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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HeilTec</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-23T05:10:11Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121673</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121673"/>
		<updated>2015-11-02T13:28:41Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: /* Evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy [[Lua/Force|force]]. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 5000&lt;br /&gt;
* Damage: 100&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 10/20%&lt;br /&gt;
*Physical 8/20%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference, besides their appearance, is that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.png]] || Behemoth Spitter&lt;br /&gt;
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Damage: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Damage: 60&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolution_factor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution Production]] increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in game.map_settings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.12.4) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor per tick.&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000004&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.000015&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.002&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances by evolution factor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 ||56,3% ||43,8% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 ||41,7% ||58,3% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 ||30,0% ||70,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 ||20,5% ||79,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 ||12,5% ||87,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 ||6,7% ||77,8% ||15,6% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || ||66,7% ||33,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || ||33,3% ||66,7% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || ||28,6% ||71,4% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||41,7% ||58,3% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 || ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 || ||50,0% ||50,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 || ||21,4% ||64,3% ||14,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || || ||75,0% ||25,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || || ||62,5% ||37,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || || ||37,5% ||62,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121672</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=121672"/>
		<updated>2015-11-02T13:19:33Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: /* Evolution link to pollution production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy [[Lua/Force|force]]. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in three stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in 3 sizes: small, medium and big. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[logistic robot]]s and will stop searching for pollution if they can see and attack any of those.&lt;br /&gt;
Biters deal physical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
*Physical 8/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 5000&lt;br /&gt;
* Damage: 100&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 10/20%&lt;br /&gt;
*Physical 8/20%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat though and is still dwarfed by the big biters. They can however be managed with enough static defense.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that puts off much pollution, as pollution will attract an attack. Once the pollution reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, such as the player or static defense. Biters also have the ability to navigate around obstacles to find holes in the defense. This can be used to partially control the movement of the biters allowing turrets longer to damage them, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
Spitters are much like Biters. The only difference, besides their appearance, is that they only have got a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of any buildings (like a [[turret]]) and [[armor]] is much less than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biter ones, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.png]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/30%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.png]] || Behemoth Spitter&lt;br /&gt;
| The even more bulkiest of the spitters and so can take the most damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 2000&lt;br /&gt;
* Damage: 50&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion 0/35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms=== &lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack you if you get close enough. They act like static [[turret]]s and will not follow you, but due to much greater range, in comparison to other enemies, will be able to inflict damage with out leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time. (see http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454)&lt;br /&gt;
&lt;br /&gt;
Worms deal acid damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 350&lt;br /&gt;
* Damage: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 4/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 500&lt;br /&gt;
* Damage: 60&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 8/0%&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nest.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
The game evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console:&lt;br /&gt;
 game.player.print(game.evolution_factor)&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. This evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution Production]] increases the evolution factor.&lt;br /&gt;
* Destroying the enemy spawners significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in game.map_settings. There they can also be changed / modded. &lt;br /&gt;
&lt;br /&gt;
Current (0.12.4) default settings are:&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor per tick.&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.time_factor&lt;br /&gt;
&lt;br /&gt;
0.000004&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for 1000 Pollution Units&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.pollution_factor)&lt;br /&gt;
&lt;br /&gt;
0.000015&lt;br /&gt;
&lt;br /&gt;
 -- percentual increase in the evolution factor for every destroyed enemy spawner&lt;br /&gt;
 game.player.print(game.map_settings.enemy_evolution.destroy_factor)&lt;br /&gt;
&lt;br /&gt;
0.002&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
As of 0.9.1 the biter spawning is done probabilistically based on the current evolution. Lets imagine a wheel - the &amp;quot;spawning wheel&amp;quot;. We will be slicing that wheel as a cake. Small biters take the first 0.3 part of the wheel, medium ones the middle 0.3 part and big biters take the last 0.4. When a biter is about to be spawned the random point on the wheel is selected limited by the current evolution. So in theory while the evolution is below 0.3 there should be only small biters, then slowly medium ones will enter and in the end the big ones. The composition of the biter animation in the end should be 0.3-0.3-0.4. There is one more factor called the spawn_shift - this is a mechanism when the further away from the starting location the more the &amp;quot;rolling of the wheel&amp;quot; is shifted towards one. That means that if the shift is 0.2 for instance that at the time when evolution factor is 0.25 the result for spawning is actually 0.2 + 0.25 = 0.45 and a medium biter might be spawned.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. As of 0.9.1 this interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
All the values for the spawner (distribution of the biters based on evolution, the spawning shift, spawning_cooldown, etc.) can be modded from the data.&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances by evolution factor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 ||56,3% ||43,8% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 ||41,7% ||58,3% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 ||30,0% ||70,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 ||20,5% ||79,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 ||12,5% ||87,5% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 ||6,7% ||77,8% ||15,6% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || ||66,7% ||33,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || ||33,3% ||66,7% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || ||28,6% ||71,4% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,05 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,1 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,15 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,2 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,25 ||100,0% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,3 ||41,7% ||58,3% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,35 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,4 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,45 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,5 || ||100,0% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,55 || ||75,0% ||25,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,6 || ||50,0% ||50,0% || ||&lt;br /&gt;
|-&lt;br /&gt;
|0,65 || ||21,4% ||64,3% ||14,3% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,7 || || ||75,0% ||25,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,75 || || ||62,5% ||37,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,8 || || ||50,0% ||50,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,85 || || ||37,5% ||62,5% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,9 || || ||25,0% ||75,0% ||&lt;br /&gt;
|-&lt;br /&gt;
|0,95 || || ||22,2% ||77,8% ||&lt;br /&gt;
|-&lt;br /&gt;
|1 || || ||12,5% ||50,0% ||37,5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. &lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes. This base-wide expansion is somehow limited (the blog says something about 7, but that doesn&#039;t seem to match reality in some cases).&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Military_3_(research)&amp;diff=118654</id>
		<title>Military 3 (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Military_3_(research)&amp;diff=118654"/>
		<updated>2015-04-18T17:52:24Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: Tanks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Technology/sandbox&lt;br /&gt;
|cost=Time, 30 + Science Pack 1, 1 + Science Pack 2, 1 + Science Pack 3, 1, 50&lt;br /&gt;
|requirements=Laser + Military 2, 2 + Rocketry&lt;br /&gt;
|allows=Military 4, 4 + Combat robotics 2, 2 + Tanks&lt;br /&gt;
|effects=Poison capsule + Slowdown capsule + Combat shotgun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{C|Technology}}&lt;br /&gt;
{{V|a|0.10.12|s}}&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Automobilism_(research)&amp;diff=118653</id>
		<title>Automobilism (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Automobilism_(research)&amp;diff=118653"/>
		<updated>2015-04-18T17:49:29Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: Allows Tanks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Technology/sandbox&lt;br /&gt;
|cost=Time, 20 + Science Pack 1, 2 + Science Pack 2, 1, 100&lt;br /&gt;
|requirements=Logistics 2, 2 + Engine&lt;br /&gt;
|allows=Tanks&lt;br /&gt;
|effects=Car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Research#Technologies|Technologies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_science_pack&amp;diff=112258</id>
		<title>Chemical science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_science_pack&amp;diff=112258"/>
		<updated>2014-09-27T17:31:59Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: AM2 added to producers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Science pack&lt;br /&gt;
|name=Science pack 3&lt;br /&gt;
|icon=science-pack-3&lt;br /&gt;
|recipe={{icon|steel-bar|1|steel_bar}}+{{icon|advanced-circuit|1|advanced_circuit}}+{{icon|battery|1|battery}}+{{icon|smart-inserter|1|smart_inserter}}+{{icon|time icon|12|time}}&amp;amp;rarr;{{icon|science-pack-3|1|science_pack}}&lt;br /&gt;
|raw={{icon|copper-plate|15.5|copper_plate}}+{{icon|iron-plate|14|iron_plate}}+{{icon|steel-bar|1|steel_bar}}+{{icon|plastic-bar|2|Plastic Bar}}+{{icon|battery|1|Battery}}&lt;br /&gt;
|producers={{icon|assembling-machine-2||Assembling machine 2}}{{icon|assembling-machine-3||Assembling machine 3}}&lt;br /&gt;
|consumers={{icon|lab||Lab}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Science Pack 3&#039;&#039;&#039; is consumed by [[Lab]]s to [[research]] certain technologies.&lt;br /&gt;
&lt;br /&gt;
Optimal time/item usage: 1 Smart Inserter Factory + 16 Advanced Circuit Factories + 10 Battery plants → 24 &#039;&#039;&#039;Science Pack 3&#039;&#039;&#039; Factories.&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=112257</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=112257"/>
		<updated>2014-09-27T17:08:49Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Science Packs are required by [[lab]]s to perform [[research]]. The more advanced the research , the more advanced the science packs needed&lt;br /&gt;
&lt;br /&gt;
== Science Packs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Research needed&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || {{icon|copper-plate|1|copper_plate}} {{icon|iron-plate|2|iron_plate}} || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || {{icon|copper-plate|1.5|copper_plate}} {{icon|iron-plate|5.5|iron_plate}} || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || {{icon|copper-plate|15.5|copper_plate}} {{icon|iron-plate|15|iron_plate}} {{icon|steel-bar|1|steel_bar}} {{icon|Battery|1|Battery}} {{icon|plastic-bar|2|Plastic bar}} || {{imagelink|Battery|Battery}} |-&lt;br /&gt;
| {{imagelink|alien-science-pack|Alien science pack}} || {{icon|alien-artifact|1|alien_artifact}} || {{imagelink|alien-technology|Alien technology}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
There are several examples how to built up a working science pack-production. Most examples are in the [http://www.factorioforums.com/forum/viewforum.php?f=8 Show your creations]-board or [http://www.factorioforums.com/forum/viewforum.php?f=18 Help]-board of the forum. &lt;br /&gt;
&lt;br /&gt;
As a very basic example here is a working example to produce red- and green science pack (posted by Bleda in [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3188 the forum]):&lt;br /&gt;
:[[File:Bildschirmfoto 2014-04-22 um 21.36.26.png]]&lt;br /&gt;
Tips:&lt;br /&gt;
* Not more than 3-4 red and green assemblies are needed ever. If you manage to build so many labs, that you will need more, you are also at a stage, where you can use modules.&lt;br /&gt;
* Leave space for feeding blue and alien-science pack into the labs from below!&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
The next stage is to create the blue science pack. This is one of the basic tasks in this game and we don&#039;t want to spoiler that here. If you have problem with that you can always ask in the [http://www.factorioforums.com/forum/viewforum.php?f=18 Help]-board.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Copper_cable&amp;diff=112083</id>
		<title>Copper cable</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Copper_cable&amp;diff=112083"/>
		<updated>2014-09-06T01:49:12Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: Time = 0.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Copper cables are very important for manufacturing circuits and electrical connections.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|copper-plate|1|copper_plate}} + {{icon|Time icon|0.5|Time}} =&amp;gt; {{icon|copper-cable|2|copper_cable}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|1|copper_plate}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recipes using copper cables ==&lt;br /&gt;
{|&lt;br /&gt;
| {{imagelink|electronic-circuit|Electronic circuit}} || {{imagelink|advanced-circuit|Advanced circuit}} || {{imagelink|basic-beacon|Basic beacon}} |-&lt;br /&gt;
| {{imagelink|red-wire|Red wire}} || {{imagelink|green-wire|Green wire}} || {{imagelink|small-electric-pole|Small electric pole}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Intermediate products]] [[Category: Items]]&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=111913</id>
		<title>Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=111913"/>
		<updated>2014-08-29T18:40:56Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: Range: 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gun turrets are very basic defensive structures and the easiest way of automatic defense.&lt;br /&gt;
&lt;br /&gt;
* Gun turrets are your first defense weapon.&lt;br /&gt;
* They are cheap and ammunition can be refilled by [[Inserters]].&lt;br /&gt;
* You can fill the bullets into them by hand. But you should automate that, use a chest, a belt and some inserters to do that job constantly.&lt;br /&gt;
* They don&#039;t need any power to operate (only the inserters to fill them, but you can use burner inserter for that job), so they are not dependent to electricity.&lt;br /&gt;
* With upgrades (gun + turret defence upgrades) and [[Piercing rounds magazine]] gun turrets are a much harder weapon, than laser turrets &#039;&#039;&#039;( [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=4363&amp;amp;start=20 see thread])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|iron-plate|10|Iron plate}} + {{icon|copper-plate|5|Copper plate}} + {{icon|iron-gear-wheel|5|Iron gear wheel}} + {{icon|time icon|5|time}} =&amp;gt; {{icon|gun-turret|1|Gun turret}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|iron-plate|20|Iron plate}} {{icon|copper-plate|5|Copper plate}} &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health:&#039;&#039;&#039; || 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shooting speed:&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range:&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ammunition:&#039;&#039;&#039; || {{icon|basic-bullet-magazine||Regular magazine}} {{icon|piercing-bullet-magazine||Piercing rounds magazine}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Defense]]&lt;br /&gt;
* [[Regular magazine]]&lt;br /&gt;
* [[Piercing rounds magazine]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=4363&amp;amp;start=20 Thread about the different power of the turrets]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5083 About gun turrets]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=111199</id>
		<title>Materials and recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Materials_and_recipes&amp;diff=111199"/>
		<updated>2014-08-02T00:02:20Z</updated>

		<summary type="html">&lt;p&gt;HeilTec: /* Liquid network */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Resources ==&lt;br /&gt;
Can be found on the planet and provide raw materials when mined.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Where to get &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || Tree &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || Coal resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|iron-ore|Iron ore}} || Iron resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|copper-ore|Copper ore}} || Copper resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|stone|Stone}} || Stone resource&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|fish|Raw fish}} || Fish&lt;br /&gt;
 |-&lt;br /&gt;
| {{imagelink|alien-artifact|Alien artifact}} || Remnants of [[Enemies|Alien spawners]].  &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|water|Water}} || Pumped from [[Lakes]] &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|crude-oil|Crude Oil}} || Extracted from Oil Fields by [[Pumpjack]]s. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Intermediate products ==&lt;br /&gt;
Are produced by Player or Machines and have no direct usage and cannot be placed, but they are crucial for other recipes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || Created from [[Raw wood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-plate|Iron plate}} || Smelted from [[Iron ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-plate|Copper plate}} || Smelted from [[Copper ore]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-bar|Steel bar}} || Smelted from [[Iron plate]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stone-brick|Stone brick}} || Baked from [[Stone]] in a [[Furnace]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || Created from [[Water]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastic bar}} || Created [[Coal]] and [[Petroleum Gas]] in a [[Chemical plant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-stick|Iron stick}} || Common intermediate product&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-gear-wheel|Iron gear wheel}} || Common intermediate product&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || Used for creation of circuits and wires.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electronic-circuit|Electronic circuit}} || Used for creation of electrical devices&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-circuit|Advanced circuit}} || Used for advanced electrical devices&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing Unit}} || Used for even more advanced electrical devices.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|engine-unit|Engine unit}} || Used for a [[Diesel locomotive]], [[Car]], and for making [[Electric engine unit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-engine-unit|Electric engine unit}} || Used for [[Power armor]], [[Robots]] and [[Small Pump]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flying-robot-frame|Flying robot frame}} || Used for creation of [[Logistic robot]] and [[Construction robot]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-1|Science pack 1}} || Used for [[research]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-2|Science pack 2}} || Used for [[research]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|science-pack-3|Science pack 3}} || Used for [[research]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|alien-science-pack|Alien science pack}} || Used for [[research]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Liquids===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|petroleum-gas|Petroleum Gas}} || Converted from [[Crude Oil]]. Used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil|Light Oil}} || Converted from [[Crude Oil]]. Used to create various items. Can be converted into [[Petroleum Gas]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil|Heavy Oil}} || Converted from [[Crude Oil]]. Can be converted to [[Light Oil]] and [[Lubricant]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || Converted from [[Sulfur]] and [[Water]]. Can be used to create various items.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || Converted from [[Heavy Oil]]. Used mainly to create [[Express transport belt]]s  and [[Engine]]s.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Goods which can be used by Player or be placed on planet.&lt;br /&gt;
=== Player equipment ===&lt;br /&gt;
==== Tools ====&lt;br /&gt;
Tools are used to increase the mining speed of your character. Whenever you mine [[items#Resources|resources]] or items the speed is dependent on your current tool. [[Iron_axe|Iron Axes]] are your basic tool, after research of [[Steel_processing|Steel Processing]] the even better [[Steel_axe|Steel Axe]] gets available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || Speed || Damage || Durability || Stack Size || Description&lt;br /&gt;
|-&lt;br /&gt;
| None || || || infinite || 0 || Values used if no tool is used. Very slow.&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|Iron-axe|Iron_axe|Iron axe}} || 2.5 || 5 [[Damage|physical]] || 4000 || 32 || Basic mining tool. Cheap and providing good speed and durability.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Steel-axe|Steel_axe|Steel axe}} || 4 || 8 [[Damage|physical]] || 5000 || 32 || Advanced mining tool. Fast but expensive.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
Weapons are used to inflict damage to [[Enemies|alien]] lifeforms and buildings. As tools only provide [[Damage]] at close range, weapons should be used in any case. All weapons will consume ammo when fired. For some weapons multiple ammo types are usable, they differ in cost and inflicted damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Ammo !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pistol|pistol|Pistol}} || {{imagelink|basic-bullet-magazine|Regular magazine}} {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Most basic weapon available from start.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|submachine-gun|submachine_gun|Submachine gun}} || {{imagelink|basic-bullet-magazine|Regular magazine}} {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Faster variant of [[Pistol]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-launcher|rocket_launcher|Rocket launcher}} || {{imagelink|rocket|rocket|Rocket}} {{imagelink|explosive-rocket|Explosive rocket}} || Long range weapon, good for conquering bases.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower|Flamethrower}} || {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Splash damage dealer, best against crowds.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|land-mine|land_mine|Land mine}} || - || Defense structure. Explodes on activation.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|shotgun|Shotgun}} || {{imagelink|shotgun-shells|Shotgun shells}} {{imagelink|piercing-shotgun-shells|Piercing shotgun shells}} || A basic short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|combat-shotgun|Combat shotgun}} || {{imagelink|shotgun-shells|Shotgun shells}} {{imagelink|piercing-shotgun-shells|Piercing shotgun shells}} || An advanced short range weapon.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-grenade|Basic grenade}} || - || Basic short range explosive weapon with some area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|defender-capsule|Defender capsule}} || - || Basic bullet capsule. Spawns one Defender robot. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|poison-capsule|Poison capsule}} || - || Causes [[Damage|poison damage]] in a large area.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|slowdown-capsule|Slowdown capsule}} || - || Capsule that slows enemy movement.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|distractor-capsule|Distractor capsule}} || - || Capsule that spawns three stationary Distractor robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|destroyer-capsule|Destroyer capsule}} || - ||  Capsule that spawns five powerful Destroyer robots.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-electric-discharge-defense-remote|Basic electric discharge defense remote}} || - || Device for firing the [[Discharge defense]] device.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-bullet-magazine|Regular magazine}} || Most basic bullet type, available from start.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|piercing-bullet-magazine|Piercing rounds magazine}} || Intermediate bullet type, much more expensive but more powerful.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|shotgun-shells|Shotgun shells}} || Ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|piercing-shotgun-shells|Piercing shotgun shells}} || Advanced ammo for shotguns.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket|rocket|Rocket}} || Ammo for [[Rocket launcher]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|explosive-rocket|Explosive rocket}} || Ammo for [[Rocket launcher]] with splash damage&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || Ammo for [[Flame thrower]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Armor]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-armor|Iron armor}}|-&lt;br /&gt;
| {{imagelink|heavy-armor|Heavy armor}}|-&lt;br /&gt;
| {{imagelink|basic-modular-armor|Basic modular armor}} |-&lt;br /&gt;
| {{imagelink|power-armor|Power armor}} |-&lt;br /&gt;
| {{imagelink|power-armor-mk2|Power armor MK2}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Modular armor]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|night-vision|Night vision}} || Providing better sight at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-equipment|Battery}} || Basic energy storage for [[Modular armor]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery-mk2|Battery MK2}} || Advanced energy storage for [[Modular armor]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield|Energy shield}} || Basic personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|energy-shield-mk2|Energy shield MK2}} || Advanced personal protective shield.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-solar-panel|Portable solar panel}} || Small power generating device for [[Modular armor]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|portable-fusion-reactor|Portable fusion reactor}} || Advanced power generator for [[Modular armor]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|laser-defense|Personal laser defense}} || Powerful personal laser based defense.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|discharge-defense|Discharge defense}} || A powerful defense system. Activated by [[Basic electric discharge defense remote|Remote]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-exoskeleton-equipment|Basic exoskeleton equipment}} || Enhances movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Module|Modules]] ====&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|effectivity-module|Module|Effectivity module}} || {{imagelink|effectivity-module-2|Module|Effectivity module 2}} || {{imagelink|effectivity-module-3|Module|Effectivity module 3}}|-&lt;br /&gt;
| {{imagelink|productivity-module|Module|Productivity module}} || {{imagelink|productivity-module-2|Module|Productivity module 2}} || {{imagelink|productivity-module-3|Module|Productivity module 3}} |-&lt;br /&gt;
| {{imagelink|speed-module|Module|Speed module}} || {{imagelink|speed-module-2|Module|Speed module 2}} || {{imagelink|speed-module-3|Module|Speed module 3}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|car|car|Car}} || Can be driven around and has storage space. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|red-wire|red_wire|Red wire}} || Used in the [[Circuit network]]. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|green-wire|green_wire|Green wire}} || Used in the [[Circuit network]]. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|logistic-robot|logistic_robot|Logistic robot}} || Move items inside a [[Logistic network]] from [[Logistic network/Chests|chest to chest]]. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|construction-robot|Construction robot}} || [[Repair|Repairs or replaces]] entities.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Placeable items ===&lt;br /&gt;
==== [[Transport network#Transport belts|Transport belts]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Basic transport belt}} |-&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Basic underground belt}} |-&lt;br /&gt;
| {{imagelink|Basic-splitter|Basic splitter}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}} |-&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}} |-&lt;br /&gt;
| {{imagelink|Fast-splitter|Fast splitter}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} |-&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}} |-&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Inserters]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} |-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserter|Inserter}} |-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} |-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} |-&lt;br /&gt;
| {{imagelink|smart-inserter|Smart inserter}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Transport network#Storage|Storage]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Storage size (Stacks) !! Features&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 16 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|iron-chest|Iron chest}} || 32 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|steel-chest|Steel chest}} || 48 || None&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|smart-chest|Smart chest}} || 48 || Sends signal to [[Circuit network|circuit network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || 48 || Provides its contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || 48 || Serves as buffer stock in the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || 48 || Requests specified items from the [[Logistic network]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Defense|Defensive Structures]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wall|Wall}} |-&lt;br /&gt;
| {{imagelink|turrets|Gun turret}} |-&lt;br /&gt;
| {{imagelink|laser-turrets|Laser turret}} |-&lt;br /&gt;
| {{imagelink|rocket-defense|Rocket defense}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Crafting network|Machines &amp;amp; Furnaces]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|burner-mining-drill|Burner mining drill}} |-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} |-&lt;br /&gt;
| {{imagelink|stone-furnace|Stone furnace}} |-&lt;br /&gt;
| {{imagelink|steel-furnace|Steel furnace}} |-&lt;br /&gt;
| {{imagelink|electric-furnace|Electric furnace}} |-&lt;br /&gt;
| {{imagelink|assembling-machine-1|assembling_machine|Assembling machines}} |-&lt;br /&gt;
| {{imagelink|lab|Lab}} |-&lt;br /&gt;
| {{imagelink|basic-beacon|Basic beacon}} |-&lt;br /&gt;
| {{imagelink|radar|Radar}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Electric network]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} |-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} |-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} |-&lt;br /&gt;
| {{imagelink|substation|Substation}} |-&lt;br /&gt;
| {{imagelink|boiler|Boiler}} |-&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} |-&lt;br /&gt;
| {{imagelink|solar-panel|Solar panel}} |-&lt;br /&gt;
| {{imagelink|Electric-energy-acumulators|Basic accumulator}} |-&lt;br /&gt;
| {{imagelink|lamp|Lamp}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Railway network]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} |-&lt;br /&gt;
| {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
| {{imagelink|Automated-rail-transportation|Train stop}} |-&lt;br /&gt;
| {{imagelink|rail-signals|Rail signal}} |-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel locomotive}} |-&lt;br /&gt;
| {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Liquid network]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} |-&lt;br /&gt;
| {{imagelink|pipe-to-ground|Pipe-to-ground}} |-&lt;br /&gt;
| {{imagelink|pump|Pump}} |-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} |-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil Refinery}} |-&lt;br /&gt;
| {{imagelink|chemical-plant|Chemical Plant}} |-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} |-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} |-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HeilTec</name></author>
	</entry>
</feed>