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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GreyTheWolf</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=GreyTheWolf"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/GreyTheWolf"/>
	<updated>2026-04-22T02:21:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GreyTheWolf&amp;diff=199082</id>
		<title>User:GreyTheWolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GreyTheWolf&amp;diff=199082"/>
		<updated>2024-07-15T12:34:19Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Replaced content with &amp;quot;== Hello! == I&amp;#039;m Grey. I&amp;#039;m a 7-year Factorio veteran and enthusiast. I specialise in the circuit network, the electric system, the fluid system, and railways.  In the real world, I&amp;#039;m an electrical and computer engineering student and graduate, as well as an avid inventor. I aspire to earn a PhD and pursue a career in teaching and research.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hello! ==&lt;br /&gt;
I&#039;m Grey. I&#039;m a 7-year Factorio veteran and enthusiast. I specialise in the [[circuit network]], the [[electric system]], the [[fluid system]], and [[railway]]s.&lt;br /&gt;
&lt;br /&gt;
In the real world, I&#039;m an electrical and computer engineering student and graduate, as well as an avid inventor. I aspire to earn a PhD and pursue a career in teaching and research.&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199081</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199081"/>
		<updated>2024-07-15T12:21:03Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Known free changes for 2.0 */ Added note about landfill being mineable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; and the upcoming 2.0 version.&lt;br /&gt;
&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* The planned price is $35.00 because it is &amp;quot;as big an addition as the whole vanilla game.&amp;quot;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
* Space Age is expected to release on &#039;&#039;&#039;October 21, 2024&#039;&#039;&#039;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
== Factorio: Space Age ==&lt;br /&gt;
[https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion. [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms], [https://www.factorio.com/blog/post/fff-386 FFF 386 - Vulcanus], [https://www.factorio.com/blog/post/fff-387 FFF 387 - Swimming in lava], [https://factorio.com/blog/post/fff-398 FFF 398 - Fulgora], [https://factorio.com/blog/post/fff-399 FFF 399 - Trash to Treasure], [https://factorio.com/blog/post/fff-413 FFF 413 - Gleba], [https://factorio.com/blog/post/fff-414 FFF 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Space Age features 4 new planets, each with their own &amp;quot;unique theme, resource, challenges, and gameplay mechanics&amp;quot;, and new enemies to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
** &#039;&#039;&#039;Fulgora&#039;&#039;&#039;, an electrified desert planet where the only resource is Scrap left by an alien civilization.&lt;br /&gt;
** &#039;&#039;&#039;Gleba&#039;&#039;&#039;, a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage.&lt;br /&gt;
** The final planet is yet to be revealed, but is thought to be named &#039;&#039;&#039;Aquilo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper. [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space. [[Space science pack | Space science]] unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.&lt;br /&gt;
&lt;br /&gt;
* Playthroughs of Space Age are expected to take approximately 60-100 hours, or 150-500+ hours for Space Exploration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Music:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The expansion will come with five hours of new music, some of it recorded using a live orchestra. [https://www.factorio.com/blog/post/fff-406] There will be around one hour of new music for each new surface (space, plus the four new planets).&lt;br /&gt;
&lt;br /&gt;
* It will also feature a new &amp;quot;variable music tracks&amp;quot; system [https://www.factorio.com/blog/post/fff-407], which seeks to &amp;quot;provide some variety in the music after tens or hundreds of hours spent in game&amp;quot;. But, the developers note: &amp;quot;regular music is still the main focus and large majority of the soundtrack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The Space Age soundtrack will be available as a separate digital purchase. [https://factorio.com/blog/post/fff-407]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Buildings:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Crusher, assembler-like building for breaking down asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Asteroid Collector, sends out tentacle-like grabbers to collect asteroids  [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Space Platform Hub, central unit for space platforms&lt;br /&gt;
* Selector Combinator, used for filtering out various signals from a wire. [https://factorio.com/blog/post/fff-384]&lt;br /&gt;
* A higher tier of [[Transport belt]], transporting 60 items per second. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* Foundry, processes molten materials [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Electromagnetic Plant, builds electricity-based items [https://factorio.com/blog/post/fff-399]&lt;br /&gt;
* Big mining drill, upgraded electric mining drill [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Rocket Turret, fires [[rocket]]s. Strong against large enemies [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
* Agricultural Tower, harvests [[Tree]]s within range. On Gleba, can also replant certain plants [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
* Biochamber, processes biological products [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Platforms:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Space platforms are player-created surfaces that function both as factories and as transport to other planets.&lt;br /&gt;
&lt;br /&gt;
* Platforms are created by launching a &amp;quot;starter pack&amp;quot; on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can&#039;t contain any holes. The entire platform is lost if the hub is destroyed.&lt;br /&gt;
&lt;br /&gt;
* The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).&lt;br /&gt;
&lt;br /&gt;
* Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.&lt;br /&gt;
&lt;br /&gt;
* A number of buildings can&#039;t be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.&lt;br /&gt;
&lt;br /&gt;
* Storage within the hub can be expanded with cargo bays, which is important as you can&#039;t place chests on platforms. Cargo bays can also attach to other cargo bays.&lt;br /&gt;
&lt;br /&gt;
* Platforms act as a power transmitter, removing the need for power poles entirely.&lt;br /&gt;
&lt;br /&gt;
* Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.&lt;br /&gt;
** Metallic asteroids are crushed into iron ore&lt;br /&gt;
** Carbonic asteroids are crushed into carbon&lt;br /&gt;
** Oxide asteroids are crushed into ice, which can be melted into water&lt;br /&gt;
&lt;br /&gt;
* Excess items can be dumped by &amp;quot;inserting&amp;quot; them into a space with no flooring.&lt;br /&gt;
&lt;br /&gt;
* All three asteroid types are also required to produce space science efficiently, as the satellite method now only produces 10 science packs, as well as needing some enriched uranium. Enrichment was moved to space science to compensate for enriched uranium being a required resource. Tier 2 modules were also moved to space science.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vulcanus:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-386 386 - Vulcanus], [https://factorio.com/blog/post/fff-387 387 - Swimming in lava]&lt;br /&gt;
&lt;br /&gt;
* Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins.&lt;br /&gt;
&lt;br /&gt;
* Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes.&lt;br /&gt;
&lt;br /&gt;
* Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood.  They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
&lt;br /&gt;
* Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill.&lt;br /&gt;
&lt;br /&gt;
* The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods.&lt;br /&gt;
&lt;br /&gt;
* Lava can be used to destroy items by placing items over it with an inserter.&lt;br /&gt;
&lt;br /&gt;
* Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities.&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet.&lt;br /&gt;
&lt;br /&gt;
* Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil.&lt;br /&gt;
&lt;br /&gt;
* Tungsten is used in a foundry to create the Metallurgic science pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgora:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-398 398 - Fulgora], [https://factorio.com/blog/post/fff-399 399 - Trash to Treasure]&lt;br /&gt;
&lt;br /&gt;
* Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands.&lt;br /&gt;
&lt;br /&gt;
* Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of Heavy Oil.&lt;br /&gt;
&lt;br /&gt;
* Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game.&lt;br /&gt;
&lt;br /&gt;
* Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods.&lt;br /&gt;
&lt;br /&gt;
* Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.&lt;br /&gt;
&lt;br /&gt;
* The plateaus are far enough apart for power poles, so each island will need its own electric network.&lt;br /&gt;
&lt;br /&gt;
* The Electromagnetic Plant, Fulgora&#039;s equivalent to the Foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items.&lt;br /&gt;
&lt;br /&gt;
* The main resource on Fulgora is Scrap, which can be processed in the Recycler to create 12 different basic and intermediate products.&lt;br /&gt;
&lt;br /&gt;
* These products include the new Holmium Ore, which can be used to create the Electromagnetic Science Pack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gleba:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-413 413 - Gleba], [https://factorio.com/blog/post/fff-414 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Gleba is the new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills.&lt;br /&gt;
&lt;br /&gt;
* Two types of local trees can be harvested with the new Agricultural Tower to give Fruit, which can be processed in an assembly machine into further products.&lt;br /&gt;
&lt;br /&gt;
* Processing Fruit also gives Seeds, which can be put back in the Agricultural Tower to replant trees, which the tower will harvest automatically when matured.&lt;br /&gt;
&lt;br /&gt;
* Fruit can be further processed into more industrial products within the new Biochamber, which requires a new item called Nutrients to operate.&lt;br /&gt;
&lt;br /&gt;
* Biological items will eventually and inevitably degrade into Spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours.&lt;br /&gt;
** Spoilage can be burned in a [[Boiler]], semi-destroyed in the [[Recycler]], or processed into half-spoiled Nutrients.&lt;br /&gt;
** Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further.&lt;br /&gt;
** Inserters and splitters will be able to prioritize the most or least spoiled items.&lt;br /&gt;
** Mods will be able to dictate what item a spoilable item turns into. [https://www.reddit.com/r/factorio/comments/1da7v22/comment/l7iqyl6/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button]&lt;br /&gt;
&lt;br /&gt;
* The Agricultural Science Pack, crafted here, will also spoil, which will reduce its research value.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
* Quality offers &amp;quot;vertical&amp;quot; growth for factories and influences a variety of building and item stats.&lt;br /&gt;
&lt;br /&gt;
* Quality tiers are Normal (0), Uncommon (1), Rare (2), Epic (3), and Legendary (5). Note that legendary quality has a doubled level increase to 5 instead of 4.&lt;br /&gt;
&lt;br /&gt;
* Known effects per level increase:&lt;br /&gt;
** +30% health&lt;br /&gt;
** +30% energy output&lt;br /&gt;
** +30% crafting speed&lt;br /&gt;
** +10% turret range&lt;br /&gt;
** +30% robot limit (rounded down)&lt;br /&gt;
** +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
** +1 tile reach for power poles&lt;br /&gt;
** +30% positive module effects&lt;br /&gt;
** +1 equipment grid size (both dimensions)&lt;br /&gt;
** Larger inventory (unknown boost size)&lt;br /&gt;
** Increased ammo damage (30%?)&lt;br /&gt;
** Faster inserters&lt;br /&gt;
** Reduced resource depletion on miners&lt;br /&gt;
** Larger capacity on accumulators&lt;br /&gt;
** Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
** Increased transmission power and decreased power consumption of beacons&lt;br /&gt;
** Larger scan range on radars&lt;br /&gt;
** +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
&lt;br /&gt;
* Quality items above Normal are created via quality modules. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty.&lt;br /&gt;
&lt;br /&gt;
* When crafting an item, each step up applies a 10% (moddable per quality) multiplier to the quality strength to the chance of receiving at least that quality. With four tier 3 quality modules providing a 100% quality strength, this results in 10% odds of at least +1 quality, 1% of at least +2, and so on. The base quality of a craft is the lowest input quality, ignoring fluids; it&#039;s impossible to get a Normal iron gear from two Uncommon iron plates.&lt;br /&gt;
&lt;br /&gt;
* Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.&lt;br /&gt;
&lt;br /&gt;
* New building: [[Recycler]], gives a 25% chance of returning items created from recipes.&lt;br /&gt;
&lt;br /&gt;
* There is a new achievement for having best legendary armor full of legendary equipment [https://www.factorio.com/blog/post/fff-375] .&lt;br /&gt;
&lt;br /&gt;
=== Elevated Rails ===&lt;br /&gt;
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]&lt;br /&gt;
&lt;br /&gt;
New buildings:&lt;br /&gt;
&lt;br /&gt;
* Rail ramp, to change layers&lt;br /&gt;
* Rail support, to support elevated rails&lt;br /&gt;
&lt;br /&gt;
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.&lt;br /&gt;
&lt;br /&gt;
== Known free changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* Better [[Blueprint]] building. [https://www.factorio.com/blog/post/fff-380], [https://factorio.com/blog/post/fff-392], [https://www.factorio.com/blog/post/fff-394], [https://www.factorio.com/blog/post/fff-403], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-412]&lt;br /&gt;
** &amp;quot;Super Force Building&amp;quot;: Will place [[Landfill]] underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible.&lt;br /&gt;
*** Landfill can now also be mined both by the player and by [[construction robot]]s, in addition to being automatically marked for deconstruction when &amp;quot;Super Force Building&amp;quot; an [[offshore pump]]. [https://www.factorio.com/blog/post/fff-383]&lt;br /&gt;
** Quick adjustment of [[Blueprint]] grid offsets: SHIFT + Arrow keys adjusts the Grid position, CTRL+ Arrow keys adjusts the Absolute grid offset.&lt;br /&gt;
** [[Rail planner]] now works in map mode (and works especially well with the new &amp;quot;Super-force building&amp;quot; feature).&lt;br /&gt;
** Fluid-based buildings like the [[Oil refinery]] can now be flipped.&lt;br /&gt;
** Parametrised Blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of [[Filter inserter]]s at a train station.&lt;br /&gt;
** Redo: Use CTRL+Y (or ⌘⇧Z) to Redo a previously Undone order.&lt;br /&gt;
** Using Undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone.&lt;br /&gt;
** Wire Connections, pasting Entity settings, and blueprint rotations can now be Undone (and Redone).&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://factorio.com/blog/post/fff-377],[https://factorio.com/blog/post/fff-389], [https://factorio.com/blog/post/fff-395], [https://www.factorio.com/blog/post/fff-403]&lt;br /&gt;
** Any Item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains&lt;br /&gt;
** Disabling: Disabled stations will now act as if their Station Limit=0.&lt;br /&gt;
*** A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing.&lt;br /&gt;
*** A train told to go to a disabled station will enter the &amp;quot;destination full&amp;quot; state and wait until it is enabled again.&lt;br /&gt;
** Locomotive Colours: Locomotives can update their colour based on the destination station&#039;s colour.&lt;br /&gt;
** Manual Push: Push trains with your feet. Very slow.&lt;br /&gt;
** New Rails: [[Rail]]s have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends.&lt;br /&gt;
** Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately.&lt;br /&gt;
** Remote Control: It&#039;s now possible to remote drive trains, which is convenient for controlling a Train on another surface without travelling to it&lt;br /&gt;
** Station Interrupts: Trains can be directed to a different station when a condition is met, such as when [[Fuel]] is low.&lt;br /&gt;
** Station Priority: A new slider on Station GUI. Stations have a priority of 0 to 255, with a default of 50.&lt;br /&gt;
*** When deciding between multiple destinations, trains will prefer stations with a higher priority.&lt;br /&gt;
*** Trains at stations with higher priority will be dispatched first.&lt;br /&gt;
** Train Groups: Trains can be assigned a group, and have their schedules changed en masse.&lt;br /&gt;
** [[Train stop]] GUI Improvements:&lt;br /&gt;
*** The GUI now has a &#039;Trains on the way&#039; tab.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and colour from an existing stop with that name.&lt;br /&gt;
*** A station&#039;s name is now shown when hovered over on the map.&lt;br /&gt;
*** Train stop now shows path of incoming trains.&lt;br /&gt;
*** Ability to copy-paste Train stops from the map.&lt;br /&gt;
*** Mass stop rename: holding CTRL when confirming a change will rename all stops with that name to the new name.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and colour from an existing stop with that name.&lt;br /&gt;
* Factoriopedia: A new GUI which shows every item in the game, how they are crafted, what recipes they&#039;re used in, and what technologies unlock them. Can also be built upon for Expansion and Modded content. [https://factorio.com/blog/post/fff-397]&lt;br /&gt;
* Abstract Items: [[Red wire]], [[Green wire]], [[Artillery targeting remote]], [[Discharge defense remote]], and [[Spidertron remote]] are no longer physical items you craft and take up inventory space, but now buttons on your [[Shortcut bar]]. [https://factorio.com/blog/post/fff-379]&lt;br /&gt;
* Trigger Technologies: Some [[Technologies]] will now be unlocked by mining an entity or crafting specific items. For example, a new technology called Steam Power will unlock [[Steam engine]] and related buildings after crafting 50 [[Iron plate]]. As such, the number of recipes available at the start of the game is reduced from 28 to 12.&lt;br /&gt;
* Fluids 2.0: The [[Fluid system]] has been completely rewritten. [[Pipe]]s now have essentially unlimited throughput; a fluid pushed into a segment of pipes is now fully available across the entire stretch of pipes equally. Machines &amp;quot;push&amp;quot; fluids into pipes at an unlimited rate, and &amp;quot;pull&amp;quot; at a rate equal to how full a segment is. [https://factorio.com/blog/post/fff-416]&lt;br /&gt;
* Display Panel: New building! Display signal icons and custom messages, ingame or on the map screen. Can be connected to the circuit network to set conditions. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Circuit network]] Changes [https://factorio.com/blog/post/fff-384], [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-394], [https://factorio.com/blog/post/fff-402], [https://factorio.com/blog/post/fff-405] [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
** [[Assembling machine]]s can now be connected to the circuit network. Functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is finished.&lt;br /&gt;
** [[Lamp]] can now use colours without the need for a circuit connection.&lt;br /&gt;
** The UI for [[Arithmetic combinator]]s and [[Decider combinator]]s are redone. Decider combinators can now handle multiple conditions at once.&lt;br /&gt;
** Connecting to the [[Belt transport system]] has the option to read the contents of all belts in the same &#039;transport line&#039;, survives going through underground belts; also has &amp;quot;less visual clutter&amp;quot;&lt;br /&gt;
** Wireless circuit transmission using [[Radar]] with a single radar channel for each surface.&lt;br /&gt;
** Heavily reworked [[Logistic network]] GUI, with remote view panel and table of inventory icons.&lt;br /&gt;
** [[Pump]] now has a filter, which can be set with signals.&lt;br /&gt;
** When using the cut tool, the game remembers outside circuit wire connections, tries to reconnect if possible. This cannot be transferred to a blueprint export string.&lt;br /&gt;
** [[Gun turret]], [[Laser turret]], and [[Artillery turret]] can now be connected to the circuit network, with options to enable/disable and read their applicable ammunition. Gun and Laser turrets also have the ability to set a list of priority targets via signals.&lt;br /&gt;
* Small changes [https://factorio.com/blog/post/fff-388]&lt;br /&gt;
** Logistic Requests are re-enabled upon retrieving one&#039;s corpse.&lt;br /&gt;
** Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc.&lt;br /&gt;
** Save games can now be sorted by last time modified.&lt;br /&gt;
* [[Filter inserter]] and [[Stack filter inserter]] will be removed. All remaining inserters will have the ability to filter 5 items. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* [[Stack inserter]]s will be renamed to &amp;quot;Bulk Inserter&amp;quot;. This will be due to a new inserter in the paid Expansion with the ability to stack items on belts, which will take the more appropriate name of Stack Inserter. [https://factorio.com/blog/post/fff-394].&lt;br /&gt;
* Inserters more reliably pickup items off of faster transport belts. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improved [[Robots | flying robot]] behaviour. [https://www.factorio.com/blog/post/fff-374], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
* Mods can create more than 255 tiles. [https://forums.factorio.com/viewtopic.php?p=589483#p589483]&lt;br /&gt;
* An overhaul to the sound engine, allowing for more dynamic and layered sounds. [https://factorio.com/blog/post/fff-396]&lt;br /&gt;
* Improved world generation of Nauvis, the starting planet. [https://factorio.com/blog/post/fff-401]&lt;br /&gt;
* [[Crafting]] now loops if it needs to run faster than 1 craft per tick [https://www.factorio.com/blog/post/fff-402]&lt;br /&gt;
* The [[Spidertron remote]] is renamed to the &amp;quot;RTS Tool&amp;quot;, which can group Spidertrons, and remembers the last selection of Spidertrons per-surface [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* The Pipette tool now works in more places: recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, Lava, Oil Ocean (to get offshore pump) [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* [[Rocket silo]] changes [https://www.factorio.com/blog/post/fff-405] [https://discord.com/channels/139677590393716737/603392474458882065/1179442159628341318]&lt;br /&gt;
** Faster subsequent launches: the Silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors.&lt;br /&gt;
** [[Rocket control unit]]s are removed. [[Rocket part]]s now take [[Processing unit]]s instead.&lt;br /&gt;
* [[Production statistics]] and [[Electric system]] Changes [https://factorio.com/blog/post/fff-408]&lt;br /&gt;
** The Electric Network Info Screen now has a third graph which displays [[Accumulator]] charge over time.&lt;br /&gt;
** Production statistics now has a special selectable item which shows the total of all [[Science pack]]s being produced.&lt;br /&gt;
** If using Space Age from the Paid Expansion, production statistics can show any or all Planets.&lt;br /&gt;
** If using Quality from the Paid Expansion, production statistics can show any or all Quality grades.&lt;br /&gt;
* [[Beacon]] Rebalance [https://factorio.com/blog/post/fff-409]&lt;br /&gt;
** Beacons now transmit at a base strength of 1.5, instead of 0.5.&lt;br /&gt;
** A beacon&#039;s effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf.&lt;br /&gt;
** If using Quality from the Paid Expansion, higher quality beacons have a greater transmission power.&lt;br /&gt;
* [[Multiplayer]] Improvements [https://factorio.com/blog/post/fff-412], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
** Latency improvements when driving [[Vehicles]].&lt;br /&gt;
** A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately.&lt;br /&gt;
** Servers have the option to auto-pause when a player is joining.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-370 Friday Facts #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-374 Friday Facts #374 - Smarter Robots]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-375 Friday Facts #375 - Quality]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Petroleum_gas&amp;diff=191709</id>
		<title>Petroleum gas</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Petroleum_gas&amp;diff=191709"/>
		<updated>2023-06-28T08:36:46Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Moved time to front of recipes for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Petroleum gas}}&lt;br /&gt;
&#039;&#039;&#039;Petroleum gas&#039;&#039;&#039; is a fluid converted from [[crude oil]] (in an [[oil refinery]]) or [[light oil]] (in a [[chemical plant]]). Petroleum gas is used to create [[plastic bar]]s and [[sulfur]], important ingredients for mid-to-high-level recipes.  &lt;br /&gt;
&lt;br /&gt;
Petroleum gas can also be used to create [[solid fuel]], but the ratio of fuel created is not as efficient as that of light oil, and petroleum gas is usually too valuable to waste.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Process !! Results&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{Imagelink|Basic oil processing}} || {{icon|Time|5}} + {{Icon|Crude oil|100}} → {{Icon|Petroleum gas|45}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{icon|Time|5}} + {{Icon|Crude oil|100}} + {{icon|Water|50}} → {{Icon|Petroleum gas|55}} + ({{Icon|Heavy oil|25}} + {{Icon|Light oil|45}})&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || {{Imagelink|Light oil cracking}} || {{icon|Time|2}} + {{Icon|Light oil|30}} + {{icon|Water|30}} → {{Icon|Petroleum gas|20}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Time|5}} + {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} → {{Icon|Petroleum gas|10}} + ({{Icon|Heavy oil|90}} + {{Icon|Light oil|20}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The icon used for petroleum gas is the chemical [[:Wikipedia:Ethylene|Ethylene]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Light_oil&amp;diff=191708</id>
		<title>Light oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Light_oil&amp;diff=191708"/>
		<updated>2023-06-28T08:35:33Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Moved time to front of recipes for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Light oil}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light oil&#039;&#039;&#039; is a liquid converted from [[crude oil]] (in a [[oil refinery]]) or [[heavy oil]] (in a [[chemical plant]]).&lt;br /&gt;
&lt;br /&gt;
Light oil can be converted to [[petroleum gas]], or used to create [[solid fuel]] and [[rocket fuel]]. It can also be used as ammo in [[flamethrower turret]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Process !! Results&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{icon|Time|5}} + {{Icon|Crude oil|100}} + {{icon|Water|50}} → {{Icon|Light oil|45}} + ({{Icon|Heavy oil|25}} + {{Icon|Petroleum gas|55}})&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || {{Imagelink|Heavy oil cracking}} || {{icon|Time|2}} + {{Icon|Heavy oil|40}} + {{icon|Water|30}} → {{Icon|Light oil|30}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Time|5}} + {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} → {{Icon|Light oil|20}} + ({{Icon|Heavy oil|90}} + {{Icon|Petroleum gas|10}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Can now be cracked into [[petroleum gas]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Heavy_oil&amp;diff=191707</id>
		<title>Heavy oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Heavy_oil&amp;diff=191707"/>
		<updated>2023-06-28T08:34:31Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Moved time to front of recipes for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Heavy oil}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy oil&#039;&#039;&#039; is a liquid produced by refining [[crude oil]] in an [[oil refinery]]. It can be processed into [[light oil]] and [[lubricant]]. [[Solid fuel]] can also be created from heavy oil. It is more efficient to process heavy oil into light oil before creating solid fuel from it. It can also be used as ammo in [[flamethrower turret]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Process !! Results&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{icon|Time|5}} + {{Icon|Crude oil|100}} + {{icon|Water|50}} → {{Icon|Heavy oil|25}} + ({{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}})&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Time|5}} + {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} → {{Icon|Heavy oil|90}} + ({{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Changed fluid color to match icon color.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Can now be cracked into [[light oil]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Light_oil&amp;diff=191706</id>
		<title>Light oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Light_oil&amp;diff=191706"/>
		<updated>2023-06-28T08:32:55Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Light oil}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light oil&#039;&#039;&#039; is a liquid converted from [[crude oil]] (in a [[oil refinery]]) or [[heavy oil]] (in a [[chemical plant]]).&lt;br /&gt;
&lt;br /&gt;
Light oil can be converted to [[petroleum gas]], or used to create [[solid fuel]] and [[rocket fuel]]. It can also be used as ammo in [[flamethrower turret]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Process !! Results&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{Imagelink|Advanced oil processing}} || {{Icon|Crude oil|100}} + {{icon|Water|50}} + {{icon|Time|5}} → {{Icon|Light oil|45}} + ({{Icon|Heavy oil|25}} + {{Icon|Petroleum gas|55}})&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || {{Imagelink|Heavy oil cracking}} || {{Icon|Heavy oil|40}} + {{icon|Water|30}} + {{icon|Time|2}} → {{Icon|Light oil|30}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || {{imagelink|Coal liquefaction}} || {{icon|Coal|10}} + {{Icon|Heavy oil|25}} + {{icon|Steam|50}} + {{icon|Time|5}} → {{Icon|Light oil|20}} + ({{Icon|Heavy oil|90}} + {{Icon|Petroleum gas|10}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Can now be cracked into [[petroleum gas]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=191705</id>
		<title>Raw fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=191705"/>
		<updated>2023-06-28T08:32:34Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Changed to be consistent with other articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Raw fish}}&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Raw fish&#039;&#039;&#039; can be harvested from [[water]]. They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via [[construction robot]]s, by marking a water area that contains fish with a [[deconstruction planner]]. &lt;br /&gt;
&lt;br /&gt;
Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound.&lt;br /&gt;
&lt;br /&gt;
Using [[landfill]] on water where a fish is swimming will &amp;quot;destroy&amp;quot; the fish. Fish can be shot and killed via [[pistol]] or [[submachine gun]], and also by explosions, but are immune to any kind of [[shotgun]] fire. Shooting fish does not grant any fish items.&lt;br /&gt;
&lt;br /&gt;
Fish are created in water when the world is generated and do not despawn or respawn.&lt;br /&gt;
&lt;br /&gt;
Fish can also be obtained by launching a rocket from a [[rocket silo]] equipped with a [[space science pack]]. One science pack is converted to one fish, however one rocket can at most return one stack of raw fish. This means that launching more than 100 space science packs will return only 100 fish and waste all extra science packs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Results&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket silo}} || {{Icon|Time|300}} + {{Icon|Time|40.33}} + {{Icon|Low density structure|1k}} + {{Icon|Rocket fuel|1k}} + {{Icon|Rocket control unit|1k}} + {{Icon|Space science pack|100}} → {{Icon|Raw fish|100}}&lt;br /&gt;
|}&lt;br /&gt;
(Animation times for rocket launches are indicated by the 2nd time cost.)&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px&amp;gt;&lt;br /&gt;
File:Inserter fishing.gif|[[Inserters]] can catch fish.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fish item icon is meant to represent a [[Wikipedia:en:European perch|European perch]], a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist&#039;s daughter, see the [https://www.reddit.com/r/factorio/comments/gom295/friday_facts_348_the_final_gui_update/frgl1go/ Reddit comment by V453000]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Launching a rocket with space science packs inside now returns fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.77|&lt;br /&gt;
* Inserters can now catch fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fish can be collected by robots&lt;br /&gt;
* Amount of fish collected at once increased from 1 to 5&lt;br /&gt;
* Amount of health restored by fish increased from 20 to 80}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New fish graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=191703</id>
		<title>Raw fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=191703"/>
		<updated>2023-06-28T08:13:47Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Added EMV for non-elementary item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Raw fish}}&amp;lt;div style=&amp;quot;overflow: hidden&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Raw fish&#039;&#039;&#039; can be harvested from [[water]]. They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via [[construction robot]]s, by marking a water area that contains fish with a [[deconstruction planner]]. &lt;br /&gt;
&lt;br /&gt;
Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound.&lt;br /&gt;
&lt;br /&gt;
Using [[landfill]] on water where a fish is swimming will &amp;quot;destroy&amp;quot; the fish. Fish can be shot and killed via [[pistol]] or [[submachine gun]], and also by explosions, but are immune to any kind of [[shotgun]] fire. Shooting fish does not grant any fish items.&lt;br /&gt;
&lt;br /&gt;
Fish are created in water when the world is generated and do not despawn or respawn.&lt;br /&gt;
&lt;br /&gt;
Fish can also be obtained by launching a rocket from a [[rocket silo]] equipped with a [[space science pack]]. One science pack is converted to one fish, however one rocket can at most return one stack of raw fish. This means that launching more than 100 space science packs will return only 100 fish and waste all extra science packs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Effective Material Value&lt;br /&gt;
|-&lt;br /&gt;
! Recipe:&lt;br /&gt;
| {{Icon|Time|300}} + {{Icon|Time|40.33}} + {{Icon|Space science pack|100}} + {{Icon|Rocket part|100}} → {{Icon|Raw fish|100}}&lt;br /&gt;
|-&lt;br /&gt;
! Total raw:&lt;br /&gt;
| {{Icon|Time|330}} + {{Icon|Time|44.36}} + {{Icon|Copper plate|57.75k}} + {{Icon|Iron plate|16.5k}} + {{Icon|Plastic bar|16.5k}} + {{Icon|Processing unit|1.1k}} + {{Icon|Rocket fuel|1.1k}} + {{Icon|Steel plate|2.2k}} → {{Icon|Raw fish|100}}&lt;br /&gt;
|}&lt;br /&gt;
(Animation times for rocket launches are indicated by the 2nd time cost.)&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=250px heights=200px&amp;gt;&lt;br /&gt;
File:Inserter fishing.gif|[[Inserters]] can catch fish.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fish item icon is meant to represent a [[Wikipedia:en:European perch|European perch]], a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist&#039;s daughter, see the [https://www.reddit.com/r/factorio/comments/gom295/friday_facts_348_the_final_gui_update/frgl1go/ Reddit comment by V453000]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Launching a rocket with space science packs inside now returns fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.77|&lt;br /&gt;
* Inserters can now catch fish (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fish can be collected by robots&lt;br /&gt;
* Amount of fish collected at once increased from 1 to 5&lt;br /&gt;
* Amount of health restored by fish increased from 20 to 80}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New fish graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=191702</id>
		<title>Spidertron</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=191702"/>
		<updated>2023-06-28T06:32:23Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Spidertron}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;spidertron&#039;&#039;&#039; is a versatile lategame vehicle capable of traversing rough terrain. It, along with the [[car]] and [[tank]], is one of three non-rail vehicles in Factorio. It&#039;s equipped with four fast-firing rocket launchers capable of manual or automatic targeting. It can be driven manually or remotely controlled using the [[spidertron remote]]. Furthermore, it has an equipment grid which accepts all [[equipment modules]]. Spidertron&#039;s legs can be moved by belts which can be prevented by inserting [[belt immunity equipment]] into its equipment grid.&lt;br /&gt;
&lt;br /&gt;
The vehicle can be renamed, and its color can be changed independently of the color of the player that is riding inside it. This color and name are shown in the tooltip of all connected [[spidertron remote]]s. Additionally, the spidertron&#039;s inventory can have logistics requests and auto-trash filters set up, similar to the [[player]] inventory, so the vehicle is automatically supplied by [[logistic robot]]s.&lt;br /&gt;
&lt;br /&gt;
Picking up the vehicle keeps the modules inside its equipment grid, its name, its color and the logistics requests saved in the item, however any content from the spidertron&#039;s inventory is placed into the player&#039;s inventory and not saved in the item.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The four spidertron rocket launchers operate in &amp;quot;chain mode&amp;quot; which allows rapid firing of rockets at enemies. The spidertron can be set to automatically target enemies, both with or without any passengers inside the spidertron. The spidertron&#039;s combat capabilities are enhanced by its equipment grid, e.g. [[energy shield]]s can be equipped to increase its protection or [[personal laser defense]]s can be used for higher killing power. The spidertron&#039;s equipment modules are used additionally to any modules that the riding player may have equipped in their own [[power armor]].&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
Unlike the car and tank, which are affected by the surfaces they travel on, the spidertron&#039;s speed does not change on different surfaces. Due to the way the spidertron travels, its speed slightly fluctuates and does not consistently stay at its top speed. The spidertron does not take any [[fuel]], therefore its speed can be only increased by equipping [[exoskeleton]]s into its grid. Up to 5 exoskeletons can fit in the vehicle&#039;s grid. The top speeds (in km/h) are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Equipment		!! Top speed&lt;br /&gt;
|-&lt;br /&gt;
|Default		|| ~46&lt;br /&gt;
|-&lt;br /&gt;
|1 exoskeleton 		|| ~57&lt;br /&gt;
|-&lt;br /&gt;
|2 exoskeletons 	|| ~68&lt;br /&gt;
|-&lt;br /&gt;
|3 exoskeletons 	|| ~85&lt;br /&gt;
|-&lt;br /&gt;
|4 exoskeletons 	|| ~90&lt;br /&gt;
|-&lt;br /&gt;
|5 exoskeletons 	|| ~102 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The spidertron was first mentioned in the [https://www.factorio.com/blog/post/fff-120 Friday Facts #120], however it was not introduced into the game and did not appear on the roadmap. After FFF #120 the spidertron was sometimes hidden in other Friday Facts such as [https://www.factorio.com/blog/post/fff-200 FFF #200], [https://www.factorio.com/blog/post/fff-315 FFF #315] and [https://www.factorio.com/blog/post/fff-330 FFF #330]. However, the spidertron was not developed further after its first mention: &amp;quot;Than maybe he felt FFF was too short that week, so he made the gif, and it was not touched ever since&amp;quot;.&amp;lt;sup&amp;gt;[https://forums.factorio.com/viewtopic.php?p=484944#p484944]&amp;lt;/sup&amp;gt; It was then introduced in version 1.0.0 as a surprise feature, more than 4 years after it was first teased.&amp;lt;sup&amp;gt;[https://www.factorio.com/blog/post/fff-360]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The spidertron is the only item in the game to require [[raw fish]] as a crafting ingredient. It is not known for certain why this is the case, although it could be to limit the automatability of spidertron production (since raw fish production is challenging to automate).&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery widths=274px heights=203px&amp;gt;&lt;br /&gt;
File:Spidertron_GUI.png|The spidertron&#039;s GUI with a partially filled equipment grid and multiple equipped rockets.&lt;br /&gt;
File:Spidertron_corpse.png|The spidertron&#039;s corpse.&lt;br /&gt;
File:spidertron_traversing_trees.gif|Spidertron effortlessly walking through trees.&lt;br /&gt;
File:spidertron_remote_map.gif|Controlling spidertron&#039;s movement via minimap.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Click to see .GIF animation.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|1.1.0|&lt;br /&gt;
* Added logistic requests to spidertron.&lt;br /&gt;
* Added ability to queue up multiple waypoints for a single Spidertron.&lt;br /&gt;
* Added option to follow another entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=191701</id>
		<title>Spidertron</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=191701"/>
		<updated>2023-06-28T06:24:47Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Spidertron}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;spidertron&#039;&#039;&#039; is a versatile lategame vehicle capable of traversing rough terrain. It, along with the [[car]] and [[tank]], is one of three non-rail vehicles in Factorio. It&#039;s equipped with four fast-firing rocket launchers capable of manual or automatic targeting. It can be driven manually or remotely controlled using the [[spidertron remote]]. Furthermore, it has an equipment grid which accepts all [[equipment modules]]. Spidertron&#039;s legs can be moved by belts which can be prevented by inserting [[belt immunity equipment]] into its equipment grid.&lt;br /&gt;
&lt;br /&gt;
The vehicle can be renamed, and its color can be changed independently of the color of the player that is riding inside it. This color and name are shown in the tooltip of all connected [[spidertron remote]]s. Additionally, the spidertron&#039;s inventory can have logistics requests and auto-trash filters set up, similar to the [[player]] inventory, so the vehicle is automatically supplied by [[logistic robot]]s.&lt;br /&gt;
&lt;br /&gt;
Picking up the vehicle keeps the modules inside its equipment grid, its name, its color and the logistics requests saved in the item, however any content from the spidertron&#039;s inventory is placed into the player&#039;s inventory and not saved in the item.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The four spidertron rocket launchers operate in &amp;quot;chain mode&amp;quot; which allows rapid firing of rockets at enemies. The spidertron can be set to automatically target enemies, both with or without any passengers inside the spidertron. The spidertron&#039;s combat capabilities are enhanced by its equipment grid, e.g. [[energy shield]]s can be equipped to increase its protection or [[personal laser defense]]s can be used for higher killing power. The spidertron&#039;s equipment modules are used additionally to any modules that the riding player may have equipped in their own [[power armor]].&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
Unlike the car and tank, which are affected by the surfaces they travel on, the spidertron&#039;s speed does not change on different surfaces. Due to the way the spidertron travels, its speed slightly fluctuates and does not consistently stay at its top speed. The spidertron does not take any [[fuel]], therefore its speed can be only increased by equipping [[exoskeleton]]s into its grid. Up to 5 exoskeletons can fit in the vehicle&#039;s grid. The top speeds (in km/h) are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Equipment		!! Top speed&lt;br /&gt;
|-&lt;br /&gt;
|Default		|| ~46&lt;br /&gt;
|-&lt;br /&gt;
|1 exoskeleton 		|| ~57&lt;br /&gt;
|-&lt;br /&gt;
|2 exoskeletons 	|| ~68&lt;br /&gt;
|-&lt;br /&gt;
|3 exoskeletons 	|| ~85&lt;br /&gt;
|-&lt;br /&gt;
|4 exoskeletons 	|| ~90&lt;br /&gt;
|-&lt;br /&gt;
|5 exoskeletons 	|| ~102 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The spidertron was first mentioned in the [https://www.factorio.com/blog/post/fff-120 Friday Facts #120], however it was not introduced into the game and did not appear on the roadmap. After FFF #120 the spidertron was sometimes hidden in other Friday Facts such as [https://www.factorio.com/blog/post/fff-200 FFF #200], [https://www.factorio.com/blog/post/fff-315 FFF #315] and [https://www.factorio.com/blog/post/fff-330 FFF #330]. However, the spidertron was not developed further after its first mention: &amp;quot;Than maybe he felt FFF was too short that week, so he made the gif, and it was not touched ever since&amp;quot;.&amp;lt;sup&amp;gt;[https://forums.factorio.com/viewtopic.php?p=484944#p484944]&amp;lt;/sup&amp;gt; It was then introduced in version 1.0.0 as a surprise feature, more than 4 years after it was first teased.&amp;lt;sup&amp;gt;[https://www.factorio.com/blog/post/fff-360]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The spidertron is the only item in the game to require [[raw fish]] as a crafting ingredient. It is not known for certain why this is the case, although it could be to limit spidertron production (since raw fish harvesting cannot be effectively automated).&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery widths=274px heights=203px&amp;gt;&lt;br /&gt;
File:Spidertron_GUI.png|The spidertron&#039;s GUI with a partially filled equipment grid and multiple equipped rockets.&lt;br /&gt;
File:Spidertron_corpse.png|The spidertron&#039;s corpse.&lt;br /&gt;
File:spidertron_traversing_trees.gif|Spidertron effortlessly walking through trees.&lt;br /&gt;
File:spidertron_remote_map.gif|Controlling spidertron&#039;s movement via minimap.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Click to see .GIF animation.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|1.1.0|&lt;br /&gt;
* Added logistic requests to spidertron.&lt;br /&gt;
* Added ability to queue up multiple waypoints for a single Spidertron.&lt;br /&gt;
* Added option to follow another entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_engine_unit&amp;diff=191386</id>
		<title>Electric engine unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_engine_unit&amp;diff=191386"/>
		<updated>2023-05-23T11:27:07Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric engine unit}}&lt;br /&gt;
An &#039;&#039;&#039;Electric engine unit&#039;&#039;&#039; is the advanced counterpart of the [[engine unit]], and is used in some higher end recipes.&lt;br /&gt;
&lt;br /&gt;
Note that [[lubricant]] requires a [[chemical plant]] to be created, and [[engine unit]]s require [[assembling machine]]s, so electric engines cannot be built by hand from raw materials.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Although the electric engine unit is clearly depicted as an electric motor, it is apparently just a lubricated combustion engine.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Engine unit]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GreyTheWolf&amp;diff=185140</id>
		<title>User:GreyTheWolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GreyTheWolf&amp;diff=185140"/>
		<updated>2021-03-19T17:52:10Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Hello, my name is Grey! */ Added my suggestions section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome! ==&lt;br /&gt;
&lt;br /&gt;
My name is Grey! I&#039;m an engineer and avid Factorio player. I love working with [[train]]s and the [[circuit network]]! I have a lot of ideas for game additions to Factorio, I hope that someday they make it into the game!&lt;br /&gt;
&lt;br /&gt;
== My suggestions: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electric train system:&#039;&#039;&#039; Adds electric trains and overhead power lines. Overhead power lines can be placed on tracks similarly to how rail signals can be, and will connect to other nearby power poles. If it is possible to path-find over rails from one power line to another within the connection distance, a wire is strung between them and the rails connecting them are considered a valid path for electric trains. Electric trains work exactly like regular trains, but only consider tracks with overhead power lines as valid. They can travel at much higher speeds, but go slowly if power demands are not fully satisfied, completely stopping upon loss of power. Manually-driven electric trains can still travel over regular rails, but will lose power immediately if they stray from power lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced electric network management:&#039;&#039;&#039; Adds diodes, multimeters, and flow controllers. Diodes can be attached to the power network like switches can, with an input side and an output side. A diode will act as a power source for the output side, always producing exactly how much power is needed to fully satisfy the network as long as it is receiving enough from the input side. For the input side, it will act as a variable-consumption device, always consuming enough power from accumulators and generators for there to be a fully-satisfied output. It is possible for a diode to completely starve its input side of power while producing a steady flow for its output side. Multimeters can connect to power poles with a single copper wire, and will relay specific electric network details to the circuit network. It can relay total power demand, maximum power supply, satisfaction percentage, and total accumulator charge. Flow controllers act almost exactly like power switches, but allow only a certain wattage through based on a circuit network signal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced rail signaling:&#039;&#039;&#039; Adds priority rail signals and advanced rail signals, modifies all rail signals to have a speed limit option. Priority rail signals work like chain rail signals, reserving the next signal (and its block) for a train, but also allows the train to enter its block as long as it isn&#039;t already occupied. Placing a priority rail signal before an intersection can be used to guarantee that a train on a specific line will not need to stop when crossing, as all other trains attempting to enter the block through chain signals will see it as already reserved. Advanced rail signals completely override rail blocks, and can be controlled by the circuit networks. They have two states, stop and go, which can be either set in its menu or determined by a single circuit network signal. Speed limits can be set similarly to inserter stack overrides; they can be set manually, or controlled by the circuit network. Trains will need to slow their speed before entering a block, and cannot speed up until they have left it. Speed limits are useful in situations where players are around, like automatic rail yards. Manually-driven trains ignore speed limits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radar utility:&#039;&#039;&#039; Modifies radars to connect to the circuit network. Radars will now be able to relay data about their surroundings to the circuit network. Radars can relay how many enemies (biters and spitters) are within their active range, and how many spawners are in their active and passive range (based on the last scan/map update). This is incredibly useful for heads-up warnings, as well as security lockdowns and power diversions. Additionally, radars will be able to relay how many friendly players and enemy players are in their active range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special train stops:&#039;&#039;&#039; Modifies the train stop scheduler for all scheduled stops to have a stop type. There are four stop types; normal, refuel, repair, and idle. Normal stops are unmodified, they behave no differently than they already do. Refuel stops will only be visited if 1 or less fuel slots are filled. Repair stops will only be visited if the train is damaged in any way. Idle stops will only be visited if all other stops are disabled, and there is no need to refuel or repair. The order of stops is still preserved.&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template_talk:Inventory&amp;diff=185139</id>
		<title>Template talk:Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template_talk:Inventory&amp;diff=185139"/>
		<updated>2021-03-19T16:02:59Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Reply.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I retract my previous discussion after a more in depth inspection the issue is being cause by Adblock specifically &amp;quot;Fanboy&#039;s Annoyance List&amp;quot; All viewing on the site will now be done without the Adblocker enabled.&lt;br /&gt;
&lt;br /&gt;
== Inventory rearranged due. ==&lt;br /&gt;
&lt;br /&gt;
Both the satellite and the rocket silo should both be placed in the production tab. I would have changed it myself, but I am aware that templates are high-risk, and I didn&#039;t want to break anything. Could someone please guide me as to how I can edit this correctly? Thank you! :3 --[[User:GreyTheWolf|GreyTheWolf]] ([[User talk:GreyTheWolf|talk]]) 22:26, 15 March 2021 (UTC)&lt;br /&gt;
:Some other items were also moved and the navigation templates and the categories on the pages also needed to be updated. These are all simple things, but it&#039;s quite a lot of edits in the end, so I partially automated them and they are done now :) -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 15:36, 19 March 2021 (UTC)&lt;br /&gt;
::Excellent, thanks! :3 --[[User:GreyTheWolf|GreyTheWolf]] ([[User talk:GreyTheWolf|talk]]) 16:02, 19 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Lamp_colors.png&amp;diff=184997</id>
		<title>File:Lamp colors.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Lamp_colors.png&amp;diff=184997"/>
		<updated>2021-03-15T23:07:01Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: GreyTheWolf uploaded a new version of File:Lamp colors.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template_talk:Inventory&amp;diff=184996</id>
		<title>Template talk:Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template_talk:Inventory&amp;diff=184996"/>
		<updated>2021-03-15T22:26:34Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Inventory rearranged due. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I retract my previous discussion after a more in depth inspection the issue is being cause by Adblock specifically &amp;quot;Fanboy&#039;s Annoyance List&amp;quot; All viewing on the site will now be done without the Adblocker enabled.&lt;br /&gt;
&lt;br /&gt;
== Inventory rearranged due. ==&lt;br /&gt;
&lt;br /&gt;
Both the satellite and the rocket silo should both be placed in the production tab. I would have changed it myself, but I am aware that templates are high-risk, and I didn&#039;t want to break anything. Could someone please guide me as to how I can edit this correctly? Thank you! :3 --[[User:GreyTheWolf|GreyTheWolf]] ([[User talk:GreyTheWolf|talk]]) 22:26, 15 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=184995</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=184995"/>
		<updated>2021-03-15T21:36:09Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Cleaned-up the summary, removed unnecessary returns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:transport_belt_preview.png|right]]The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== Belt tier overview ==&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput&amp;lt;br&amp;gt;(Items/[[Time#Seconds|second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 15&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 30&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}}&lt;br /&gt;
| 45&lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Regardless of the belt tier, a fully filled straight transport belt holds 8 items in total. For more information on this, see [[Transport belts/Physics]] and [https://factorio.com/blog/post/fff-276 Friday Facts #276 - Belt item spacing].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[Utility science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|top]]&lt;br /&gt;
&lt;br /&gt;
Belts going across a splitter will have items from the splitter moving to one side of the crossing belt.&lt;br /&gt;
&lt;br /&gt;
[[File:splitters_to_one_side.gif|top|Splitters moving objects to just one side of a belt.]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|underground belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers|lane balancers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|230px|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves in tiles per second. This is 1.875, 3.75 and 5.625 for basic, fast and express belts.&lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.&lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also merge belts, taking two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one.&lt;br /&gt;
&lt;br /&gt;
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancer mechanics}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Circuit network]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuits.png|thumb|200px|Two belts connected to a [[constant combinator]].]][[Red wire|Red]] or [[green wire]]s can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enable/disable&#039;&#039;&#039; - A circuit condition dictates whether or not the belt will allow items through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Read belt contents&#039;&#039;&#039; - If enabled, the contents on the belt will be read.&lt;br /&gt;
&lt;br /&gt;
The belt&#039;s GUI will also have a &amp;quot;content read mode&amp;quot; setting, which can be set to either &#039;&#039;&#039;pulse&#039;&#039;&#039; or &#039;&#039;&#039;hold&#039;&#039;&#039;. &#039;&#039;&#039;Pulse&#039;&#039;&#039; will read the belt&#039;s contents for only one [[Time|tick]], while &#039;&#039;&#039;hold&#039;&#039;&#039; will read the belt&#039;s contents continuously on every tick.&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuit_gui.png|thumb|right|Transport belt GUI.|130px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:transport_belt_circuit_example1.gif|A small example of a transport belt circuit reading belt contents to trigger two lamps.&lt;br /&gt;
File:transport_belt_circuit_example2.gif|[[Fast inserter]]s are activated by the [[arithmetic combinator]]s&#039; setup; when a specific item enters a belt segment that&#039;s connected to the circuit network, the inserters place the same item on another belt.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
[[File:4-6-8.png|thumb|right|Underground lengths|200px]]&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The underground distance is 4, 6 and 8 [[Map_structure#Tile|tiles]], respectivly, for the three belt types.&lt;br /&gt;
* An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Braiding ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:underground_belt_braiding.gif|Different types of underground belts can be braided together along the same line of tiles, with items staying in their respective belt types.&lt;br /&gt;
File:underground_belt_braiding2.gif|The same concept, but with a different belt design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Braiding can be particularly useful where more than two input lanes are required while also avoiding the use of a parallel belt/[[long-handed inserter]] combination. For example, this can be useful if there is limited space, such as when using a beacon. With a beacon range of 3 orthogonal tiles, two of which would be occupied by a belt and inserter, it would not be possible to place the parallel belt in the third space and still have a beacon on the same side, as the assembler would now be in the fourth tile and not in range. With the space saved by braiding, this is now possible.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=184994</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=184994"/>
		<updated>2021-03-15T21:33:17Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Clarified enemies, not just biters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:transport_belt_preview.png|right]]The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== Belt tier overview ==&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput&amp;lt;br&amp;gt;(Items/[[Time#Seconds|second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 15&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 30&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}}&lt;br /&gt;
| 45&lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Regardless of the belt tier, a fully filled straight transport belt holds 8 items in total. For more information on this, see [[Transport belts/Physics]] and [https://factorio.com/blog/post/fff-276 Friday Facts #276 - Belt item spacing].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[Utility science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|top]]&lt;br /&gt;
&lt;br /&gt;
Belts going across a splitter will have items from the splitter moving to one side of the crossing belt.&lt;br /&gt;
&lt;br /&gt;
[[File:splitters_to_one_side.gif|top|Splitters moving objects to just one side of a belt.]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|underground belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers|lane balancers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|230px|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves in tiles per second. This is 1.875, 3.75 and 5.625 for basic, fast and express belts.&lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.&lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also merge belts, taking two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one.&lt;br /&gt;
&lt;br /&gt;
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancer mechanics}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Circuit network]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuits.png|thumb|200px|Two belts connected to a [[constant combinator]].]][[Red wire|Red]] or [[green wire]]s can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enable/disable&#039;&#039;&#039; - A circuit condition dictates whether or not the belt will allow items through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Read belt contents&#039;&#039;&#039; - If enabled, the contents on the belt will be read.&lt;br /&gt;
&lt;br /&gt;
The belt&#039;s GUI will also have a &amp;quot;content read mode&amp;quot; setting, which can be set to either &#039;&#039;&#039;pulse&#039;&#039;&#039; or &#039;&#039;&#039;hold&#039;&#039;&#039;. &#039;&#039;&#039;Pulse&#039;&#039;&#039; will read the belt&#039;s contents for only one [[Time|tick]], while &#039;&#039;&#039;hold&#039;&#039;&#039; will read the belt&#039;s contents continuously on every tick.&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuit_gui.png|thumb|right|Transport belt GUI.|130px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:transport_belt_circuit_example1.gif|A small example of a transport belt circuit reading belt contents to trigger two lamps.&lt;br /&gt;
File:transport_belt_circuit_example2.gif|[[Fast inserter]]s are activated by the [[arithmetic combinator]]s&#039; setup; when a specific item enters a belt segment that&#039;s connected to the circuit network, the inserters place the same item on another belt.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
[[File:4-6-8.png|thumb|right|Underground lengths|200px]]&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The underground distance is 4, 6 and 8 [[Map_structure#Tile|tiles]], respectivly, for the three belt types.&lt;br /&gt;
* An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Braiding ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:underground_belt_braiding.gif|Different types of underground belts can be braided together along the same line of tiles, with items staying in their respective belt types.&lt;br /&gt;
File:underground_belt_braiding2.gif|The same concept, but with a different belt design.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Braiding can be particularly useful where more than two input lanes are required while also avoiding the use of a parallel belt/[[long-handed inserter]] combination. For example, this can be useful if there is limited space, such as when using a beacon. With a beacon range of 3 orthogonal tiles, two of which would be occupied by a belt and inserter, it would not be possible to place the parallel belt in the third space and still have a beacon on the same side, as the assembler would now be in the fourth tile and not in range. With the space saved by braiding, this is now possible.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=184993</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=184993"/>
		<updated>2021-03-15T21:21:39Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Real world size analogy */ Developed an experiment to prove that 1 tile = 1 meter, posted results.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; describes the division of the game world into standard [[Units|units]]: tiles and chunks. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32×32 tiles used for various area-based calculations.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32×32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9×9. The smallest possible entity size is therefore one tile, 1×1. Examples of 1×1 entities include [[transport belts]] and [[chests]].&lt;br /&gt;
&lt;br /&gt;
The [[Map_generator#Maximum_map_size_and_used_memory|maximum size of the map]] is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[land mine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[tree]]s and decoratives.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]).&lt;br /&gt;
* It takes about 1 minutes and 52 seconds for a player to run 1000 tiles without being given a speed boost (such as via an [[exoskeleton]]).&lt;br /&gt;
&lt;br /&gt;
=== Real world size analogy ===&lt;br /&gt;
&lt;br /&gt;
One tile is generally assumed to be one square meter in size. This measurement is proven to be technically true, and can be verified in-game. A test conducted via car will reveal that covering 250 tiles at 208.0 km/h (57.777 m/s) will take 260 game ticks (4.333 s). Using this data, it can be proven that &amp;lt;code&amp;gt;57.777 m/s ÷ (250 tiles / 4.333 s) ≈ 1 m/tile&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;!-- This experiment was performed and verified by the editor. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Time#Ticks|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemies#Expansions|Enemy expansion]] is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;.&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; will show it only when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=184992</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=184992"/>
		<updated>2021-03-15T19:40:49Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Example distances */ Corrected some grammar, removed unnecessary comparison, and clarified a potential method for enhancing speed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; describes the division of the game world into standard [[Units|units]]: tiles and chunks. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32×32 tiles used for various area-based calculations.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32×32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9×9. The smallest possible entity size is therefore one tile, 1×1. Examples of 1×1 entities include [[transport belts]] and [[chests]].&lt;br /&gt;
&lt;br /&gt;
The [[Map_generator#Maximum_map_size_and_used_memory|maximum size of the map]] is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[land mine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[tree]]s and decoratives.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]).&lt;br /&gt;
* It takes about 1 minutes and 52 seconds for a player to run 1000 tiles without being given a speed boost (such as via an [[exoskeleton]]).&lt;br /&gt;
&lt;br /&gt;
=== Real world size analogy ===&lt;br /&gt;
&lt;br /&gt;
One tile is generally assumed to be one square meter in size, this is confirmed by the game using meter as the length unit, such as km/h for vehicle speed. &lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Time#Ticks|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemies#Expansions|Enemy expansion]] is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;.&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; will show it only when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Water&amp;diff=184991</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Water&amp;diff=184991"/>
		<updated>2021-03-15T18:41:35Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Clarified fish spawning mechanics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Water}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039; is a [[fluid system|liquid]] which can be infinitely extracted from water tiles using an [[offshore pump]]. Water also acts as an obstacle that cannot be traveled over. After being pumped out and distributed via [[pipe]]s, water can be used to generate [[electric system|electricity]] by converting it to [[steam]] via [[boiler]]s or [[heat exchanger]]s. The specific heat of water is &amp;lt;code&amp;gt;200J / 1°C x unit&amp;lt;/code&amp;gt;. It takes 200 joules to heat one unit of water by one degree Celsius.&lt;br /&gt;
&lt;br /&gt;
[[Raw fish]] are spawned in water tiles during world generation only, and do not reproduce naturally. Water tiles can be removed completely by placing [[landfill]] over them. [[Pollution]] will turn nearby water 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;
Shallow water can appear alongside (or in place of) normal water, which can be walked on, but buildings can&#039;t be built in it, and will reduce the speed of the [[player]] as well as [[car|wheeled]] [[tank|vehicles]]. The speed reduction does not effect [[enemies]] nor the [[spidertron]]. Shallow water appears as one of two shades of blue lighter than that of standard water, with the mildly lighter blue and moderately lighter blue reducing the player&#039;s walking speed by 30% or 20% respectively. Shallow water is not generated by the default [[map generator]] so in the base game it can only be found in the [[tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=260px heights=220px&amp;gt;&lt;br /&gt;
File:player_in_shallow_water.png|The [[player]] standing in shallow water.&lt;br /&gt;
File:polluted_water.png|Water becoming polluted.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;Source: [https://www.factorio.com/blog/post/fff-358 Factorio Friday Facts #358]&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Added polluted water visual effect.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Water is animated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.&lt;br /&gt;
* Water is generated as large lakes instead of swamps.&lt;br /&gt;
* Better controls in the map generator GUI for water, tiles and cliffs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Landfill can be used to replace water with grass.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Water settings in [[map generator|map generation]] have more effect.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:GreyTheWolf&amp;diff=184990</id>
		<title>User talk:GreyTheWolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:GreyTheWolf&amp;diff=184990"/>
		<updated>2021-03-15T18:25:34Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Created my talk page. :3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=184989</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=184989"/>
		<updated>2021-03-15T18:22:23Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Fixed an accidental capitalization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition.  Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s, which will allow [[rocket part]]s to be created within the silo.  &lt;br /&gt;
&lt;br /&gt;
In order to launch a rocket, 100 rocket parts need to be crafted. Each rocket part requires 10 low density structures, 10 rocket fuel, and 10 rocket control units.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input an item as cargo. Launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the replay.&lt;br /&gt;
&lt;br /&gt;
Launching the rocket with a [[satellite]] as cargo produces 1000 [[space science pack]]s, which are generated inside the silo. The silo interface includes the option to &amp;quot;Auto-launch with cargo&amp;quot;, which will immediately, automatically launch the rocket if it is completed &#039;&#039;and&#039;&#039; cargo has been inserted as payload.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
&lt;br /&gt;
The duration of the rocket launch animation is 2420 [[Time#Ticks|game-tick]]s, or 40.33 seconds [https://www.reddit.com/r/technicalfactorio/comments/f753iu/empirical_measurements_on_the_silo_animation/fibsvn6/]. This is the time from when the rocket is finished to when production on the next rocket can start, but does not include the time to insert the payload. Unlike rocket part crafting, the animation&#039;s duration is not affected by any modules or beacons. This may become a factor if one is planning to launch rockets at high frequency.&lt;br /&gt;
&lt;br /&gt;
For example, to launch one rocket per minute using a single rocket silo, one would need to produce the rocket parts within (60 - 40.33 =) 19.67 seconds. However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~20.6 seconds; i.e., slightly longer than what would be required to launch 1 rocket / minute. This crafting time is achieved using the maximum of 20 beacons with all [[speed module 3|speed modules 3]], plus 4 [[productivity module 3|productivity modules 3]] in the silo itself. The latter not only cuts resource requirements by almost 30%, but is also faster than using more speed modules 3 in the silo.&lt;br /&gt;
&lt;br /&gt;
Thus, the largest space science pack output one can obtain out of a single rocket silo is about (1000 * 60 / 60.95‬ =~) 984 per minute.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead. &amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.) &amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Space science pack]]: Returns one [[raw fish]] for every science pack that is launched.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:rocket_silo_rising_rocket.gif|The rocket rising and being primed for launch.&lt;br /&gt;
File:rocket_silo_launch.gif|The rocket launching.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&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;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Satellite&amp;diff=184988</id>
		<title>Satellite</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Satellite&amp;diff=184988"/>
		<updated>2021-03-15T18:20:37Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Info about science pack yield.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Satellite}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;satellite&#039;&#039;&#039; is used in the creation of [[space science pack]]s in the [[rocket silo]]. The crafted satellite must be placed into the rocket before launch, otherwise launching the rocket will not yield any science. Only one satellite is necessary per rocket launch. A satellite will yield 1000 space science packs after being consumed by a rocket launch.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
=== Rocket components ===&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
* [[Rocket fuel]]&lt;br /&gt;
* [[Rocket control unit]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gate&amp;diff=184987</id>
		<title>Gate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gate&amp;diff=184987"/>
		<updated>2021-03-15T17:59:04Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: /* Mechanics */ Fixed an accidental capitalization, and elaborated about gate-opening times.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gate}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gates&#039;&#039;&#039; are a variant of walls that act as a safe opening in [[wall]]s that only the player can use. Gates can be placed as parts of walls, and have the same strength as a wall. Multiple gates placed adjacent to each other will merge into a single longer gate. They can also be placed over [[rail]]s to create [[train]] gates.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A gate will open for the player and their vehicles when they approach. The gate will not open for biters; they must destroy the gate unless they can get the player to stand close enough to the gate so that it opens. Gates have the same defensive strength as a wall.&lt;br /&gt;
&lt;br /&gt;
Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open:&lt;br /&gt;
* Whenever a normal gate would open for players on foot or driving;&lt;br /&gt;
* Whenever a player is driving a train in manual mode, is on the same track as the gate, and is within a certain distance; and&lt;br /&gt;
* Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance.&lt;br /&gt;
&lt;br /&gt;
A gate&#039;s opening radius appears to be dependent on the player or vehicle&#039;s speed that is heading toward it, so as to ensure it opens in time. A player walking at the gate without any speed boosts will cause the gate to open about 4-5 tiles from the gate. A train traveling at full speed towards a gate will cause the gate to open several tiles away. This behavior is similar with all vehicles.&lt;br /&gt;
&lt;br /&gt;
A gate will stay open if there is a player/vehicle about 2-3 tiles away from it. If a player stands just outside of this radius, it is possible that the gate may not open in time should they run towards it with an enhanced speed (for example, using [[exoskeleton]]s). Defenders should also be careful to ensure they do not let enemy forces in accidentally, as they may pass through when the gate is down.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network Interaction ==&lt;br /&gt;
&lt;br /&gt;
Gates can be connected to the [[Circuit network]] by connecting either [[red wire]] or [[green wire]] to a [[wall]] adjacent to the gate. When connected, the wall sprite will show a small yellow electronic box on the top of the wall, and settings for the gate can be shown and changed by interacting with the gate wall.&lt;br /&gt;
&lt;br /&gt;
This allows the gate to be controlled by the attached circuit network, and allows the gate to send a signal to the network when it is attempted to be opened by a player or vehicle. This can be used to make safe rail crossings and a player detector, among other uses.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Gates can be controlled through the [[circuit network]] by connecting a wall next to it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Gates are no longer built between train cars on rails by construction robots. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12-13|&lt;br /&gt;
* Gates open in front of a moving character the same as a [[car]].&lt;br /&gt;
* Gates now open in time depending on speed for cars and [[tank]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
* Gates and walls are now fast replaceable, i.e. the player can place a gate over a wall without having to first mine the wall.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Wall]]s&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crafting&amp;diff=184986</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crafting&amp;diff=184986"/>
		<updated>2021-03-15T17:42:19Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Fixed table inconsistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The process of &#039;crafting&#039; is to produce an end product off of input products using a recipe. The [[player]] or [[Assembling machine]]s can craft. Smelting is achieved by using [[furnace]]s. Since smelting cannot be done by the player, it is impossible to craft some items directly from raw resources. Some crafting even beyond raw resources still requires an assembling machine.&lt;br /&gt;
&lt;br /&gt;
In the beginning of the game, it is easy to make everything manually, but as the game advances, manual crafting is less and less efficient of a way to create. Products that require liquids and a few others (such as engine units) cannot be manually crafted. This is to encourage automation. The more advanced or expensive an item is, the more [[time]] it may take to craft.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|lazy-bastard}}&lt;br /&gt;
&lt;br /&gt;
== Manual crafting ==&lt;br /&gt;
[[File:crafting_queue_anim.gif|left]]&lt;br /&gt;
Manual crafting is the most basic form of crafting, it is done directly in the player&#039;s inventory. To manually craft an object, open the player&#039;s inventory (Default keybinding {{keybinding|e}}), and select an object to manually craft on the right. Left click for one, right click for five, and shift click to make as many as possible. If the image of the item is grayed out, ensure you have the materials necessary to craft the object. If you lack a resource, it will be shown highlighted in &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; text if you mouse-over the product. Materials that you don&#039;t have but you can craft will be highlighted in &amp;lt;span style=&amp;quot;color:#FF530D&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; text, and will be chain-crafted to reach the product you selected. This is an advantage over automatic crafting using machines, which do not automatically create intermediate ingredients.&lt;br /&gt;
&lt;br /&gt;
While manually crafting, there will be icons in the bottom left of the screen, which shows the current crafting operation. When an item is selected for crafting, the resources will be preemptively taken from the player&#039;s inventory. If that operation is then canceled, the items will be fully returned to the player.&lt;br /&gt;
&lt;br /&gt;
To cancel a manual crafting operation from the queue at the bottom left of the screen, left click (to cancel one operation), right click (to cancel five operations), or shift-left click to cancel all crafts of that item. This is useful if you accidentally queue the wrong product, or too many of a product. All the materials taken to craft the item will be returned to your inventory. Manual crafting can be canceled at any time, but already-crafted intermediate products will not be uncrafted.&lt;br /&gt;
&lt;br /&gt;
== Automated crafting ==&lt;br /&gt;
&lt;br /&gt;
Automated crafting is done outside of the player&#039;s inventory, allowing for multiple products to be produced at once, in synchronous harmony. This is where most crafting should take place.&lt;br /&gt;
&lt;br /&gt;
Key structures in automated crafting are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2| Resource Extraction&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}}&amp;lt;br /&amp;gt;{{Imagelink|Electric mining drill}} || [[Mining|Mine]]s resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Offshore pump}} || Extracts [[water]] from lakes.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || Extracts [[crude oil]] from oil fields.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Furnaces&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Steel furnace}}&amp;lt;br /&amp;gt;{{Imagelink|Electric furnace}} || Process raw minerals to their base metal, by smelting.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Production&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 1}} || Cannot handle fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Assembling machine 2}}&amp;lt;br /&amp;gt;{{imagelink|Assembling machine 3}} || Can handle recipes requiring fluid ingredients.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}}&amp;lt;br /&amp;gt;{{Imagelink|Chemical plant}} || Processes [[crude oil]] and other fluids.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Centrifuge}} || Process [[uranium ore]] into more useful intermediate products.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
As an introduction to crafting, let&#039;s craft some simple iron plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task&#039;&#039;&#039;: create [[Iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
# Place a [[Burner mining drill]] onto an [[Iron ore]] resource field. This is a silvery patch that is fairly common.&lt;br /&gt;
# Place a [[Furnace]] directly in front of the output (press {{keybinding|Alt}} to show output arrow), so that the miner outputs the ore into the furnace, which can receive on any side.&lt;br /&gt;
# Fill both the miner and the furnace with [[Fuel]], such as coal or logs.&lt;br /&gt;
# Wait. After a few seconds, the first piece of [[Iron plate]] is smelted and available for collection. Either collect it manually, or pull it out with an [[Inserters|inserter]].&lt;br /&gt;
&lt;br /&gt;
This entire process is commonly referred to as &#039;smelting&#039;. [[Copper ore]] must also be smelted.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
Crafting of items can be automated. To automatically craft items, place a [[Assembling machine]], and select the recipe. Note that if the recipe is complicated enough, higher tiers of assembling machines may be necessary. Then, place all requested ingredients into the input slots, and the assembling machine should craft the item. Note that unlike manual crafting, each step of the craft requires another assembly machine. For example, crafting a [[lamp]] requires a machine to make [[copper cable]], a machine to make [[iron stick]]s, a machine to make [[electronic circuit]]s, etc. &#039;&#039;Assembly machines cannot automatically chain-craft like the player.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep up continuous production ingredients must be provided via [[belt transport system|belts]] and [[Inserters]]. The manufactured items can also be extracted by [[Inserters]] and are then available for further usage elsewhere in the factory.&lt;br /&gt;
&lt;br /&gt;
== Recipe difficulties ==&lt;br /&gt;
&lt;br /&gt;
When [[map generator|generating a world]], the player can choose between normal and expensive recipes (expensive mode). The expensive recipes represent another challenge beyond the &amp;quot;vanilla&amp;quot; game with normal recipes (normal mode) because they change some common ratios and have higher resource requirements.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Crafting now pauses when the results cannot fit into the player&#039;s inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.4|&lt;br /&gt;
* Surplus items are used for crafting further items, instead of being dropped into the inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Crafting counts are recorded per force.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.15|&lt;br /&gt;
* Order of inputs/outputs for fluid in machines is now constant.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Inventory now sorts properly when god mode crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Event &amp;quot;on_player_crafted_item&amp;quot; is now called for every single finished item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Crafting GUI now supports scrolling.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Recipes can now be hidden, so they don&#039;t appear in the player crafting screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Crafting GUI now resizes dynamically to fit the largest size.&lt;br /&gt;
* Only play crafting sound when final product is finished.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Updated/added sounds for crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Unified crafting time, crafting time is now 1:1 with manual crafting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Recipes categorized better.&lt;br /&gt;
* Recipes can now cost nothing but time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Wider item selection screen.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.10|&lt;br /&gt;
* Tool tip in technology preview now shows total raw.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Recipes are categorized.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Intermediate items in the crafting queue now show in a different color.&lt;br /&gt;
* Canceling crafting now cascades to all ingredients.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Assembling machine]]&lt;br /&gt;
* [[Furnace]]&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_3&amp;diff=184985</id>
		<title>Assembling machine 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_3&amp;diff=184985"/>
		<updated>2021-03-15T17:35:57Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Added crafting link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 3}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;assembling machine 3&#039;&#039;&#039; is the third and final tier of assembly machines, having the fastest [[crafting]] speed of all three. Like the [[assembling machine 2]], it can use liquids in crafting.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* An assembling machine 3 with max energy reduction (80%) only needs as much energy as an [[assembling machine 1]].&lt;br /&gt;
* It is the only assembling machine capable of crafting faster than the player (crafting speed 1), without the use of modules. &lt;br /&gt;
* An assembler&#039;s maximum possible crafting speed is 11.25, using 12 [[beacon]]s filled with level 3 [[speed module]]s. This uses 2.5MW on the assembler alone, and requires 8.3MW in total to run.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Assembling Machines 2 and 3 have an input and output pipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=184984</id>
		<title>Assembling machine 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_1&amp;diff=184984"/>
		<updated>2021-03-15T17:35:20Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Added crafting link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 1}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembling machine 1&#039;&#039;&#039; is the most basic assembling machine. As [[Automation (research)|Automation]] is the first technology available, this is the first available [[crafting]] machine. It is capable of crafting most recipes, including its own recipe. However, unlike higher tier assembling machines, it cannot use fluids for crafting.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting capability increased from 2 to unlimited recipe ingredients.&lt;br /&gt;
* Can now craft any non-fluid requiring recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the orientation of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* New icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus productivity of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Between 0.15.0 and 0.15.7, it was an ingredient in the [[chemical science pack]]. Between 0.15.7 and 0.16.0, it was an ingredient in the [[production science pack]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 2]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=184983</id>
		<title>Assembling machine 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Assembling_machine_2&amp;diff=184983"/>
		<updated>2021-03-15T17:34:14Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Added crafting link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Assembling machine 2}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;assembling machine 2&#039;&#039;&#039; is an upgraded version of the assembling machine. It has a faster [[crafting]] speed and higher power consumption than the [[assembling machine 1]]. Unlike the first assembling machine, the assembling machine 2 supports crafting with fluids and using [[module|modules]] to increase the speed or efficiency of production.&lt;br /&gt;
&lt;br /&gt;
It can make recipes that include liquids as one of their ingredients (e.g. [[processing unit]]) or products (e.g. [[empty crude oil barrel]]). The input pipe/output pipe connects to the centre of a side. The pipe will only connect when a recipe that requires or produces a liquid is selected. The pipe starts at the top by default, but its location can be rotated by hovering over the machine and pressing {{Keybinding|R}}.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
&lt;br /&gt;
* An [[assembling machine 2]] with two [[efficiency module]] needs less energy than one [[assembling machine 1]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Crafting capability increased from 4 to unlimited recipe ingredients.&lt;br /&gt;
* Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed assembling machines&#039; auto-insertion behavior when using speed modules. Faster speed with fast recipes will insert more items, sooner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Update icons}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Assembling Machines 2 and 3 have an input and output pipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Productivity modules can only be used in assembling machines producing intermediate products.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Crafting speed of assembling machine is relative to manual crafting speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Reset bonus production of machine when recipe is changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Pollution mechanic introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added support for modules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.2|&lt;br /&gt;
* The assembling machine 2 speed is now slightly faster (from 1.5 to 2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Update recipe tooltip for assembling machine output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Better graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Assembling machine 3]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:GreyTheWolf&amp;diff=184982</id>
		<title>User:GreyTheWolf</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:GreyTheWolf&amp;diff=184982"/>
		<updated>2021-03-15T17:32:01Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Created my userpage! :3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hello, my name is Grey! ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m an enthusiastic Factorio player, and I love working with [[train]]s and [[circuit network]]s! I&#039;m new to the wiki, and I hope to be able to contribute much to game articles! :3&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=184981</id>
		<title>Spidertron</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Spidertron&amp;diff=184981"/>
		<updated>2021-03-15T17:24:53Z</updated>

		<summary type="html">&lt;p&gt;GreyTheWolf: Added trivia about raw fish as a crafting ingredient.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Spidertron}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;spidertron&#039;&#039;&#039; is a versatile lategame vehicle capable of traversing rough terrain. It, along with the [[car]] and [[tank]], is one of three non-rail vehicles in Factorio. It&#039;s equipped with four fast-firing rocket launchers capable of manual or automatic targeting. It can be driven manually or remotely controlled using the [[spidertron remote]]. Furthermore, it has an equipment grid which accepts all [[equipment modules]]. Spidertron&#039;s legs can be moved by belts which can be prevented by inserting [[belt immunity equipment]] into its equipment grid.&lt;br /&gt;
&lt;br /&gt;
The vehicle can be renamed, and its color can be changed independently of the color of the player that is riding inside it. This color and name are shown in the tooltip of all connected [[spidertron remote]]s. Additionally, the spidertron&#039;s inventory can have logistics requests and auto-trash filters set up, similar to the [[player]] inventory, so the vehicle is automatically supplied by [[logistic robot]]s.&lt;br /&gt;
&lt;br /&gt;
Picking up the vehicle keeps the modules inside its equipment grid, its name, its color and the logistics requests saved in the item, however any content from the spidertron&#039;s inventory is placed into the player&#039;s inventory and not saved in the item.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The four spidertron rocket launchers operate in &amp;quot;chain mode&amp;quot; which allows rapid firing of rockets at enemies. The spidertron can be set to automatically target enemies, both with or without any passengers inside the spidertron. The spidertron&#039;s combat capabilities are enhanced by its equipment grid, e.g. [[energy shield]]s can be equipped to increase its protection or [[personal laser defense]]s can be used for higher killing power. The spidertron&#039;s equipment modules are used additionally to any modules that the riding player may have equipped in their own [[power armor]].&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
Unlike the car and tank, which are affected by the surfaces they travel on, the spidertron&#039;s speed does not change on different surfaces. Due to the way the spidertron travels, its speed slightly fluctuates and does not consistently stay at its top speed. The spidertron&#039;s speed can be increased by equipping [[exoskeleton]]s into its grid. Up to 5 exoskeletons can fit in the vehicle&#039;s grid. The top speeds (in km/h) are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Equipment		!! Top speed&lt;br /&gt;
|-&lt;br /&gt;
|Default		|| ~46&lt;br /&gt;
|-&lt;br /&gt;
|1 exoskeleton 		|| ~57&lt;br /&gt;
|-&lt;br /&gt;
|2 exoskeletons 	|| ~68&lt;br /&gt;
|-&lt;br /&gt;
|3 exoskeletons 	|| ~85&lt;br /&gt;
|-&lt;br /&gt;
|4 exoskeletons 	|| ~90&lt;br /&gt;
|-&lt;br /&gt;
|5 exoskeletons 	|| ~102 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The spidertron was first mentioned in the [https://www.factorio.com/blog/post/fff-120 Friday Facts #120], however it was not introduced into the game and did not appear on the roadmap. After FFF #120 the spidertron was sometimes hidden in other Friday Facts such as [https://www.factorio.com/blog/post/fff-200 FFF #200], [https://www.factorio.com/blog/post/fff-315 FFF #315] and [https://www.factorio.com/blog/post/fff-330 FFF #330]. However, the spidertron was not developed further after its first mention: &amp;quot;Than maybe he felt FFF was too short that week, so he made the gif, and it was not touched ever since&amp;quot;.&amp;lt;sup&amp;gt;[https://forums.factorio.com/viewtopic.php?p=484944#p484944]&amp;lt;/sup&amp;gt; It was then introduced in version 1.0.0 as a surprise feature, more than 4 years after it was first teased.&amp;lt;sup&amp;gt;[https://www.factorio.com/blog/post/fff-360]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The spidertron is the only item in the game to require [[raw fish]] as a crafting ingredient. It is unknown why this is the case.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery widths=274px heights=203px&amp;gt;&lt;br /&gt;
File:Spidertron_GUI.png|The spidertron&#039;s GUI with a partially filled equipment grid and multiple equipped rockets.&lt;br /&gt;
File:Spidertron_corpse.png|The spidertron&#039;s corpse.&lt;br /&gt;
File:spidertron_traversing_trees.gif|Spidertron effortlessly walking through trees.&lt;br /&gt;
File:spidertron_remote_map.gif|Controlling spidertron&#039;s movement via minimap.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(Click to see .GIF animation.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|1.1.0|&lt;br /&gt;
* Added logistic requests to spidertron.}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.0.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>GreyTheWolf</name></author>
	</entry>
</feed>