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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=204334</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=204334"/>
		<updated>2024-11-02T00:27:00Z</updated>

		<summary type="html">&lt;p&gt;Ifp: /* Maximum speed */ formatting, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Locomotive}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Locomotive&#039;&#039;&#039; is the engine for movement of [[Railway|trains]] over [[Railway#Tracks|track]]. Trains are useful for moving large amounts of items over large distances.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[car]] or [[tank]].  Naturally, they do not have the same freedom of movement, as they are confined to the track. They can be set up to travel automatically between [[train stop]]s, or be controlled manually, even if the [[player]] is in a [[cargo wagon]] attached to the train instead of the locomotive itself. Automatic trains can also use [[rail signal]]s and [[rail chain signal]]s to designate different or changing paths on a railway, as well as manage multiple trains on multiple or intertwining tracks.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run; the more powerful the fuel used, the faster the locomotive&#039;s acceleration and top speed will be. [[Solid fuel]], [[rocket fuel]] and [[nuclear fuel]] will give +20%, +80% and +150% acceleration respectively, and provide +5%, +15% and +15% for top speed respectively. Multiple locomotives can be used on a single train to increase its speed. If a locomotive has no fuel, it will still be able to move, albeit very slowly.&lt;br /&gt;
&lt;br /&gt;
While locomotives can be assembled by hand, the [[engine unit]] for it requires [[Assembling machine|automated construction]] to build, so it cannot be built from raw materials by hand. The color of the locomotive can be customized.&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a locomotive ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|right|200px|Locomotive GUI]]&lt;br /&gt;
&lt;br /&gt;
To connect locomotives, cargo wagons, or [[fluid wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press {{Keybinding|G}} by default. To disconnect the last car in a train, press {{Keybinding|V}} by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Locomotives in transit can usually crash through everything in its way (including biters, [[car|other]] [[tank|vehicles]], and the player). However, if the locomotive is moving too slowly, or the target is too tough, it will stop the train instead. Once stopped, the train will continually do damage if trying to accelerate. If the locomotive hits an [[enemies|enemy]], the enemies will fight back and try to destroy the train and the rails.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
[[File:train_kills_biters.gif|frame|none|Train killing three big biters.]]&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
The maximum speed that a locomotive can get to depends on the train that it is pulling. The speed of an accelerating, fully fueled, train is calculated every tick by the game with the following formula:&lt;br /&gt;
&lt;br /&gt;
 train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)&lt;br /&gt;
 train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;code&amp;gt;train_friction_force&amp;lt;/code&amp;gt; is the total friction of each wagon and locomotive (0.5 for any type of wagon including locomotives) and &amp;lt;code&amp;gt;train_weight&amp;lt;/code&amp;gt; is the total weight of each wagon and locomotive (see their individual pages for the weight values). The friction and air resistance of wagons and locomotives can be found in their prototypes. The calculated &amp;lt;code&amp;gt;train_speed&amp;lt;/code&amp;gt; is capped to &amp;lt;code&amp;gt;max_speed = 1.2 * fuel_top_speed_multiplier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Fuel duration (in seconds) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 item of !! Burning time in seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wood}} || 3.33&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal}} || 6.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket fuel}} || 166.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear fuel}} || 2016.67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving controls ==&lt;br /&gt;
These are the default bindings, they can be changed in the Settings menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Keyboard and mouse&lt;br /&gt;
! Controller&lt;br /&gt;
|-&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|{{Keybinding|ZR|X}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction (left, right)&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|&#039;&#039;Use left joystick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect train&lt;br /&gt;
|{{Keybinding|G}},{{Keybinding|V}}&lt;br /&gt;
| Not set&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using a controller, such as on the [[Nintendo Switch version|Nintendo Switch]], the behaviour of the left joystick in vehicles can be switched between two modes:&lt;br /&gt;
* Relative vehicle driving mode (default): Moving the stick in a direction will make vehicles automatically turn and accelerate to that side of the screen.&lt;br /&gt;
* Absolute vehicle driving mode: Moving the stick up/down will make vehicles accelerate/brake. Moving the stick left/right will make vehicles turn in that direction.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Locomotives are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:trains_colors.png|The player among different colored locomotives.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Locomotive fuel consumption doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.19|&lt;br /&gt;
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Smooth (precise) rolling stock placement.&lt;br /&gt;
* Rotating while building affects the direction of the rolling stock.&lt;br /&gt;
* Rolling stocks can be disconnected from both sides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
* Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&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;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;br /&gt;
{{C|Rolling stock}}&lt;/div&gt;</summary>
		<author><name>Ifp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=204276</id>
		<title>Rail ramp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_ramp&amp;diff=204276"/>
		<updated>2024-11-01T20:30:00Z</updated>

		<summary type="html">&lt;p&gt;Ifp: capitalization, wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
{{:Infobox:Rail_ramp}}&lt;br /&gt;
A &#039;&#039;&#039;rail ramp&#039;&#039;&#039; is a [[rail]] that inclines upward, which allows [[locomotive]]s to travel over obstacles. Rails that continue off the higher part of the ramp must have [[rail support]]s to keep them elevated. [[Train stop]]s, [[rail signal]]s and [[rail chain signal]]s cannot be placed on rail ramps, unlike straight rails. Locomotives that are stopped on rail ramps will stay still and not slide back down to the ground level.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Ifp</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=204274</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=204274"/>
		<updated>2024-11-01T20:27:17Z</updated>

		<summary type="html">&lt;p&gt;Ifp: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (5)&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of quality strength are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach for power poles&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 (likely multiplicative in effect with productivity)&lt;br /&gt;
* Larger capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on 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;
These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items to not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance, use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary 3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is &#039;&#039;not&#039;&#039; Epic, use 3 quality modules&lt;br /&gt;
*** If the productivity modules offer 1.5% or less and the base quality of the inputs is Rare, use 4 quality modules and not 3&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the player character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captured biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Ifp</name></author>
	</entry>
</feed>