<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FletchL1ves</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FletchL1ves"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/FletchL1ves"/>
	<updated>2026-08-05T05:53:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=219196</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=219196"/>
		<updated>2026-07-15T19:56:29Z</updated>

		<summary type="html">&lt;p&gt;FletchL1ves: Clarify Gleba evolution and spore pollution mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:biter_intro.png|175px|right]]&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to [[Damage|harm]] the [[player]]. They are the native inhabitants of the extraterrestrial worlds on which the player is operating. Enemies show up on the map as red dots. &lt;br /&gt;
&lt;br /&gt;
On [[Nauvis]], the enemies are arthropods which live in organic nests. They are encountered in three species: Biters, Spitters, and Worms (though the nickname &amp;quot;Biters&amp;quot; is often used collectively for all of them). &lt;br /&gt;
&lt;br /&gt;
More enemies can be encountered on other planets with the [[Space Age]] expansion. On the planet [[Gleba]]{{SA}}, there are pentapods which come in three variants: Wrigglers, Strafers, and Stompers. On the planet [[Vulcanus]]{{SA}}, there are the Demolishers.&lt;br /&gt;
&lt;br /&gt;
Each species comes in a range of sizes, where larger specimens have more health and do more damage. &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|art-of-siege}}&lt;br /&gt;
{{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
{{Achievement|get-off-my-lawn}}&lt;br /&gt;
{{Achievement|if-it-bleeds}}&lt;br /&gt;
{{Achievement|we-need-bigger-guns}}&lt;br /&gt;
{{Achievement|Size-doesnt-matter}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the base game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Small biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 0.5&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them. Hatches from spoiled [[biter egg|biter eggs]], however it won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage over time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and their factories. Their behavior and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Damage (on contact): 12 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 7.2 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Damage (on contact): 24 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 28.8 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 130 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 60 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 360 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Damage (on contact): 36 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 21.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Damage (on contact): 48 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 57.6 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 50%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Damage (on contact): 72 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 259 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 40%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. With twice as much health as big worms and a significantly higher range, they can even challenge experienced players.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Acid projectile:&lt;br /&gt;
* Attack speed: 0.65/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Damage (on contact): 96 Acid&lt;br /&gt;
&lt;br /&gt;
Acid puddle:&lt;br /&gt;
* Lifetime: 32 seconds&lt;br /&gt;
* Damage: 691 Acid/second&lt;br /&gt;
* Applies effect (on contact): &lt;br /&gt;
** Duration: 2 seconds&lt;br /&gt;
** Movement/vehicle speed modifier: 30%&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wrigglers {{SA}}===&lt;br /&gt;
Wrigglers are the biter equivalents of the planet Gleba, as they are standard melee enemies. True to their name, they flail and squirm their digits to move around and attack. Much like how biters and spitters spawn from nests, wrigglers spawn from egg rafts. Destroying egg rafts will spawn a group of more premature wrigglers, which are wrigglers that slowly lose health over time until they die. Strafers can launch flying versions of premature wrigglers at their target.&lt;br /&gt;
&lt;br /&gt;
Killing strafers and stompers can summon even more premature wrigglers. The wrigglers that spawn from the corpses of strafers and stompers will match the size of the larger enemy that was killed. For example, killing a small strafer or stomper will spawn small premature wriggers, while killing a medium strafer or stomper will spawn medium premature wrigglers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_small.png|center]] || Small wriggler&lt;br /&gt;
| The weakest and smallest of all wrigglers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 100&lt;br /&gt;
* Damage: 3.75 Physical + 3.75 Poison&lt;br /&gt;
* Range: 1.1&lt;br /&gt;
* Speed: 34.6km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_medium.png|center]] || Medium wriggler&lt;br /&gt;
| Slightly stronger and faster than small wrigglers, and can still pose a threat for weaker players.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 5 Physical + 5 Poison&lt;br /&gt;
* Range: 1.4&lt;br /&gt;
* Speed: 38.9km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:wriggler_big.png|center]] || Big wriggler&lt;br /&gt;
| The strongest and fastest of all wrigglers. Hatches from spoiled [[Pentapod egg|Pentapod eggs]] but won&#039;t be at full health when this happens.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 8 Physical + 8 Poison&lt;br /&gt;
* Range: 1.8&lt;br /&gt;
* Speed: 43.2km/h&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strafers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, strafers are large yet scrawny five-legged pentapod creatures with the unique behavior of constantly circling around players while attacking them, rather than making a beeline straight for the player, unlike any other type of enemy in the game. They will fire flying premature wrigglers toward the player, essentially adding more enemies to the fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_small.png|center]] || Small strafer&lt;br /&gt;
| The weakest and smallest of all strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 800&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 25.0&lt;br /&gt;
* Speed: 62.2km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 125&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 67.5 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_medium.png|center]] || Medium strafer&lt;br /&gt;
| Slightly stronger and faster than the small strafer.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 1400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 28.0&lt;br /&gt;
* Speed: 77.8km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 140&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 90 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:strafer_big.png|center]] || Big strafer&lt;br /&gt;
| Strongest, fastest and most resilient of strafers.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 2400&lt;br /&gt;
* Shooting speed: 0.5/s&lt;br /&gt;
* Range: 31.0&lt;br /&gt;
* Speed: 98.3km/h&lt;br /&gt;
&lt;br /&gt;
Projectile:&lt;br /&gt;
*Range: 155&lt;br /&gt;
*Area of effect: 1&lt;br /&gt;
**Damage: 144 Explosive&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Laser: 50%&lt;br /&gt;
*Physical: 2/10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stompers {{SA}}===&lt;br /&gt;
Native to the planet Gleba, stompers are extremely large, five-legged pentapod creatures with limbs that look similar to a starfish, and seem to have natural, jagged exoskeleton armor that provides high resistances to many types of damage. They are very powerful melee enemies that use their brute force to attack [[player]]s by simply stomping toward them, while spitting a close-ranged acid that slows down players and [[Vehicles]]. Their large size and high damage can destroy buildings instantly. They will spawn premature wrigglers upon death.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_small.png|center]] || Small stomper&lt;br /&gt;
| The weakest and smallest of all stompers, but still powerful.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 3500&lt;br /&gt;
* Range: 5.8&lt;br /&gt;
* Speed: 41.6 km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 1.5/s Acid&lt;br /&gt;
*Area of effect size: 1.58&lt;br /&gt;
**Damage: 0.5 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_medium.png|center]] || Medium stomper&lt;br /&gt;
| Larger and more dangerous version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 8000&lt;br /&gt;
* Range: 7.8&lt;br /&gt;
* Speed: 54.1km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 6/s Acid&lt;br /&gt;
*Area of effect size: 2.1&lt;br /&gt;
**Damage: 1 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:stomper_big.png|center]] || Big stomper&lt;br /&gt;
| Largest, fastest and most dangerously aggressive version of a stomper.&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Health: 15000&lt;br /&gt;
* Range: 10.4&lt;br /&gt;
* Speed: 68.5km/h&lt;br /&gt;
&lt;br /&gt;
Acid splash:&lt;br /&gt;
*Lifetime: 32 seconds&lt;br /&gt;
*Applied effects (on contact):&lt;br /&gt;
**Duration: 2 seconds&lt;br /&gt;
**Movement speed: 60% speed&lt;br /&gt;
**Vehicle speed: 30% speed&lt;br /&gt;
*Damage (on contact): 15.36/s Acid&lt;br /&gt;
*Area of effect size: 2.8&lt;br /&gt;
**Damage: 1.6 Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Impact: 80%&lt;br /&gt;
*Laser: 80%&lt;br /&gt;
*Physical: 2/50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demolishers {{SA}} ===&lt;br /&gt;
[[File:Demolisher_territory.png|thumb|300px|right|Small demolisher territory.]] Native to the planet Vulcanus, demolishers are horrendously large worm-like creatures that roam across the land and lava. Each individual demolisher patrols a defined territory, and building structures in their territory will disturb them and cause them to attack. In [[peaceful mode]], demolishers will not seek out buildings, but they still roam freely in their territory and may accidentally hit buildings.&lt;br /&gt;
&lt;br /&gt;
Demolishers have three types of offense. On physical contact they do high damage to the player, and instantly destroy buildings and cliffs. They release a smoke cloud that slows the player and damages any nearby bots. And at range, they cause explosions to erupt from the ground, Due to their high damage resistances and extremely fast health regeneration, killing them requires advanced and upgraded weaponry, or massive quantities of bullets. They can also coil around the player to prevent them from escaping, and are completely immune to the [[slowdown capsule|slowdown capsule&#039;s]] effect.&lt;br /&gt;
&lt;br /&gt;
Once killed, they leave behind remains similar to that of black volcanic rock, which contain [[tungsten ore]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_small.png|center]] || Small demolisher&lt;br /&gt;
| The weakest and smallest of demolishers, but still very destructive.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 30000&lt;br /&gt;
* Regeneration: 2400/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_medium.png|center]] || Medium demolisher&lt;br /&gt;
| Larger and more dangerous version of a demolisher.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 100000&lt;br /&gt;
* Regeneration: 7800/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:demolisher_big.png|center]] || Big demolisher&lt;br /&gt;
| The largest and most dangerous creature in the game.&lt;br /&gt;
* Planet: Vulcanus&lt;br /&gt;
* Health: 300000&lt;br /&gt;
* Regeneration: 24000/s&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Electric: 20/20%&lt;br /&gt;
*Explosion: 60% (head), 99% (body)&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Impact: 100%&lt;br /&gt;
*Laser: 100%&lt;br /&gt;
*Physical: 50% (head), 5/50% (body)&lt;br /&gt;
*Poison: 10% (head), 50% (body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nests ===&lt;br /&gt;
Nests in the wild will have their max health increase with evolution factor exponentially, up to 10 times their starting health.&lt;br /&gt;
&lt;br /&gt;
Biter and spitter nests can be captured by firing a [[capture bot rocket]] from a [[rocket launcher]] at a nest. After the nest is captured, it must be given [[bioflux]] to maintain and continuously create [[biter egg]]s. If the nest is not maintained, it will slowly lose 1 health per second, but when fed, it will gain 1 health per second.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png|center]] || Biter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png|center]] || Spitter spawner&lt;br /&gt;
|&lt;br /&gt;
* Planet: Nauvis&lt;br /&gt;
* Health: 350 (3500 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/0%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft.png|center]] || Egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 500 (5000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:egg_raft_small.png|center]] || Small egg raft&lt;br /&gt;
|&lt;br /&gt;
* Planet: Gleba&lt;br /&gt;
* Spawns a horde of premature wrigglers when destroyed.&lt;br /&gt;
* Health: 100 (1000 at max evolution)&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosive: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
[[map generator|By default]], enemies on Nauvis and Gleba {{SA}} try to expand into &amp;quot;unclaimed&amp;quot; territory to create new bases.&lt;br /&gt;
&lt;br /&gt;
The game assigns a score to every [[Map structure#Chunk|chunk]] in a 7 chunk radius around existing spawners (euclidean distance). Only chunks with land are considered on Nauvis, and only chunks with marsh are considered on Gleba.&lt;br /&gt;
&lt;br /&gt;
Expansion score per chunk is 1.0 if there are no structures (player owned structures or spawners) within 3 chunks (taxi-cab distance). The score is penalized down to a minimum of 0.002 depending on the number of structures nearby. The exact formula is explained in EnemyExpansionMapSettings[https://lua-api.factorio.com/2.0.77/concepts/EnemyExpansionMapSettings.html], &amp;lt;code&amp;gt;10/(10 + player structures in this chunk + player structures 1 chunk away / 2 + player structures 2 chunks away / 4 + 20 * enemy spawners in this chunk + 8 * enemy spawners 1 chunk away + 3.2 * enemy spawners 2 chunks away)&amp;lt;/code&amp;gt;. Size and cost of structures does not matter, so pipes provide an exceptionally cheap method to lower expansion chances in certain areas.&lt;br /&gt;
&lt;br /&gt;
Every 60 to 4 minutes, the game selects a chunk at random as the target for an expansion attempt, weighted by the chunk scores. Then 5 to 20 enemy units from the closest spawners assemble into an expansion group and walk to the expansion target. The time between expansion attempts and the size of expansion groups is random, but weighted by evolution factor.&lt;br /&gt;
&lt;br /&gt;
When the expansion group reaches its target, each unit will begin dying in sequence to randomly create a spawner or a worm after some delay. This destroys any entities in the way, including members of the expansion group. Any unit can create any spawner or worm that is native to the planet.&lt;br /&gt;
&lt;br /&gt;
* Biter nest, spitter nest and the four sizes of worms can only spawn on land tiles, on Nauvis.&lt;br /&gt;
* {{SA}} Egg raft and small egg raft can only spawn on marsh tiles, on Gleba.&lt;br /&gt;
* Medium worm, big worm and behemoth worm can only spawn when evolution factor is over 0.3, 0.5, and 0.9 respectively. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
[[File:kills_gui.png|thumb|220px|right|&amp;quot;Kills&amp;quot; tab on the [[production statistics]] screen.]]Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of a [[Military units and structures|military unit or structure]], it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path without large detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). The evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
This command also provides percentages for the three sources; each one is the percent of the (unsquashed) total evolution that is contributed by that source.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Evolution increase&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.000004 || 267/minute&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.002 || 2222&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0000009 || 1&lt;br /&gt;
|}&lt;br /&gt;
Note that all spawners (not worms) generate the same amount of evolution when destroyed.&lt;br /&gt;
&lt;br /&gt;
These values can be set during [[Map_generator#Enemy|world generation]]: the values in the dialog box are multiplied by &amp;lt;math&amp;gt;10^{-7}&amp;lt;/math&amp;gt; for time and pollution, and &amp;lt;math&amp;gt;10^{-5}&amp;lt;/math&amp;gt; for spawner destruction. In game, they can be found in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;, though checking or modifying them is considered using cheats.&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]], not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute.&lt;br /&gt;
&lt;br /&gt;
After totaling up all the evolution from these sources, this quantity is squashed to fit in the range &amp;lt;code&amp;gt;[0, 1)&amp;lt;/code&amp;gt; by applying &amp;lt;code&amp;gt;evolution_factor = total_evolution / (1 + total_evolution)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Equivalently, marginal increases in evolution are reduced by multiplying the increase by &amp;lt;code&amp;gt;(1 - evolution_factor)²&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 while doing this when the evolution factor is 0.5 the increase is only 0.0005.&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Evolution factor&lt;br /&gt;
!Pollution equivalent&lt;br /&gt;
!Appearance&lt;br /&gt;
|-&lt;br /&gt;
| 10% || 123k || &lt;br /&gt;
|-&lt;br /&gt;
| 20% || 278k || Medium Biter	&lt;br /&gt;
|-&lt;br /&gt;
| 25% || 370k || Small Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 30% || 476k || &lt;br /&gt;
|-&lt;br /&gt;
| 40% || 741k || Medium Spitter	&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 1.111M || Big Biter, Big Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 60% || 1.667M || &lt;br /&gt;
|-&lt;br /&gt;
| 70% || 2.592M || &lt;br /&gt;
|-&lt;br /&gt;
| 80% || 4.444M || &lt;br /&gt;
|-&lt;br /&gt;
| 90% || 10M || Behemoth Biter, Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 95% || 21M || &lt;br /&gt;
|-&lt;br /&gt;
| 99% || 110M || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Space Age Changes ===&lt;br /&gt;
In the Space Age expansion, the evolution factor is calculated independently for each planet&#039;s surface. Furthermore, the &amp;quot;pollution production&amp;quot; variable changes depending on the planet&#039;s native ecosystem:&lt;br /&gt;
* On Nauvis, the evolution calculation tracks standard industrial pollution emissions.&lt;br /&gt;
* On Gleba, the engine tracks &#039;&#039;&#039;spore production&#039;&#039;&#039; as the pollution variable. &lt;br /&gt;
&lt;br /&gt;
Industrial machinery brought from Nauvis (such as assemblers or furnaces) does not emit standard pollution or spores when operated on Gleba, meaning only agricultural tower spore output contributes to Gleba&#039;s pollution-driven evolution.&lt;br /&gt;
&lt;br /&gt;
Players can view the exact breakdown of time, pollution/spore, and nest destruction factors by typing `/evolution` into the in-game console to see the unique evolution factor for each planet surface.&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|2. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|3. Single-component evolution factor increase with pollution]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 1.1.50.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.90.&lt;br /&gt;
&lt;br /&gt;
* The calculation steps for time and spawner kills match those used by the game, so these charts should be accurate. The pollution chart assumes a pollution production of 1000 units per second, and due to the recursive nature of the chart values will slightly diverge at different pollution rates. The effect of this is negligible for any reasonable amount pollution production, however.&lt;br /&gt;
&lt;br /&gt;
* Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 24 hours have passed (single-component EF =~ 0.25), 200,000 pollution units were released (single-component EF =~ 0.15), and 400 spawners were destroyed (single-component EF =~ 0.45), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.45 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the current evolution factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The individual components of evolution can be approximated from &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Given the evolution factor, the unsquashed evolution is &amp;lt;code&amp;gt;unsquashed = evolution_factor / (1 - evolution_factor)&amp;lt;/code&amp;gt;.  Multiply this by the percentage for a given component to get its approximate unsquashed contribution. Of course, total pollution and spawner kills can also be found on the [[Production_statistics|production statistics]] screen, and time passed can be found using the &amp;lt;code&amp;gt;/time&amp;lt;/code&amp;gt; command, so it&#039;s not fully necessary.&lt;br /&gt;
&lt;br /&gt;
The actual factors can be found in &amp;lt;code&amp;gt;game.forces.enemy.evolution_factor_by_time&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;...evolution_factor_by_killing_spawners&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;...evolution_factor_by_pollution&amp;lt;/code&amp;gt;, if you don&#039;t mind disabling achievements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Despite their drastically different origins, enemies from different planets will always act as allies against the player. They will even reside around each other&#039;s nests when not attacking players, even if the type of nest does not match that of the residing creature. Even demolishers will circle around nests without harming or destroying them. Since enemies only spawn on their respective planets, this is not normally seen in gameplay unless a [[biter egg]]{{SA}} or [[pentapod egg]]{{SA}} spoils after being brought to another planet or the enemies are placed near each other in the [[map editor]].&lt;br /&gt;
&lt;br /&gt;
*Demolishers{{SA}} were originally designed for [[Fulgora]]{{SA}}, but was later moved to [[Vulcanus]]{{SA}} because it was too similar to the [https://en.wikipedia.org/wiki/Dune_(franchise) Dune franchise].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
File:titlescreen_enemies.png|Enemies seen at the title screen.&lt;br /&gt;
File:gleba_pentapods_preview.png|Pentapod enemies seen on Gleba.&lt;br /&gt;
&amp;lt;!-- File:Factorio_Space_Age_Player_Fighting_Stomper.png|A player fighting a stomper --&amp;gt;&lt;br /&gt;
File:demolisher_chases_player.png|A demolisher chases the player on Vulcanus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* Demolisher{{SA}} health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.17|&lt;br /&gt;
* Gleba evolution is now more gradual. {{SA}}&lt;br /&gt;
* Small stomper moves more slowly and deals less damage. {{SA}}&lt;br /&gt;
* Stomper pentapod vision range is reduced from 40 to 30. {{SA}}&lt;br /&gt;
* Medium and big wriggler pentapod health is increased. {{SA}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Wrigglers, strafers, stompers and demolishers have been added with the [[Space Age]]{{SA}} expansion.&lt;br /&gt;
* Spawners will have their health increase with evolution (3500 with max evolution).&lt;br /&gt;
* Significantly increased medium, big and behemoth worm stats as well as their laser resistances. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[Archive:alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;br /&gt;
&lt;br /&gt;
{{EnvironmentNav}}&lt;/div&gt;</summary>
		<author><name>FletchL1ves</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pollution&amp;diff=219195</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pollution&amp;diff=219195"/>
		<updated>2026-07-15T19:35:08Z</updated>

		<summary type="html">&lt;p&gt;FletchL1ves: Add: make it explicit that spore production contributes to Gleba&amp;#039;s planet-specific enemy evolution factor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
[[File:Pollution.png|300px|thumb|Example of in-game pollution (red squares) in the map]]&lt;br /&gt;
[[File:pollution_gui.png|300px|thumb|Pollution tab in the production GUI.]]&lt;br /&gt;
&lt;br /&gt;
Pollution is represented as an abstract &amp;quot;cloud&amp;quot;, updated [[Map_structure#Chunk|per chunk]] every 64 [[Time#Ticks|ticks]] (which is 4 ticks more than a game-second). It is visible on the map if the &amp;quot;pollution&amp;quot; setting is on, and appears as a blocky red cloud.&lt;br /&gt;
&lt;br /&gt;
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.&lt;br /&gt;
&lt;br /&gt;
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player&#039;s [[Pollution#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won&#039;t attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.&lt;br /&gt;
&lt;br /&gt;
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.&lt;br /&gt;
&lt;br /&gt;
== Pollution spread ==&lt;br /&gt;
&lt;br /&gt;
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per 64 ticks. Pollution can generate new chunks if it needs to spread to them.&lt;br /&gt;
&lt;br /&gt;
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution &amp;quot;back&amp;quot; to the center chunk, so it only loses 24.0 + [[Pollution#De-polluters|absorbed value]].&lt;br /&gt;
&lt;br /&gt;
== Pollution dissipation==&lt;br /&gt;
&lt;br /&gt;
* Every [[Map_structure#Chunk|chunk]] (32x32) of map slowly reduces the pollution it covers (See [[#Chunks]]). So the more the pollution spreads, the more is absorbed.&lt;br /&gt;
* [[Tree]]s also absorb some pollution (See [[#Trees]]).&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to assign enemies to attacks.&lt;br /&gt;
&lt;br /&gt;
== Native life ==&lt;br /&gt;
Pollution attracts [[Enemies#Biters|biters]] to the Player&#039;s factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it. Any [[water]] near the source of pollution will turn green, which is a visual-only effect. The effect can be turned off by disabling animated water in the graphics settings.&lt;br /&gt;
&lt;br /&gt;
If a chunk&#039;s pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk&#039;s pollution] every 64 ticks, otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. &lt;br /&gt;
&lt;br /&gt;
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[Enemies#Wrigglers|pentapods]]{{SA}} on [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Required pollution to add an additional biter/spitter to the attack wave:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Type&amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 130px;&amp;quot; | Pollution&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Small biter&amp;amp;nbsp; || 4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Medium biter&amp;amp;nbsp; || 20&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Big biter&amp;amp;nbsp; || 80&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Behemoth biter&amp;amp;nbsp; || 400&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Small spitter&amp;amp;nbsp; || 4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|  Medium spitter&amp;amp;nbsp; || 12&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Big spitter&amp;amp;nbsp; || 30&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Behemoth spitter&amp;amp;nbsp; || 200&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[Module]]s that list &amp;quot;+x% pollution&amp;quot; increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.&lt;br /&gt;
&lt;br /&gt;
== Production/Absorption ==&lt;br /&gt;
These tables contain information about the levels of pollution produced/absorbed by items in the base game.&lt;br /&gt;
=== Polluters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Structure !! Pollution per minute at full power&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel furnace}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric furnace}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 1}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 2}} || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 3}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Boiler}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Centrifuge}} || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fire on the ground and burning trees produce 0.3 pollution per minute.&lt;br /&gt;
&lt;br /&gt;
=== [[Space Age]]{{SA}} polluters ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Structure !! Pollution per minute at full power&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Foundry}} &lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electromagnetic plant}}&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Cryogenic plant}}&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Recycler}}&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Big mining drill}}&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Heating tower}}&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Biolab}}&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Crusher}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== De-polluters ===&lt;br /&gt;
&lt;br /&gt;
==== Spawners ====&lt;br /&gt;
Every 64 ticks, spawners absorb pollution until they have absorbed more than 3 times the amount needed to send the [[Enemies#Creatures|most expensive unit]] at the current evolution level.&lt;br /&gt;
&lt;br /&gt;
If they have not absorbed more than that threshold, they will absorb 20 + 0.01 * [chunk&#039;s pollution] and check the threshold again.&lt;br /&gt;
&lt;br /&gt;
Note that absorbing pollution is not for spawning biters, but for sending biters to an attack group. Spawners will spawn enemies regardless of pollution absorption until they reach their spawn limit.&lt;br /&gt;
&lt;br /&gt;
[[Captive biter spawner]]s {{SA}} absorb 1 pollution per minute. Captive spawners which have decayed to the wild type use the rules above for pollution absorption.&lt;br /&gt;
&lt;br /&gt;
==== Chunks ====&lt;br /&gt;
Every chunk has a natural absorption rate per second which is determined by the sum of the pollution absorption of its floor [[tile]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !! Pollution per tile per second !! Pollution per chunk per minute&lt;br /&gt;
|-&lt;br /&gt;
| Water, green water, deep water, deep green water, shallow water, mud water  || -0.000025 || -1.536&lt;br /&gt;
|-&lt;br /&gt;
| Grass 1-4 || -0.000018 || -1.10592&lt;br /&gt;
|-&lt;br /&gt;
| Dirt 1-7, dry dirt || -0.000018 || -1.10592&lt;br /&gt;
|-&lt;br /&gt;
| Red desert 0-3 || -0.000015 || -0.9216&lt;br /&gt;
|-&lt;br /&gt;
| Sand 1-3 || -0.000015 || -0.9216&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear ground || -0.0000125 || -0.768&lt;br /&gt;
|-&lt;br /&gt;
| Path tiles (Stone bricks, concrete etc), landfill || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Special tiles (Lab tiles, tutorial grid, Water Wube) || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Out of map || -0.0001 || -6.144&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
&lt;br /&gt;
Every single [[tree]] absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves (33% or 50% damage) or have their leaves become one stage more gray (6.7% damage). Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree.&amp;lt;br&amp;gt;&lt;br /&gt;
A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. Half of trees stop their leaf progression one stage earlier. As the grayness and leaf stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around.&amp;lt;br&amp;gt;&lt;br /&gt;
The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object !! Stage !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -0.00067&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -0.00033&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Min leaf density) || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead grey trunk.png|120px]] Dead gray trunk || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Biochambers{{SA}} ====&lt;br /&gt;
&lt;br /&gt;
The [[biochamber]] &amp;quot;generates&amp;quot; negative pollution, at a base rate of -1 per minute. This effectively means that the building removes pollution while active.&lt;br /&gt;
&lt;br /&gt;
This pollution value works like any other building, including how it scales with energy consumption. That is, if a module increases its energy consumption, the pollution is proportionately higher as well. However, because the base rate is negative, increasing pollution causes the Biochamber to &amp;quot;generate&amp;quot; more negative pollution. [[Productivity module]]s and their direct pollution increase work in a similar way, boosting the negative pollution of the building even more.&lt;br /&gt;
&lt;br /&gt;
== Spores {{SA}} ==&lt;br /&gt;
&lt;br /&gt;
Spores are a unique form of pollution on Gleba. They are generated when [[yumako tree]]s or [[jellystem]]s are harvested (not destroyed). Machines &#039;&#039;&#039;do not&#039;&#039;&#039; produce spores, with the only exception being the [[agricultural tower]]. Spores are displayed as green squares on the map.&lt;br /&gt;
&lt;br /&gt;
Just like standard industrial pollution on Nauvis, the generation of spores directly increases the local [[Enemies#Evolution|evolution factor]] on Gleba. Spore output accounts for the &amp;quot;pollution factor&amp;quot; variable in Gleba&#039;s surface-specific evolution calculation.&lt;br /&gt;
&lt;br /&gt;
Spores will attract the native inhabitants of Gleba, [[pentapod]]s.&lt;br /&gt;
&lt;br /&gt;
Spores are consumed by [[egg raft]]s (pentapod nests) and most tiles. Biochambers do &#039;&#039;not&#039;&#039; absorb spores.&lt;br /&gt;
&lt;br /&gt;
[[File:Spores on map.png|250px|thumb|right|Spores]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Spores generated !! Generates spores&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Yumako tree}} &lt;br /&gt;
| 15&lt;br /&gt;
| Per harvest&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Jellystem}}&lt;br /&gt;
| 15&lt;br /&gt;
| Per harvest&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Agricultural tower}}&lt;br /&gt;
| 4&lt;br /&gt;
| Always&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Pollution is directly connected to the following achievement:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
Spores are directly connected to the following achievement:&lt;br /&gt;
{{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.43|&lt;br /&gt;
* Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.&lt;br /&gt;
* Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Greatly increased default tile pollution absorption. (Out of map x10, water and nuclear ground x5, rest roughly x2.5)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.12|&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Optimized rendering of huge pollution clouds on the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Large amounts of pollution is created when burning fires.&lt;br /&gt;
* Pollution creation of the productivity module was reduced drastically.&lt;br /&gt;
* Optimized pollution rendering on map and minimap.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Added option to turn off pollution visibility even when detailed info is on. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed modules no longer produce extra pollution.&lt;br /&gt;
* Added missing pollution descriptions.&lt;br /&gt;
* Pollution is only shown on the minimap with alt mode on.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced concept of pollution.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>FletchL1ves</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Controls&amp;diff=217273</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Controls&amp;diff=217273"/>
		<updated>2026-02-11T20:03:40Z</updated>

		<summary type="html">&lt;p&gt;FletchL1ves: Add minimap zoom in/out controls for PC, dunno if support on nintendo/switch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Controls are set by left-clicking them and then pressing the desired key combination. They can be cleared by right-clicking them. The keybindings can be reset in the controls settings menu.&lt;br /&gt;
&lt;br /&gt;
On the [[Nintendo Switch version|Nintendo Switch]] or when using a controller/gamepad on PC, the controls are set by pressing {{Keybinding|A}} and cleared by pressing {{Keybinding|Y}}.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard and mouse settings ===&lt;br /&gt;
&lt;br /&gt;
Vehicle driving mode can be switched between &amp;quot;Heading&amp;quot; and &amp;quot;Steering&amp;quot;. When using a mouse and keyboard, the options have the following effects:&lt;br /&gt;
* Heading: Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Steering: Pressing up/down will make vehicles accelerate/brake. Pressing left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
When using a controller, the options have the following effects:&lt;br /&gt;
* Heading: Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Steering: Moving the stick up/down will make vehicles accelerate/brake.\nMoving the stick left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|W}}&lt;br /&gt;
| Move up&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|D}}&lt;br /&gt;
| Move right&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Move left&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|S}}&lt;br /&gt;
| Move down&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nintendo Switch key combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Left Stick}}&lt;br /&gt;
| Move&lt;br /&gt;
| Move the character and navigate the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Right Stick}}&lt;br /&gt;
| Look&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Alternative GUI move up&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Alternative GUI move down&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Left}}&lt;br /&gt;
| Alternative GUI move left&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Right}}&lt;br /&gt;
| Alternative GUI move right&lt;br /&gt;
| Alternative key for navigating the GUI.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basic interaction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|E}}&lt;br /&gt;
| {{Keybinding|X}}&lt;br /&gt;
| Open character screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Open object&#039;s GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|E}}&lt;br /&gt;
| {{Keybinding|X}}&lt;br /&gt;
| Confirm window&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{Keybinding|Press Right Stick}}&lt;br /&gt;
| Toggle free cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Mine&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Build&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Build [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|A}}&lt;br /&gt;
| Super-forced build&lt;br /&gt;
| Super-forced build. Automatically builds terrain under entities where needed and marks colliding entities in the way for deconstruction.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Q}}&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Clear cursor&lt;br /&gt;
| Returns the item in the cursor stack to the player&#039;s inventory. Also cancels wire placement and rail planning.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Q}}&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Pipette tool&lt;br /&gt;
| Picks items from your inventory used to build the currently selected entity and places them in your cursor. For resources it will select the fastest available mining drill.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|R}}&lt;br /&gt;
| {{Keybinding|Right}}&lt;br /&gt;
| Rotate&lt;br /&gt;
| Rotates the item held in the cursor or the selected entity clockwise.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|R}}&lt;br /&gt;
| {{Keybinding|Left}}&lt;br /&gt;
| Reverse rotate&lt;br /&gt;
| Rotates the item held in the cursor or the selected entity counterclockwise.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|H}}&lt;br /&gt;
| {{Keybinding|ZL|Right}}&lt;br /&gt;
| Flip horizontal&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|V}}&lt;br /&gt;
| {{Keybinding|ZL|Left}}&lt;br /&gt;
| Flip vertical&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F}}&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Pick up items on the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Z}}&lt;br /&gt;
| {{Keybinding|ZL|Down}}&lt;br /&gt;
| Drop item&lt;br /&gt;
| Drop one item of what you are holding on the ground, on a belt, or into a machine.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt}}&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Toggle &amp;quot;Alt-mode&amp;quot;&lt;br /&gt;
| Toggles showing additional information about built entities such as recipes in assembling machines and container contents.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|space}}&lt;br /&gt;
| {{Keybinding|R}}&lt;br /&gt;
| Shoot [[Enemies|enemy]]&lt;br /&gt;
| Shoots at the nearest enemy to the cursor, or for some weapons shoots at the location of the cursor.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|space}}&lt;br /&gt;
| {{Keybinding|ZR|R}}&lt;br /&gt;
| Shoot selected&lt;br /&gt;
| Shoots at whatever you have selected, or for some weapons shoots at the location of the cursor.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|C}}&lt;br /&gt;
| {{Keybinding|ZL|R}}&lt;br /&gt;
| Next [[Weapons|weapon]]&lt;br /&gt;
| Cycles to the next equipped weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|enter}}&lt;br /&gt;
| {{Keybinding|ZR|X}}&lt;br /&gt;
| Enter/Leave [[vehicle]]&lt;br /&gt;
| Enters or exits a vehicle you&#039;re standing next to or driving.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mwu}}&amp;lt;br&amp;gt;({{Keybinding|shift|mwu}})&lt;br /&gt;
| {{Keybinding|ZR|Up}}&lt;br /&gt;
| Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mwd}}&amp;lt;br&amp;gt;({{Keybinding|shift|mwd}})&lt;br /&gt;
| {{Keybinding|ZR|Down}}&lt;br /&gt;
| Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|alt|mwu}}&amp;lt;br&amp;gt;{{Keybinding|shift|alt|mwd}}&lt;br /&gt;
|&lt;br /&gt;
| Zoom in/out for the minimap&lt;br /&gt;
| Change the minimap&#039;s zoom level.  Must mouseover the minimap first.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Use item&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Queue command&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|grave}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|-}}&lt;br /&gt;
| Toggle chat (and Lua [[console]])&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Copy entity settings&lt;br /&gt;
| [[Copy_and_paste#Entity_settings|Copies settings from the selected entity.]] Note that for pasting to work, the source entity must still exist.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Paste entity settings&lt;br /&gt;
| [[Copy_and_paste#Entity_settings|Pastes settings from the previous copied entity.]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|G}}&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Toggle rail layer&lt;br /&gt;
| When a [[rail planner]] is used, changes if the rails should end on ground or elevated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced interaction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Select for [[blueprint]]&lt;br /&gt;
| Select the entities for blueprinting, upgrading, or deconstruction.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Select for [[deconstruction planner|deconstruction]] cancellation&lt;br /&gt;
| Select to cancel upgrading or deconstruction.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|A}}&lt;br /&gt;
| Select for super-forced deconstruction&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Reverse select&lt;br /&gt;
| Activates downgrade mode with the [[upgrade planner]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Deselect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| {{Keybinding|ZL|Up}}&lt;br /&gt;
| [[Blueprint book]] next&lt;br /&gt;
| When holding a blueprint book in the cursor, cycles the active blueprint to the next available blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwd}}&lt;br /&gt;
| {{Keybinding|ZL|Down}}&lt;br /&gt;
| Blueprint book previous&lt;br /&gt;
| When holding a blueprint book in the cursor, cycles the active blueprint to the previous available blueprint.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F}}&lt;br /&gt;
| {{Keybinding|Right SR}}&lt;br /&gt;
| Focus search&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numplus}}&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Larger tile building area&lt;br /&gt;
| Increases the size of the placement area for tiles.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numminus}}&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Smaller tile building area&lt;br /&gt;
| Decreases the size of the placement area for tiles.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Remove [[Electric system#Distribution|pole]] cables&lt;br /&gt;
| Removes wires from the selected electric pole, starting with electric wires and then circuit network wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Build with obstacle avoidance&lt;br /&gt;
| Usable only for rail building. This is the same as ghost build mode, but trees, rocks and cliffs are avoided.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Add train stop&lt;br /&gt;
| Usable only in the locomotive GUI and map view. Hold this modifier while selecting a stop in the locomotive GUI minimap or main map to add it to the schedule.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Add temporary train stop&lt;br /&gt;
| Usable only in the locomotive GUI and map view. Hold this modifier while selecting in the locomotive GUI minimap or main map to quickly go to that location by adding a temporary stop to the schedule.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Rename all&lt;br /&gt;
| Usable only in specific rename GUIs, such as renaming a train stop. Hold this modifier while submitting the rename to rename all with that name.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Fast-add wait condition&lt;br /&gt;
| Usable only in the space platform schedule GUI, for request satisfied wait conditions.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Drag map&lt;br /&gt;
| Usable only in the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&amp;lt;br&amp;gt;({{Keybinding|shift|lmb}})&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Move tag&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Place a tag in chat&lt;br /&gt;
| Usable only when the chat is open. Places a chat link to the selected item, recipe, map location, stop, or train.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|alt|lmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Ping a map location&lt;br /&gt;
| Quickly create a map ping at the selected location and link to it in the chat.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|rmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Pin&lt;br /&gt;
| Pin the selected entity or position.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift}}&lt;br /&gt;
| {{Keybinding|ZR}}&lt;br /&gt;
| Activate tooltip&lt;br /&gt;
| Show the tooltip when the tooltip delay is set to a large value or &amp;quot;Never&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|Down}}&lt;br /&gt;
| Select next surface&lt;br /&gt;
| Move to the next surface in the surface list in remote view.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|Up}}&lt;br /&gt;
| Select previous surface&lt;br /&gt;
| Move to the previous surface in the surface list in remote view.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|mwu}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Increase quality&lt;br /&gt;
| Increases quality of current cursor item or selection screen.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|mwd}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Decrease quality&lt;br /&gt;
| Lowers quality of current cursor item or selection screen.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Scroll tooltip up&lt;br /&gt;
| Scroll the entity tooltip up (only applies when attached to the right side of the view).&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Scroll tooltip down&lt;br /&gt;
| Scroll tooltip down (only applies when attached to the right side of the view).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Crafting]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Craft 1&lt;br /&gt;
| Usable only in the recipe GUI. Crafts 1 of a given recipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Craft 5&lt;br /&gt;
| Usable only in the recipe GUI. Crafts 5 of a given recipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Craft all&lt;br /&gt;
| Usable only in the recipe GUI. Crafts as many as possible of a given recipe.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Cancel crafting 1&lt;br /&gt;
| Usable only in the crafting queue.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Cancel crafting 5&lt;br /&gt;
| Usable only in the crafting queue.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Cancel crafting all&lt;br /&gt;
| Usable only in the crafting queue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|lmb}}&lt;br /&gt;
| {{Keybinding|A}}&lt;br /&gt;
| Pick up/drop item stack&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Stack transfer&lt;br /&gt;
| Transfers the selected stack to the other inventory.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Inventory transfer&lt;br /&gt;
| Transfers all of the selected stack type to the other inventory. If an empty slot is selected, all items are transferred.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|A}}&lt;br /&gt;
| Fast entity transfer&lt;br /&gt;
| Transfers the held stack into the selected entity, or takes anything the entity has and transfers it to your inventory if the cursor is empty.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Cursor split&lt;br /&gt;
| Moves half of the selected inventory slot into the cursor if empty. Places a single item from the cursor stack into the selected inventory slot when holding an item.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Stack split&lt;br /&gt;
| Transfers half of the selected stack to the other inventory.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|rmb}}&lt;br /&gt;
| {{Keybinding|ZL|Y}}&lt;br /&gt;
| Inventory split&lt;br /&gt;
| Transfers half of all of the stacks (rounded up) of the selected stack type to the other inventory. If an empty slot is selected, half of all stacks are transferred.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|rmb}}&lt;br /&gt;
| {{Keybinding|ZL|Y}}&lt;br /&gt;
| Fast entity split&lt;br /&gt;
| Transfers half of the held stack into the selected entity, or takes half of anything the entity has and transfers it to your inventory if the cursor is empty.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|Y}}&lt;br /&gt;
| Toggle filter&lt;br /&gt;
| Creates/removes a filter for the selected inventory slot. Only the selected item type can be placed in the filtered slot. Clear shortcut on quickbar.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|rmb}}&lt;br /&gt;
| {{Keybinding|Y}}&lt;br /&gt;
| Open item&#039;s GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Copy inventory filter&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Paste inventory filter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Quickbar]] / [[Quick panel]] ===&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|X}}&lt;br /&gt;
| Rotate active quickbars&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Next active quickbar&lt;br /&gt;
| Selects the next quickbar for the top quickbar.&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Previous active quickbar&lt;br /&gt;
| Selects the previous quickbar for the top quickbar.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|1}}&lt;br /&gt;
| Shortcut 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|2}}&lt;br /&gt;
| Shortcut 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|3}}&lt;br /&gt;
| Shortcut 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|4}}&lt;br /&gt;
| Shortcut 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|5}}&lt;br /&gt;
| Shortcut 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|6}}&lt;br /&gt;
| Shortcut 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|7}}&lt;br /&gt;
| Shortcut 7&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|8}}&lt;br /&gt;
| Shortcut 8&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|9}}&lt;br /&gt;
| Shortcut 9&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|0}}&lt;br /&gt;
| Shortcut 10&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 1&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 2&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 3&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 4&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 5&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 6&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 7&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 8&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 9&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Secondary shortcut 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|1}}&lt;br /&gt;
| Select quickbar 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|2}}&lt;br /&gt;
| Select quickbar 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|3}}&lt;br /&gt;
| Select quickbar 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|4}}&lt;br /&gt;
| Select quickbar 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|5}}&lt;br /&gt;
| Select quickbar 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|6}}&lt;br /&gt;
| Select quickbar 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|7}}&lt;br /&gt;
| Select quickbar 7&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|8}}&lt;br /&gt;
| Select quickbar 8&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|9}}&lt;br /&gt;
| Select quickbar 9&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|0}}&lt;br /&gt;
| Select quickbar 10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Nintendo Switch key combination&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|L}}&lt;br /&gt;
| Show quick panel&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Up}}&lt;br /&gt;
| Next page&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Down}}&lt;br /&gt;
| Previous page&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Right}}&lt;br /&gt;
| Next tab&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Left}}&lt;br /&gt;
| Previous tab&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|C}}&lt;br /&gt;
| {{Keybinding|Left SL}}&lt;br /&gt;
| Copy&lt;br /&gt;
| Select an area of entities to be [[Copy and paste|copied]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|X}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Cut&lt;br /&gt;
| Select an area of entities to be [[Copy and paste|copied and marked for deconstruction]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|V}}&lt;br /&gt;
| {{Keybinding|Left SR}}&lt;br /&gt;
| Paste&lt;br /&gt;
| Paste the last [[Copy and paste|copied entities]].&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwu}}&lt;br /&gt;
| {{Keybinding|ZL|Up}}&lt;br /&gt;
| Next clipboard&lt;br /&gt;
| Cycles the clipboard history while holding the paste tool.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mwd}}&lt;br /&gt;
| {{Keybinding|ZL|Down}}&lt;br /&gt;
| Previous clipboard&lt;br /&gt;
| Cycles the clipboard history while holding the paste tool.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Z}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Undo&lt;br /&gt;
| Undo some actions such as manual entity building/removal, placing of blueprints, and usage of the deconstruction planner.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Y}}&amp;lt;br&amp;gt;{{Keybinding|ctrl|shift|Z}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Redo&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|T}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Artillery targeting remote]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|B}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[blueprint]]&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[blueprint book]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|C}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Copper wire]] connection mode &lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|D}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[deconstruction planner]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|Y}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Discharge defense remote]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|G}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Green wire]] connection mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|R}}&lt;br /&gt;
| Not set&lt;br /&gt;
| [[Red wire]] connection mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|A}}&lt;br /&gt;
| {{Keybinding|ZL|X}}&lt;br /&gt;
| [[Spidertron remote]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|U}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Make new [[upgrade planner]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|E}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle [[exoskeleton]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|L}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle personal logistics requests&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|F}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle [[personal roboport]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Panels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F1}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open character logistics&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F2}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open character info&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F3}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open character crafting&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|esc}}&lt;br /&gt;
| {{Keybinding|+}}&lt;br /&gt;
| Toggle menu&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Tab}}&amp;lt;br&amp;gt;({{Keybinding|M}})&lt;br /&gt;
| {{Keybinding|-}}&lt;br /&gt;
| Toggle world map&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Close menu&lt;br /&gt;
| Cancel and return to the previous menu. Usable only in main menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|T}}&lt;br /&gt;
| {{Keybinding|ZL|-}}&lt;br /&gt;
| Toggle technology screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|P}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle [[production statistics]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|L}}&lt;br /&gt;
| {{Keybinding|ZR|-}}&lt;br /&gt;
| Toggle [[logistic network]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| {{Keybinding|Right SL}}&lt;br /&gt;
| Toggle [[blueprint library]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|O}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle train overview&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|lmb}}&lt;br /&gt;
| {{Keybinding|ZL|ZR|A}}&lt;br /&gt;
| Open factoriopedia&lt;br /&gt;
| Opens the factoriopedia entry for the currently hovered object.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|Left}}&amp;lt;br&amp;gt;({{Keybinding|mb4}})&lt;br /&gt;
| Not set&lt;br /&gt;
| Back&lt;br /&gt;
| Go to the last opened window.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|alt|Right}}&amp;lt;br&amp;gt;({{Keybinding|mb5}})&lt;br /&gt;
| Not set&lt;br /&gt;
| Forward&lt;br /&gt;
| Go forward in the opened window queue.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&amp;lt;br&amp;gt;(Alternative)&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|Pause}}&lt;br /&gt;
| {{Keybinding|ZR|+}}&lt;br /&gt;
| Pause game&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|tab}}&lt;br /&gt;
| {{Keybinding|B}}&lt;br /&gt;
| Confirm message&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|backspace}}&amp;lt;br&amp;gt;({{Keybinding|mb4}})&lt;br /&gt;
| Not set&lt;br /&gt;
| Select previous mod&lt;br /&gt;
| Usable only in the mods GUI. Selects the mod you previously selected.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|J}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Connect train&lt;br /&gt;
| Connects the selected train or the train you&#039;re driving to any adjacent trains.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|K}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Disconnect train&lt;br /&gt;
| Disconnects the selected rolling stock or the rolling stock you are in from the rest of the train.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F10}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Next player in [[replay system|replay]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Up}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid up&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Down}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid down&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Left}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid left&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|Right}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint absolute grid right&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Up}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities up&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Down}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities down&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Left}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities left&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|Right}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Move blueprint entities right&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Play the next music track&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Play the previous music track&lt;br /&gt;
| Up to 5 previous tracks are remembered.&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Pause/Resume music&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Editor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Next variation&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Previous variation&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Clone item&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|mmb}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Delete item&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numzero}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle entity paused&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|numperiod}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Tick once&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|numplus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Increase game speed&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|numminus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Decrease game speed&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|nummulti}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Reset game speed to 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Set clone brush source&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|lmb}}&lt;br /&gt;
| {{Keybinding|ZR|A}}&lt;br /&gt;
| Set clone brush destination&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Switch to surface #&lt;br /&gt;
| Switches to the surface number pressed in combination with this hotkey: CTRL + 3 -&amp;gt; switches to surface 3.&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|rmb}}&lt;br /&gt;
| {{Keybinding|ZR|Y}}&lt;br /&gt;
| Remove scripting object&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Debug mode|Debug]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! PC key combination&lt;br /&gt;
! Nintendo Switch key&amp;lt;br&amp;gt;combination&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F3}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle atlas GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|F4}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI visibility&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F4}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle debug settings GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F5}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle basic debug&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|F9}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Reset zoom level&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|shift|F9}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Set zoom level to 2x&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F5}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI debug&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F6}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI style view&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F7}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI shadows&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|F8}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle GUI glows&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|E}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open prototypes GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|F}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Open prototype explorer GUI&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|numplus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Increase UI scale&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|numminus}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Decrease UI scale&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|numzero}}&lt;br /&gt;
| Not set&lt;br /&gt;
| Reset UI scale to automatic&lt;br /&gt;
|-&lt;br /&gt;
| {{Keybinding|ctrl|shift|F11}}&lt;br /&gt;
| Not set&lt;br /&gt;
| /editor&lt;br /&gt;
|-&lt;br /&gt;
| Not set&lt;br /&gt;
| Not set&lt;br /&gt;
| Toggle entity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Script_interfaces#Custom_input|Creating keybindings in mods]]&lt;br /&gt;
** [https://lua-api.factorio.com/latest/prototypes/CustomInputPrototype.html Keybinding prototype documentation]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>FletchL1ves</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=216007</id>
		<title>Rocket fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=216007"/>
		<updated>2025-10-01T11:58:32Z</updated>

		<summary type="html">&lt;p&gt;FletchL1ves: 2.0.7 change history: crafting times reduced from 30 to 15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket fuel}}&lt;br /&gt;
&lt;br /&gt;
Used in the production of orbital rockets. It is the second-most long-lasting of all the fuel types, beat only by [[Nuclear fuel]]. Rocket fuel can also be used in burner devices to provide 100MJ of energy, however this is slightly less efficient than using 10 [[solid fuel]]s unless extra products are created using [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanilla:&#039;&#039;&#039; 10 rocket fuel are required for each [[rocket part]], so 1000 rocket fuel are needed for each rocket launch.  Additionally 50 rocket fuel are required for each [[satellite]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Age:&#039;&#039;&#039; 1 rocket fuel is required for 1 rocket parts, and 50 rocket parts are needed for a rocket launch. So 50 rocket fuel are needed for each rocket launch. &lt;br /&gt;
&lt;br /&gt;
== Alternative recipes ==&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output !! Made in !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ammonia rocket fuel||}} Ammonia rocket fuel || {{icon|Time|10}} + {{icon|Water|50}} + {{icon|Ammonia|500}} + {{icon|Solid fuel|10}} || {{icon|Rocket fuel|1}} || {{icon|Chemical plant}} {{icon|Cryogenic plant|space-age=yes}} || {{icontech|Planet discovery Aquilo (research)|}} [[Planet discovery Aquilo (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket fuel from jelly||}} Rocket fuel from jelly || {{icon|Time|10}} + {{icon|Bioflux|2}} + {{icon|jelly|30}} + {{icon|Water|30}} || {{icon|Rocket fuel|1}} || {{icon|Biochamber|space-age=yes}} || {{icontech|Bioflux processing (research)|}} [[Bioflux processing (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.24|&lt;br /&gt;
* Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased rocket fuel stack size from 10 to 20.&lt;br /&gt;
* Decreased the crafting time of rocket fuel from 30 to 15.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Rocket fuel requires light oil.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative fuel value of rocket fuel decreased by 10.6%.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Rocket fuel can now be used as fuel.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rocket part]] components:&lt;br /&gt;
** [[Low density structure]]&lt;br /&gt;
** [[Processing unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Tutorial:Producing power from oil]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>FletchL1ves</name></author>
	</entry>
</feed>