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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ForFoxAche</id>
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	<updated>2026-04-23T21:04:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=117522</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=117522"/>
		<updated>2015-01-13T19:10:13Z</updated>

		<summary type="html">&lt;p&gt;ForFoxAche: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
At the time, Factorio has two types of enemies; Biters and Worms.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== [[Biters]] == &lt;br /&gt;
Biters are the main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with [[worms]].&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big.&lt;br /&gt;
Biters are attracted by and enraged by [[pollution]] and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || [[Small Biter]]&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || [[Medium Biter]]&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || [[Big Biter]]&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack over thin walls.&lt;br /&gt;
* Health: 375&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|}&lt;br /&gt;
-----&lt;br /&gt;
=== [[Spawners]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || [[Biter&#039;s Nest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || [[Spitter&#039;s Nest]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Evolution ==&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolutionfactor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This 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 production of pollution (globally) increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor. &lt;br /&gt;
&lt;br /&gt;
All these values are set in mapsettings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.9.1) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 60 ticks (game second)&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000008&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.00003&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.mapsettings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.005&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
== [[Worms]] == &lt;br /&gt;
The Worms are the natural allies of the Biters and will attack you if you get close enough.&lt;br /&gt;
&lt;br /&gt;
Worms will act like static turrets and will not follow you.&lt;br /&gt;
&lt;br /&gt;
=== Sizes ===&lt;br /&gt;
Like Biters, worms come in 3 sizes, their power increasing with size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sw.png]] || [[Small Worm]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:mw.png]] || [[Medium Worm]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bw.png]] || [[Big Worm]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Big Worms Now Show Up In Early Game ===&lt;br /&gt;
&lt;br /&gt;
Big Worms can be created &#039;&#039;&#039;directly after start of a new game&#039;&#039;&#039;. Big worms appearance is not dependent on time! ( http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 )&lt;br /&gt;
&lt;br /&gt;
=== Acid Damage ===&lt;br /&gt;
&lt;br /&gt;
Worms deal &#039;&#039;&#039;acid damage&#039;&#039;&#039;. Despite how it looks, worm&#039;s projectile can neither deal damage to units other than the target nor can be dodged.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || [[Worm&#039;s animation]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Trucario|Trucario]] ([[User talk:Trucario|talk]]) 14:01, 7 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters die and form a new base. &lt;br /&gt;
&lt;br /&gt;
--[[User:Shadowblink|Shadowblink]] ([[User talk:Shadowblink|talk]]) 22:48, 31 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>ForFoxAche</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File_talk:Spitternest.gif&amp;diff=117521</id>
		<title>File talk:Spitternest.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File_talk:Spitternest.gif&amp;diff=117521"/>
		<updated>2015-01-13T18:56:52Z</updated>

		<summary type="html">&lt;p&gt;ForFoxAche: Created page with &amp;quot;Apparently it didn&amp;#039;t record in 320x320 and a couple of frames should be knocked off the beginning/end for a more seamless loop. If someone wants to create a new one please do.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Apparently it didn&#039;t record in 320x320 and a couple of frames should be knocked off the beginning/end for a more seamless loop. If someone wants to create a new one please do.&lt;/div&gt;</summary>
		<author><name>ForFoxAche</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=111576</id>
		<title>Types/EntityPrototypeFlags</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=111576"/>
		<updated>2014-08-20T13:30:57Z</updated>

		<summary type="html">&lt;p&gt;ForFoxAche: /* &amp;quot;placeable-[force]&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;placeable-[force]&amp;quot; ==&lt;br /&gt;
*&amp;quot;placeable-player&amp;quot;&lt;br /&gt;
*&amp;quot;placeable-neutral&amp;quot;&lt;br /&gt;
*&amp;quot;placeable-enemy&amp;quot;&lt;br /&gt;
placeable neutral/player/enemy will add the entities to the screens in the map editor. For example, the biter-spawner has the placable-player and placeable-enemy flags. If you go into the map editor and use &#039;f&#039; to switch between player entities and enemy entities you will see that both have a creeper spawner. If you were to place one of each in the map (along with a player) and then save/play it, you would see the creepers attacking each other since they are on opposing forces. On the other hand, if you were to add the &amp;quot;placeable-neutral&amp;quot; flag and (after restarting factorio if you left it running) place one next to the two previous spawners, the neutral creepers would neither attack the other creepers nor be attacked by them.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;placeable-off-grid&amp;quot;==&lt;br /&gt;
placeable-off-grid refers to the fact that most entities are placed on an invisible &#039;grid&#039; within the world, entities with the placeable-off-grid flag do not have to line up with this grid (like trees, players, creepers, and land-mines)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;pushable&amp;quot;==&lt;br /&gt;
Pushable means that the entity can be &#039;pushed&#039; by the car.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;player-creation&amp;quot;==&lt;br /&gt;
This is not currently used, but adding this flag will make creepers destroy everything they encounter that is a &amp;quot;player-creation&amp;quot;, depending on their priority (they would probably attack the turrets first and then other items) when instead of the freeplay using distraction=defines.distraction.byenemy it uses distraction=defines.distraction.byanything&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;breaths-air&amp;quot;==&lt;br /&gt;
This is used to specify that the entity breaths air, and so is affected by poison (currently [[Poison_capsule|Poison Capsules]] are the only source).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;not-repairable&amp;quot;==&lt;br /&gt;
Used to specify that the entity can not be &#039;healed&#039; by repair-packs (or construction robots with repair packs)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;building-direction-8-way&amp;quot;==&lt;br /&gt;
Uses 45 degree angle increments when selecting direction (also, 8 point compass North-NorthEast-East-SouthEast-South-SouthWest-West-NorthWest). I think, correct this if know otherwise :) [[User:FreeER|~FreeER]] ([[User talk:FreeER|talk]])&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;filter-directions&amp;quot;==&lt;br /&gt;
Used to automatically detect the proper direction, if possible. Used by base with the pump, train stop, and train signal.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;fast-replaceable-no-rotate-only&amp;quot;==&lt;br /&gt;
Used to prevent fast replacement of objects with the same name. Currently only used by base with the basic underground transport belts.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    flags = {&amp;quot;placeable-neutral&amp;quot;, &amp;quot;player-creation&amp;quot;}&lt;/div&gt;</summary>
		<author><name>ForFoxAche</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=111572</id>
		<title>Types/EntityPrototypeFlags</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/EntityPrototypeFlags&amp;diff=111572"/>
		<updated>2014-08-20T13:22:08Z</updated>

		<summary type="html">&lt;p&gt;ForFoxAche: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;placeable-[force]&amp;quot; ==&lt;br /&gt;
*&amp;quot;placeable-player&amp;quot;&lt;br /&gt;
*&amp;quot;placeable-neutral&amp;quot;&lt;br /&gt;
*&amp;quot;placeable-enemy&amp;quot;&lt;br /&gt;
placeable neutral/player/enemy will add the entities to the screens in the map editor, for example the biter-spawner has the placable-player and placeable-enemy flags, if you go into the map editor and use &#039;f&#039; to switch between player entities and enemy entities you will see that both have a creeper spawner if you were to place one of each in the map (along with a player) and then save/play it you would see the creepers attacking each other since they are on opposing forces. On the other hand if you were to add the &amp;quot;placeable-neutral&amp;quot; flag and (after restarting factorio if you left it running) place one next to the two previous spawners, the neutral creepers would neither attack the other creepers nor be attacked by them.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;placeable-off-grid&amp;quot;==&lt;br /&gt;
placeable-off-grid refers to the fact that most entities are placed on an invisible &#039;grid&#039; within the world, entities with the placeable-off-grid flag do not have to line up with this grid (like trees, players, creepers, and land-mines)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;pushable&amp;quot;==&lt;br /&gt;
Pushable means that the entity can be &#039;pushed&#039; by the car.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;player-creation&amp;quot;==&lt;br /&gt;
This is not currently used, but adding this flag will make creepers destroy everything they encounter that is a &amp;quot;player-creation&amp;quot;, depending on their priority (they would probably attack the turrets first and then other items) when instead of the freeplay using distraction=defines.distraction.byenemy it uses distraction=defines.distraction.byanything&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;breaths-air&amp;quot;==&lt;br /&gt;
This is used to specify that the entity breaths air, and so is affected by poison (currently [[Poison_capsule|Poison Capsules]] are the only source).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;not-repairable&amp;quot;==&lt;br /&gt;
Used to specify that the entity can not be &#039;healed&#039; by repair-packs (or construction robots with repair packs)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;building-direction-8-way&amp;quot;==&lt;br /&gt;
Uses 45 degree angle increments when selecting direction (also, 8 point compass North-NorthEast-East-SouthEast-South-SouthWest-West-NorthWest). I think, correct this if know otherwise :) [[User:FreeER|~FreeER]] ([[User talk:FreeER|talk]])&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;filter-directions&amp;quot;==&lt;br /&gt;
Used to automatically detect the proper direction, if possible. Used by base with the pump, train stop, and train signal.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;fast-replaceable-no-rotate-only&amp;quot;==&lt;br /&gt;
Used to prevent fast replacement of objects with the same name. Currently only used by base with the basic underground transport belts.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    flags = {&amp;quot;placeable-neutral&amp;quot;, &amp;quot;player-creation&amp;quot;}&lt;/div&gt;</summary>
		<author><name>ForFoxAche</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Types/MinableProperties&amp;diff=111571</id>
		<title>Types/MinableProperties</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Types/MinableProperties&amp;diff=111571"/>
		<updated>2014-08-20T13:18:55Z</updated>

		<summary type="html">&lt;p&gt;ForFoxAche: Created page with &amp;quot;MinableProperties are specified by a list of Types/string  == mining_time == How long it takes to mine this object.  Influenced by hardness - higher hardness means longer ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MinableProperties are specified by a list of [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
== mining_time ==&lt;br /&gt;
How long it takes to mine this object.&lt;br /&gt;
&lt;br /&gt;
Influenced by hardness - higher hardness means longer mining time&lt;br /&gt;
== hardness ==&lt;br /&gt;
An axe will lose this much durability when the item is mined.&lt;br /&gt;
&lt;br /&gt;
An axe is not able to mine an object with a hardness equal or greater than its mining power.&lt;br /&gt;
&lt;br /&gt;
Influences mining time - higher hardness means longer mining time&lt;br /&gt;
== result ==&lt;br /&gt;
Which item is dropped when this is mined&lt;br /&gt;
== count ==&lt;br /&gt;
How many of result are dropped&lt;br /&gt;
== mining_particle ==&lt;br /&gt;
Which set of particles to use.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|wooden-particle&lt;br /&gt;
|[[File:wooden-particle.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|coal-particle&lt;br /&gt;
|[[File:coal-particle.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|stone-particle&lt;br /&gt;
|[[File:stone-particle.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|shell-particle&lt;br /&gt;
|[[File:shell-particle.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|iron-ore-particle&lt;br /&gt;
|[[File:iron-ore-particle.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|copper-ore-particle&lt;br /&gt;
|[[File:copper-ore-particle.gif]]&lt;br /&gt;
|}&lt;br /&gt;
== Example ==&lt;br /&gt;
   minable = { mining_time = 1, hardness = 0.5, result = &amp;quot;raw-wood&amp;quot;, count = 5, mining_particle = &amp;quot;wooden-particle&amp;quot;}&lt;/div&gt;</summary>
		<author><name>ForFoxAche</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Entity&amp;diff=111557</id>
		<title>Prototype/Entity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Entity&amp;diff=111557"/>
		<updated>2014-08-20T10:40:47Z</updated>

		<summary type="html">&lt;p&gt;ForFoxAche: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
The common properties of all entities in the game.&lt;br /&gt;
Entity is basically everything that can be on the map (except tiles).&lt;br /&gt;
For in game script access to entity, take a look at [[Lua/Entity]]&lt;br /&gt;
== Extensions ==&lt;br /&gt;
*[[Prototype/EntityWithHealth]]&lt;br /&gt;
**[[Prototype/Accumulator]]&lt;br /&gt;
**[[Prototype/Character]]&lt;br /&gt;
**[[Prototype/Unit]]&lt;br /&gt;
**[[Prototype/PipeConnectable]]&lt;br /&gt;
**[[Prototype/Car]]&lt;br /&gt;
**[[Prototype/Market]]&lt;br /&gt;
*[[Prototype/Resource]]&lt;br /&gt;
*[[Prototype/ItemEntity]]&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
=== type ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Specification of the [[Prototypes/EntityPrototypeTypes|type]] of the prototype.&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
Unique identification of the prototype.&lt;br /&gt;
&lt;br /&gt;
=== flags ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/EntityPrototypeFlags]]&lt;br /&gt;
&lt;br /&gt;
=== icon ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/FileName]]&lt;br /&gt;
&lt;br /&gt;
Mandatory for entities that have at least one of these flags active placeable-neutral, placeable-player, placeable-neutral.&lt;br /&gt;
&lt;br /&gt;
The icon will be used in the editor building selection.&lt;br /&gt;
    icon = &amp;quot;__base__/graphics/icons/wooden-chest.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
=== collision_box ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/AABBbox]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Empty={{0, 0}, {0, 0}} it means no collisions.&lt;br /&gt;
&lt;br /&gt;
Specification of the entity collision boundaries.&lt;br /&gt;
&lt;br /&gt;
Empty collision box is used for smoke, projectiles, particles, explosions etc.&lt;br /&gt;
    collision_box = {{-0.4, -0.4}, {0.4, 0.4}}&lt;br /&gt;
The {0,0} coordinate in the collision box will match the entity position.&lt;br /&gt;
&lt;br /&gt;
It should be near the center of the collision box, to keep correct entity drawing order.&lt;br /&gt;
&lt;br /&gt;
Note, that for buildings, it is custom to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc. and prevents stucked items on transport belt in some special cases (curves around the corner etc).&lt;br /&gt;
=== collision_mask ===&lt;br /&gt;
&#039;&#039;&#039;type&#039;&#039;&#039;: [[Types/CollisionMask]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Depends on Entity type&lt;br /&gt;
&lt;br /&gt;
Two entities can collide only if they share a layer from the collision mask.&lt;br /&gt;
&lt;br /&gt;
=== selection_box ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/AABBbox]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Empty = {{0, 0}, {0, 0}}&lt;br /&gt;
&lt;br /&gt;
Specification of the entity selection area.&lt;br /&gt;
When empty  the entity will have no selection area (and thus is not selectable).&lt;br /&gt;
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}}&lt;br /&gt;
The selection box is usualy little bit bigger than the collision box, for tilable entities (like buildings) it should match the tile size of the building.&lt;br /&gt;
&lt;br /&gt;
=== drawing_box ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/AABBbox]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: The value of selection_box&lt;br /&gt;
&lt;br /&gt;
Specification of space needed to see the whole entity.&lt;br /&gt;
&lt;br /&gt;
This is used to calculate the correct zoom and positioning in the entity info gui.&lt;br /&gt;
    drawing_box = {{-0.5, -0.5}, {0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
=== sticker_box ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/AABBbox]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: The value of collision box.&lt;br /&gt;
&lt;br /&gt;
Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear.&lt;br /&gt;
It is optional and the collision box is used when not specified.&lt;br /&gt;
   sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
=== weight ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/float]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: 1&lt;br /&gt;
&lt;br /&gt;
Weight of the entity used for physics calculation when car hits something.&lt;br /&gt;
    weight = 5.7&lt;br /&gt;
&lt;br /&gt;
=== minable ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/MinableProperties]]&lt;br /&gt;
&lt;br /&gt;
=== emissions_per_tick ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/double]]&lt;br /&gt;
&lt;br /&gt;
Amount of emissions created (positive number) or cleaned (negative number) every tick by the entity.&lt;br /&gt;
This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption.&lt;br /&gt;
Currently used just for trees.&lt;br /&gt;
    emissions_per_tick = -0.0005 -- cleaning effect of big tree&lt;br /&gt;
&lt;br /&gt;
=== fast_replacable_group ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/string]]&lt;br /&gt;
&lt;br /&gt;
=== tile_width ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: calculated by the collision box width rounded up.&lt;br /&gt;
&lt;br /&gt;
Used to determine how the center of the entity should be positioned when building (unless the offgrid [[Types/EntityPrototypeFlags|flag]] is specified).&lt;br /&gt;
When the tile width is odd, the center will be in the center of the tile, when it is even, the center is on the tile transition.&lt;br /&gt;
&lt;br /&gt;
=== tile_height ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/unsigned]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: calculated by the collision box height rounded up.&lt;br /&gt;
&lt;br /&gt;
=== autoplace ===&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: [[Types/AutoplaceSpecification]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039;: Entity is not autoplacable&lt;br /&gt;
&lt;br /&gt;
Used to specify the rules for placing this entity during map generation.&lt;br /&gt;
&lt;br /&gt;
    autoplace =&lt;br /&gt;
    {&lt;br /&gt;
      sharpness = 0.5,&lt;br /&gt;
      control = &amp;quot;forest&amp;quot;,&lt;br /&gt;
      peaks =&lt;br /&gt;
      {&lt;br /&gt;
        {&lt;br /&gt;
          influence = 0.2,&lt;br /&gt;
          water_optimal = 0.3,&lt;br /&gt;
          water_range = 0.2,&lt;br /&gt;
          water_max_range = 0.4&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
          influence = 0.9,&lt;br /&gt;
          noise_layer = &amp;quot;trees&amp;quot;,&lt;br /&gt;
          noise_persistence = 0.5,&lt;br /&gt;
        }&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
    {&lt;br /&gt;
      type = &amp;quot;container&amp;quot;,&lt;br /&gt;
      name = &amp;quot;wooden-chest&amp;quot;,&lt;br /&gt;
      icon = &amp;quot;__base__/graphics/icons/wooden-chest.png&amp;quot;,&lt;br /&gt;
      flags = {&amp;quot;placeable-neutral&amp;quot;, &amp;quot;player-creation&amp;quot;},&lt;br /&gt;
      minable = {mining_time = 1, result = &amp;quot;wooden-chest&amp;quot;},&lt;br /&gt;
      collision_box = {{-0.4, -0.4}, {0.4, 0.4}},&lt;br /&gt;
      selection_box = {{-0.5, -0.5}, {0.5, 0.5}},&lt;br /&gt;
      max_health = 50,&lt;br /&gt;
      corpse = &amp;quot;small-remnants&amp;quot;,&lt;br /&gt;
      fast_replaceable_group = &amp;quot;container&amp;quot;,&lt;br /&gt;
      inventory_size = 16,&lt;br /&gt;
      picture =&lt;br /&gt;
      {&lt;br /&gt;
        filename = &amp;quot;__base__/graphics/entity/wooden-chest/wooden-chest.png&amp;quot;,&lt;br /&gt;
        priority = &amp;quot;extra-high&amp;quot;,&lt;br /&gt;
        width = 46,&lt;br /&gt;
        height = 33,&lt;br /&gt;
        shift = {0.3, 0}&lt;br /&gt;
      }&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>ForFoxAche</name></author>
	</entry>
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