* {{NavboxIconLink|Electric engine unit}}&lt;br /&gt;
* {{NavboxIconLink|Explosives}}&lt;br /&gt;
* {{NavboxIconLink|Battery}}&lt;br /&gt;
* {{NavboxIconLink|Flying robot frame}}&lt;br /&gt;
* {{NavboxIconLink|Low density structure}}&lt;br /&gt;
* {{NavboxIconLink|Rocket fuel}}&lt;br /&gt;
* {{NavboxIconLink|Rocket control unit}}&lt;br /&gt;
* {{NavboxIconLink|Satellite}}&lt;br /&gt;
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|group4 = {{Translation|Science packs}}&lt;br /&gt;
|list4  = &lt;br /&gt;
* {{NavboxIconLink|Science pack 1}}&lt;br /&gt;
* {{NavboxIconLink|Science pack 2}}&lt;br /&gt;
* {{NavboxIconLink|Science pack 3}}&lt;br /&gt;
* {{NavboxIconLink|Alien science pack}}&lt;br /&gt;
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|group5 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list5  = &lt;br /&gt;
* [[Template:TechNav|{{Translation|Technology}}]]&lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]]&lt;br /&gt;
* [[Template:CombatNav|{{Translation|Combat}}]]&lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]]&lt;br /&gt;
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{{C|Intermediate products}}&lt;br /&gt;
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}}&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emp.justine</name></author>
	</entry>
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