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		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=125182</id>
		<title>Power production</title>
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		<updated>2016-05-18T19:00:04Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Page overhaul to remove the 11 hyperlinked pages. Currently in progress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
Electricity and [[Liquids]] have many interactions and can be incredibly difficult to learn- this page documents several important components of electricity production.&lt;br /&gt;
&lt;br /&gt;
== How many pumps and burners are needed? ==&lt;br /&gt;
&lt;br /&gt;
=== Hot liquids ===&lt;br /&gt;
&lt;br /&gt;
==== Steam engines, pumps and boilers ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Needed number of entities in different situations &lt;br /&gt;
! Situation !! # of steam engines !! # of boilers !! # offshore pumps !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| One steam engine || &#039;&#039;&#039;1&#039;&#039;&#039; || 2 || 1 || Could be used in very niche situations&lt;br /&gt;
|-&lt;br /&gt;
| One off-shore pump || 10 || 14 || &#039;&#039;&#039;1&#039;&#039;&#039; || A very popular and widely-used setup&lt;br /&gt;
|-&lt;br /&gt;
| Full throughput of a pipe || max. 21 || max. 28 || 3 || Total throughput depends on the length of the pipe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each steam engine needs roughly 1.31 boilers when running at full capacity.&lt;br /&gt;
&lt;br /&gt;
One [[Pump|offshore pump]] can satisfy 14 [[Boiler]]s and 10 [[Steam engine|steam engines]]. 13 boilers will make the job also, but this tends to have problems to raise the temp after coal shortness or other accidents ([[Biter]]s love to attack the boilers).&lt;br /&gt;
&lt;br /&gt;
To fully satisfy a pipe you need 3 [[Pump]]s or 5 [[Small pump]]s (or better 6, but that depends on pressure!). But with this setup you will find, that the length of your pipe-setup will influence this too much. This is definitely not a beginner strategy.&lt;br /&gt;
&lt;br /&gt;
===== See also =====&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5950 Research topic about energy]&lt;br /&gt;
* [[Liquids/Hot|Hot Liquids]]&lt;br /&gt;
* [[Liquids/Pipe physics]].&lt;br /&gt;
&lt;br /&gt;
==== Hot liquids in tanks ====&lt;br /&gt;
&lt;br /&gt;
To equalize the needed throughput (different needs of energy between day and night for example), hot water from boilers can also be stored in [[Storage Tank|storage tanks]] and used by extra steam engines during peak times or during night (if solar is in place). This energy storage technique can be used instead of or in addition to [[Basic accumulator|accumulators]].&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot#Storing_hot_liquids_as_energy_storage|about storing of hot liquids]] how to use that.&lt;br /&gt;
&lt;br /&gt;
=== Solar Panels/Accumulators ===&lt;br /&gt;
&lt;br /&gt;
==== Optimal ratio ====&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) accumulators per solar panel, and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible).&lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a much less impressive way).&lt;br /&gt;
&lt;br /&gt;
There are also these related older threads:&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619&lt;br /&gt;
&lt;br /&gt;
==== Perfect placing ====&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865 Big Solar Farm]: About the perfect placing of panels&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?p=124780#p124780 9x9 Blueprint]: A suggestion for a repeatable tile with a 5:6 accumulator to solar panel ratio that happens to coincide with the 20:24 &amp;quot;close enough&amp;quot; ratio above (4 of these tiles can provide 1 MW of continuous power).&lt;br /&gt;
&lt;br /&gt;
== Why am I not producing enough energy? ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric network]]? If not, a flash is blinking (to show, that it is not connected). Add some [[Electricity/Distribution|power poles]] near the steam engines that go to machines needing that power.&lt;br /&gt;
* Did you build up your liquid network as described in the [[Liquids/Tutorials]]? We mean: No parallel piping, the water for the first steam engine must go through all boilers.&lt;br /&gt;
* Do you have enough [[pump]]s? You need 1 pump for every 10 [[steam engine]]s. See [[Power production/Optimal ratios]]. It doesn&#039;t make sense to have more than 3 [[Pump]]s, as the [[pipe]]s cannot transport more water.&lt;br /&gt;
* Do your pipes have water? Look at the glass windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. Perhaps you have mixed your pipes with oil - this trick reveals also that.&lt;br /&gt;
* Do you have enough [[Boiler]]s? The water temperature should reach 100 degrees. One of your burners should be reserve (not much used, no lights in the burner) when you need to restart the energy system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some points, which can show you, what are the needs or what can be changed in the liquid network:&lt;br /&gt;
* If your steam engines can keep up 510 W of output during heavy load (when electric poles display satisfaction below 100%), it is safe to add more engines.&lt;br /&gt;
* If an engine displays a temperature below 100 degrees, add more boilers.&lt;br /&gt;
* If you look into the engines and the available energy is below 100%, add boilers/pumps or add a new line to your power plant.&lt;br /&gt;
* If needed energy is much below the available energy, all is fine.&lt;br /&gt;
* There are also tricks to avoid using too much power. See [[Electric network]].&lt;br /&gt;
&lt;br /&gt;
== How do I store energy? ==&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work is &amp;quot;stored energy&amp;quot; or the &amp;quot;result of using power&amp;quot;. If you divide the work into parts and release the parts in some time you have energy.&lt;br /&gt;
&lt;br /&gt;
Work is measured in Joules, which is one Watt over the time of one second. See [[Units#Work]].&lt;br /&gt;
&lt;br /&gt;
==== Types of work ====&lt;br /&gt;
&lt;br /&gt;
Work is available (or storable) as&lt;br /&gt;
* [[Fuel]].&lt;br /&gt;
* Capacity in the [[Basic accumulator]]s.&lt;br /&gt;
* [[Liquids/Hot|Hot liquids]]. You can create them in the [[Boiler]] and store serious amount in the [[Storage Tank]].&lt;br /&gt;
&lt;br /&gt;
=== Energy / Power ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy is the &amp;quot;ability to do work&amp;quot;. The speed of this doing needs more or less power. The faster something works, the more power is needed, but the result (the work) is the same. In Factorio this is also used a lot to [[Mining drill#Mining_Speed_Formula|calculate, how much time is needed to produce stuff]].&lt;br /&gt;
&lt;br /&gt;
Energy is measured in Watts, nearly every device in Factorio needs energy to work. Energy is produced by  [[Electricity/Generator|Generators]], [[Boiler]]- or other burner- (or motor-driven) devices (like the car or train).&lt;br /&gt;
&lt;br /&gt;
See [[Units#Power]].&lt;br /&gt;
&lt;br /&gt;
==== Types of energy ====&lt;br /&gt;
&lt;br /&gt;
====== [[Fuel|Fuel-based]] (Boiler, Burner) =====&lt;br /&gt;
&lt;br /&gt;
[[Fuel]] contains a certain amount of energy. The fuel is burned and produces energy (which is converted into movement or heat) and [[Pollution]] is emitted.&lt;br /&gt;
&lt;br /&gt;
There are [[Fuel#Burner devices to be fueled directly|some devices]], which can use fuel directly.&lt;br /&gt;
&lt;br /&gt;
===== [[Electricity]] =====&lt;br /&gt;
&lt;br /&gt;
[[Electricity]] is produced by [[Electricity/Generator|Generators]]. The [[Electricity/Distribution|distribution]] is made over an [[Electric network]], and it is used by [[Electricity/Consumer]]s.&lt;br /&gt;
&lt;br /&gt;
That&#039;s the single parts! The whole process is also explained as [[Power Production]].&lt;br /&gt;
&lt;br /&gt;
Electricity is the only way to transport energy over long distances. [[Electricity]] itself doesn&#039;t pollute, the pollution comes either from burning fuel or consuming electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What else can I do with accumulators? ==&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png]]&lt;br /&gt;
&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300kW, power flow between the two networks will be limited to 300kW times the number of accumulators (1.5MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduce Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption by the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing need for Steam power ===&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585&lt;br /&gt;
&lt;br /&gt;
=== Order of with accu connected networks ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=4814 Powering sequence] - the order in which accumulators are loaded. This is also about how the electric network orders internally new networks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I have enough accumulator capacity available. How can I switch off steam engines in the night? What priorities should I give my energy consumers and producers? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The electric priority ===&lt;br /&gt;
&lt;br /&gt;
See [[Electricity/Generator|Generators]]: the generator types have different priorites.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Solar Panel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam engine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Basic accumulator]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means,&lt;br /&gt;
&lt;br /&gt;
* if the solar panels don&#039;t produce enough power&lt;br /&gt;
* that the steam engine begins to jump in and&lt;br /&gt;
* if that is still not before the accumulators will be unloaded.&lt;br /&gt;
&lt;br /&gt;
This works also in the other way: The accumulators are only loaded, if the demand of all other consumers are fulfilled.&lt;br /&gt;
&lt;br /&gt;
=== Why is the priority not configurable in the game? ===&lt;br /&gt;
&lt;br /&gt;
This seems to be the logical solution. And many suggestions (and discussions) in the forum are going around this (sometimes controversia). Examples:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=1481 Accumulator Controls]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2015 Day/Night Switches]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2087 Accumulator priority based on charge level]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2274 Automatic steam power control with solar]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=50&amp;amp;t=3895 Solar sensor on the wiki page seems wrong to me]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=34&amp;amp;t=6037 Power production priority]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6201 Can steam generators be used in emergencies only?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6204 Power Priority; ideas wanted]&lt;br /&gt;
&lt;br /&gt;
And much more...&lt;br /&gt;
&lt;br /&gt;
The problem with all these suggestions (and needs) is, that the single solution is simple, but they are more or less uncombineable with the other suggestions. They are disjunct.&lt;br /&gt;
&lt;br /&gt;
* That is eventually the biggest reason, why this isn&#039;t implemented yet in one or the other way.&lt;br /&gt;
* The other reason why this isn&#039;t implemented in this simple way is, that Factorio will get at some point some kind of sensor and more advanced [[Smart bus]]-sensor for that. This is on the [[Roadmap]] for the next versions.&lt;br /&gt;
* Reason 3 is, that if a manual switching of priorities (or other ideas) is implemented, this will need manual control. Factorio is about automatism, so this is a direct opposite to switch things on and off.&lt;br /&gt;
* You can have several [[Electricity/Electric network]]s, which is the one, you want to switch?&lt;br /&gt;
&lt;br /&gt;
So this isn&#039;t that easy. :)&lt;br /&gt;
&lt;br /&gt;
Till then, see down for some more or less well made solutions.&lt;br /&gt;
&lt;br /&gt;
=== How to switch off steam engines in the night, when enough accumulator capacity is available? ===&lt;br /&gt;
&lt;br /&gt;
At some point, when you have enough [[solar panel]]s and [[Electric network#Storage|accumulator]]s you may use the [[steam engine]]s only as silent power-reserve, for example at the end of the night after a long fight. This is normally not possible, because [[steam engine]]s have a higher priority than accumulators - accumulators are only discharged if nothing else delivers. Or in other words, when the sun goes down, the steam engines turn on to keep the accumulators charged.&lt;br /&gt;
&lt;br /&gt;
But you can trick around this.&lt;br /&gt;
&lt;br /&gt;
==== A way to set this up without complicate cabling ====&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7152 Switching on power plants automatically when needed].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585 Minimal Steam Power]. &lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6617&amp;amp;p=51742#p51714&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6617&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6665&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=10268 Analog Circuits - Advanced power systems]&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;old&amp;quot; way ====&lt;br /&gt;
&lt;br /&gt;
[[File:T&amp;amp;T electric network1.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
The accumulator (hovered) is loaded from the main network. The accu-powered-network unloads this accu to power the fast inserter. If the accu is empty, the fast inserter doesn&#039;t work anymore, but the basic inserter remains working, because he is powered by the main network. He unloads the remaining wood from the chest. The chest gets empty and the smart inserter begins to work, filling up coal into the boiler.&lt;br /&gt;
&lt;br /&gt;
For simpleness we reduced it to only one boiler/steam engine, normally much more is needed to make sense! Note, that you only need to program the first inserter. Place the others with pressed shift-key. All you have to do then is to connect it with the wire.&lt;br /&gt;
&lt;br /&gt;
Basically this works, because the accumulator in this picture unloads a bit faster, than the accus in the main network, because he stays in &#039;&#039;&#039;two networks&#039;&#039;&#039; and so a bit more power is needed. It is recommended to place a second accu in neighborhood, which sits in the main network to have a direct reference.&lt;br /&gt;
&lt;br /&gt;
You can trim the accu powered network exactly to your needs by adding more accumulators or place some lights, or put in more wood, which extends or shorten the time before the accu(s) - and so the chest - is empty. With some experience you can trim this so, that the main accu power is empty after the steam engines are full powered again (it takes some time, until the boilers heat the water and steam engines are at full power again.)&lt;br /&gt;
&lt;br /&gt;
:[[File:Autoshutoff2.png|200px|thumb|The red circle is the &amp;quot;sensor&amp;quot;. Watch the green wires going to the inserters.]]&lt;br /&gt;
&lt;br /&gt;
The chests with the burner inserters holding wood in his hand (so the chests must be filled with wood), is for fallback, if coal goes out.&lt;br /&gt;
&lt;br /&gt;
Various different setups seem possible...&lt;br /&gt;
&lt;br /&gt;
=====Notes=====&lt;br /&gt;
&lt;br /&gt;
See how to setup [[Smart inserter]]s! See how to cable [[Circuit network]].&lt;br /&gt;
&lt;br /&gt;
==== Using modules ====&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6272 Smart Circuit Systems]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=5552 Power-Switch-Mod]&lt;br /&gt;
&lt;br /&gt;
== How do I build electricity poles? ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Coverage area !! Own size !! Absolute / Effective coverage (in [[Tile]]) !! Cov. rel. to small el. pole || Wire reach&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} || {{icon|raw-wood|1|Raw wood}} {{icon|copper-plate|1|copper_plate}} || 5 x 5  || 1 x 1 || 25 / 24 || 100% ||  8&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} || {{icon|steel-plate|2|Steel plate}} {{icon|copper-plate|2|copper_plate}} || 7 x 7 || 1 x 1 || 49 / 48 || 196% || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} || {{icon|steel-plate|5|Steel plate}} {{icon|copper-plate|5|copper_plate}} || 4 x 4 || 2 x 2 || 16 / 12 || 65% || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|substation|Substation}} || {{icon|plastic-bar|10|plastic_bar}} {{icon|steel-plate|10|Steel plate}} {{icon|copper-plate|55|copper_plate}} {{icon|iron-plate|25|Iron plate}} || 14 x 14 || 2 x 2 || 196 / 192 || 784% || 14&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || {{icon|copper-plate|0.5|copper_plate}}  || colspan=5 | Wire reach depends on joined poles&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
The poles have a coverage area, any entity in this area is connected to the electric network, even if only one tile is touching the area.&lt;br /&gt;
&lt;br /&gt;
They have also a reach. This is the maximum distance you can connect two poles. If you &#039;&#039;autoplace poles&#039;&#039;, it will connect with that reach.&lt;br /&gt;
&lt;br /&gt;
==== Autoplacing poles ====&lt;br /&gt;
It is obvious, that belts and all other entities can be placed in masses by keep pressing the place key. This works for power poles too: Hold place-key (default is right mouse button). The first pole is set. Now run in any direction and keep pressing the key. The next pole is set at the farthest point and connects to the previous.&lt;br /&gt;
&lt;br /&gt;
This works also from car or train, which enables you to place the electric poles very quickly over long distances! &lt;br /&gt;
&lt;br /&gt;
==== Pole types and it&#039;s usages ====&lt;br /&gt;
The small- and medium-electric pole are the basic poles you need. Note, that the small electric pole can be [[Fuel|burned]], cause it can be in almost every case replaced by the medium.&lt;br /&gt;
&lt;br /&gt;
The big pole is quite different. It is used, to connect over long distances, see the quite small coverage area against the very long wire reach. This pole should be choosen to connect outposts. It is recommended to use it near lakes, cause so you can in many cases span a very large area without using much land.&lt;br /&gt;
&lt;br /&gt;
The substation is different, cause it covers a large area. With the next updates it is awaited to be automateable: You can turn it on and off depending on some conditions (see [[Smart inserter]], like a big switch and with it all connected entities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cables (and Wires) ===&lt;br /&gt;
&lt;br /&gt;
When you place an electric pole it will automatically cable itself to other poles in range. These cables are &amp;quot;free&amp;quot; and do not consume any copper cable. If you remove these cables, you can regenerate them by removing and rebuilding the pole.&lt;br /&gt;
&lt;br /&gt;
You generally don&#039;t need to manually add copper wires, because any pole in range will be connected automatically by the free wires. Placing copper wire is only useful when you need [[Electricity/Electric network|multiple separate networks]].&lt;br /&gt;
&lt;br /&gt;
==== Remove cables ====&lt;br /&gt;
Remove all cables from an electric pole by shift-left-clicking it. The pole will become an independent electric network. You can reconnect it to other poles by placing cables manually.&lt;br /&gt;
&lt;br /&gt;
==== Add cables or wires ====&lt;br /&gt;
A cable or wire can be added by holding it in your hand, then left-clicking the base of one pole, then left-clicking the base of another. Use [[copper cable]] for the electric network, or [[red wire|red]]/[[green wire|green]] wires for the [[circuit network]]s. Note that the wire item is consumed when you make the connection; you will not get it back if you remove the pole&#039;s wires, or if you remove the pole itself.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.reddit.com/r/factorio/comments/2ofbjw/tip_you_can_control_electrical_polls_wires/ TIP: You can control electrical polls&#039; wires]&lt;br /&gt;
&lt;br /&gt;
== Can I also store hot water? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Storagetank.png|thumb|You can store a significant amount of energy in storage tanks]]&lt;br /&gt;
You can store a significant amount of energy as hot liquid in [[Storage Tank]]s!&lt;br /&gt;
&lt;br /&gt;
A completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 [[Basic accumulator]]s, but the tanks needs only 3x3 tiles of space. This way you can store much more energy in a much smaller place: 23.5 MJ / [[Tile]] vs. 1.2 MJ / [[Tile]]&lt;br /&gt;
&lt;br /&gt;
The details are explained in [[Liquids/Pipe physics]]. Read more about this: [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6617&amp;amp;start=10#p52712 Yet another &amp;quot;Steam engine backup&amp;quot; solution (simple&amp;amp;low tech)].&lt;br /&gt;
&lt;br /&gt;
There are several advantages to storing energy in storage tanks vs. storing it in an [[Electricity/Storage|accumulator]]:&lt;br /&gt;
* You don&#039;t need to produce electrical energy first.&lt;br /&gt;
* The energy density per tile is much higher than it is with batteries.&lt;br /&gt;
* You won&#039;t get sudden blackouts when you&#039;re out of power. Instead, power goes out gradually as pressure drops.&lt;br /&gt;
&lt;br /&gt;
=== Using hot water before accumulators are available ===&lt;br /&gt;
&lt;br /&gt;
By adding [[storage tank]]s just after your steam engines, you can delay researching accumulators.&lt;br /&gt;
&lt;br /&gt;
During the day, when your solar panels are working, your steam engines won&#039;t need as much power, allowing your storage tanks to fill up. During the night, when your solar panels are not functioning, the contents of your storage tanks will be used to generate power.&lt;br /&gt;
&lt;br /&gt;
This strategy has two upsides:&lt;br /&gt;
* You can check how well your power production fulfills your needs by looking at the storage tanks.&lt;br /&gt;
* You don&#039;t need as many boilers because the ones you do have can simply work full time.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9738 Hot water capacitor]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6665 Using steam as a backup]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 Handling Gigantic Energy Peaks]&lt;br /&gt;
* [[Liquids/Hot]].&lt;br /&gt;
&lt;br /&gt;
== How do solar farms work? ==&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1865&lt;br /&gt;
&lt;br /&gt;
== How can create a liquids network? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Video about basics of liquids: http://www.youtube.com/watch?v=jlYN7C7iBmQ&lt;br /&gt;
* About the new pump: http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2317#p17318&lt;br /&gt;
* About usage of oil and how it is pumped: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=2301&lt;br /&gt;
* About chemical industry: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=2343#p17289&lt;br /&gt;
&lt;br /&gt;
=== Storing hot water ===&lt;br /&gt;
&lt;br /&gt;
http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Category:Tools&amp;diff=125071</id>
		<title>Category:Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Category:Tools&amp;diff=125071"/>
		<updated>2016-05-10T18:42:09Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Defense&amp;diff=125070</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Defense&amp;diff=125070"/>
		<updated>2016-05-10T18:37:45Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: /* Expert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This page contains some examples of defensive structures.&lt;br /&gt;
&lt;br /&gt;
Defenses in Factorio are generally split between three different categories- static defenses which attack, static defenses which stop attackers, and defenses which repel attackers. Additionally, some defenses can be placed by the player, such as landmines. Finally, the player can respond to situations on their own, though this is not recommended due to the speed and size of biter attacks.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
A few [[Turret|Turrets]] are a good start.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense-example-1.png|Basic defense perimeter]]&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
Add a reloading system or try some [[Laser turret|Laser turrets]].&lt;br /&gt;
&lt;br /&gt;
[[File:Defense-example-2.png|Defense perimeter with automated reload]]&lt;br /&gt;
[[File:Defense-example-3.png|Defense perimeter based on [[Laser turret]]s]]&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
Laser turrets and a thick set of [[Wall]]s with fast [[Transport belts]] for added defense.&lt;br /&gt;
&lt;br /&gt;
[[File:Defense-example-4.png|Fortified defense perimeter]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Armor]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=124515</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=124515"/>
		<updated>2016-04-08T17:16:33Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: /* Danger of losing bots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;1%&amp;quot;&lt;br /&gt;
| [[File:RoboTrainStation.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s and then put into the requester chests at the top track.&lt;br /&gt;
&#039;&#039;Logistics robots are ideal in train stations, since you need very high item throughput on a short distance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of [[Logistic network/Chests|different chests]] and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, by [[Transport network|belts]] or [[Railway network]].&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]], allowing you to &#039;request&#039; various items be kept at a set limit within your personal inventory. After [[Research|researching]] [[Character logistic slots]] you can configure an amount of Items and [[Logistic robot]]s will start to move the specified [[Items]] from the network to your characters inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share a common component (smart inserter), but are otherwise disconnected and do not exchange any information. Also do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between [[Logistic network/Chests|Logistic Chests]]. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || [[Logistic network/Chests|Logistic Chest]]: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || [[Logistic network/Chests|Logistic Chest]]: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || [[Logistic network/Chests|Logistic Chest]]: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || [[Logistic network/Chests|Logistic Chest]]: Will be filled by [[Logistic robot]]s until the configured amount is reached. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Smart-inserter|Smart inserter}} || [[Smart inserter]]: Can be turned on/off depending on the contents of a logistic network it is located in.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also usable for a [[Circuit network]] by using wires.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests! Place the passive provider chests at the output inserters of assemblies and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner area. Place some logistic bots. &lt;br /&gt;
&lt;br /&gt;
The robots will begin to work.&lt;br /&gt;
&lt;br /&gt;
You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature or - in the long term much better - with [[Smart inserter]]s, which are configured to limit the number of available items in the logistic network.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
&lt;br /&gt;
Place some logistic bots anywhere, or in a Roboport, they will immediately begin to work.&lt;br /&gt;
&lt;br /&gt;
The logistic bots try to fulfill the configured requests (requester chest) by moving items from storage- or active/passive provider chest to requester chest.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network.&lt;br /&gt;
&lt;br /&gt;
The basic thing you need are [[Roboport]]s. When you placed the port and hover it, you see a orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
Use more roboports to create a bigger logistic-zone! When the zones of two or more roboports touch or overlap, they are linked together to form a single network. This will show as a dotted line between the linked roboports (if they have power). &lt;br /&gt;
&lt;br /&gt;
If only the construction zones touch or overlap, the roboports are &#039;&#039;&#039;not&#039;&#039;&#039; connected.&lt;br /&gt;
&lt;br /&gt;
The inner zone covered by a [[Robotic network]] is identical to that of the Logistic network. All [[Logistic network/Chests]] inside the zone are connected and make up the [[Logistic network]]. Items in logistic chests are available for request by the Player or another chest within the logistic network.&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do normally not fly from one network into another (exception: when running out of charge).&lt;br /&gt;
&lt;br /&gt;
=== Danger of losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
With v0.10.0 the bots are not longer destroyed, when running out of energy, but have then only 20% of their speed, which gives them the chance to reload and a chance for the player to find the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down at this point.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots, but are not very efficient at charging large queues of bots and can quickly become overworked.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
=== Network info ===&lt;br /&gt;
A Logistic network knows the numbers of all [[Items]] stored in storage and active/passive chests and also the number of all items currently carried by [[Logistic robot]]s. This information can be seen by &#039;&#039;&#039;hovering over a logistic chest&#039;&#039;&#039;: &lt;br /&gt;
* you see the sum of all items in storage/provider chests (The list can get very long, this will be fixed)&lt;br /&gt;
* currently on the way in this logistic network and&lt;br /&gt;
* currently requested items.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
&lt;br /&gt;
For some reasons, you can see negative numbers in the network info. This is not a bug!&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots. &lt;br /&gt;
&lt;br /&gt;
This means, that the bots can transport more than available because of [[Logistic robot cargo]]:&lt;br /&gt;
* A chest orders a robot to pick up one item to bring it to another chest.&lt;br /&gt;
* But the robot is able to pick up two. And will also pick up two, if available then.&lt;br /&gt;
* So, the simple calculation is: One item available, minus 2 items, that are ordered to picked up is -1 items.&lt;br /&gt;
&lt;br /&gt;
Realistically, it means &amp;quot;you are trying to use more of these than you&#039;re producing&amp;quot; - increase production rate if you want to get rid of a bottleneck.&lt;br /&gt;
&lt;br /&gt;
=== Active/Passive Provider chest === &lt;br /&gt;
&lt;br /&gt;
The provider chest is used by the logistic bots as &amp;quot;source&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You insert the items into this chest with an [[Inserters|inserter]]; a useful case is directly inserting the output of an [[Assembling machine]]/[[Furnace]] into this chest. Use a [[Smart inserter]] to limit the number of items you put into the logistic network!&lt;br /&gt;
&lt;br /&gt;
The priorities between active and passive Provider chest are equal ( see http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3415 )&lt;br /&gt;
&lt;br /&gt;
==== active provider chest ====&lt;br /&gt;
* The content of active provider chests is delivered to &#039;&#039;&#039;both requester and storage chests &lt;br /&gt;
* Active provider chests are immediately emptied unless the demand for that item in requester chests is already met or there is no space in a storage chest left.&lt;br /&gt;
&lt;br /&gt;
==== passive provider chest ====&lt;br /&gt;
* The content of passive provider chests is &#039;&#039;&#039;delivered to requester chests only&#039;&#039;&#039;.&lt;br /&gt;
* Passive provider chests are only emptied if there is a requester chest which has an unmet demand for those items.&lt;br /&gt;
&lt;br /&gt;
=== Requester chest ===&lt;br /&gt;
&lt;br /&gt;
The requester chest is used by the logistic bots as &amp;quot;target&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can set the needed amount of items in the [[Requester chest]]. The logistic bots try then to deliver this requests.&lt;br /&gt;
The logistic bots take the requested items (first from provider chests, then from storage chests), until the demand us fulfilled.&lt;br /&gt;
(The delivered items can then be placed via [[Inserters]] to the destination, e. g. an [[Assembling machine]]).&lt;br /&gt;
&lt;br /&gt;
==== more items then requested? ====&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched.&lt;br /&gt;
&lt;br /&gt;
=== Storage chest ===&lt;br /&gt;
&lt;br /&gt;
This chest is used by the logistic bots as both, &amp;quot;source&amp;quot; and &amp;quot;target&amp;quot;. You can use the storage chest in the same way as the active/passive provider chest: deliver items to the requester chests. But that is not it&#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
==== usage as target ====&lt;br /&gt;
The storage chest is used as target, when all other targets for the provider chests are fulfilled and if there are free bots left. Then the bots move items from provider- to storage-chest.&lt;br /&gt;
&lt;br /&gt;
They try to move the item to a storage chest, that &#039;&#039;&#039;already contains items of the same type&#039;&#039;&#039;. Empty storage chests are filled first. This should avoid having storage chests with different items inside.&lt;br /&gt;
&lt;br /&gt;
==== usage as source ====&lt;br /&gt;
Storage chests have a lower priority than provider chests. The bots look for a provider chest as source, before they search in a storage chest for that item.&lt;br /&gt;
&lt;br /&gt;
==== useful cases for the storage chest? ====&lt;br /&gt;
&lt;br /&gt;
This has been quite long discussed (See [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1237#p8625 this] and [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1237#p8625|this thread]).&lt;br /&gt;
&lt;br /&gt;
As the result the provider chest has been changed to the [[Active Provider chest]] and the [[Passive Provider chest]] was introduced.&lt;br /&gt;
&lt;br /&gt;
There are now no cases, where the storage chest can&#039;t be used; there is always a way to integrate them into the layout and this is especially important for deconstruction or for example at [[Railway network/Train station]]s. [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1237#p8625 see here] )&lt;br /&gt;
&lt;br /&gt;
== The possible ways and order priorities ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects also the priorities, in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source !! Target&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|provider-chest|Active Provider chest}} || {{imagelink|character-logistic-slots|Character logistic slots}}|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || {{imagelink|character-logistic-slots|Character logistic slots}}|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || {{imagelink|character-logistic-slots|Character logistic slots}}|-&lt;br /&gt;
| {{imagelink|provider-chest|Active Provider chest}} || {{imagelink|requester-chest|Requester chest}}|- &lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || {{imagelink|requester-chest|Requester chest}}|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || {{imagelink|requester-chest|Requester chest}}|-&lt;br /&gt;
| {{imagelink|provider-chest|Active Provider chest}} || {{imagelink|storage-chest|Storage chest}}|}&lt;br /&gt;
&lt;br /&gt;
To read this: Requests are coming from the [[Character logistic slots]], requester- and storage chests and are accessed in this above given order.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider. So the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest.&lt;br /&gt;
* For the storage chests, the bots search for one storage, which has the same item already filled. Only if that can&#039;t be found, they &amp;quot;open up&amp;quot; a new storage chest. This should avoid having storage chests with different items inside.&lt;br /&gt;
&lt;br /&gt;
In other words: the &#039;&#039;&#039;storage chests&#039;&#039;&#039; are filled, when all requests are fulfilled, emptied before using the passive provider chests and try to store only the items they already have inside.&lt;br /&gt;
&lt;br /&gt;
== Order of movement ==&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
In reality it looks very often like, that far chests are less frequent delivered, than near chests. This is especially true, if you order small number of items.&lt;br /&gt;
&lt;br /&gt;
This is explained, if you look at the &amp;quot;delivery&amp;quot; status of a requester-chest (hover over the requester chest): There are not more items delivered, than needed at a time. So if some bots already on the way to a far away chest, and the number of delivered items to this chest is equal or higher than the needed, then there will be no more orders, until that number is again smaller.&lt;br /&gt;
&lt;br /&gt;
What you can do is to increase the number of items you request for the far away chest, raise the number of bots in your system, or increase the number of missing items in your network.&lt;br /&gt;
&lt;br /&gt;
The results are not optimal; for example it still happens, that the farthest next robot will be requested, even if there is a much closer. Because of this, it&#039;s recommended to &#039;&#039;&#039;not use the logistic network for long distances and/or high throughput.&#039;&#039;&#039; (For that are the [[Belt transport system]] or [[Railway]] is much more useful.)&lt;br /&gt;
&lt;br /&gt;
See also [[Transport/What Transport for which case?]], that explains, which transport system is best useable for which case.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
&lt;br /&gt;
{{C|Networks}}&lt;br /&gt;
{{C|Logistic network}}&lt;br /&gt;
{{C|Circuit network}}&lt;br /&gt;
{{C|Transport network}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=123848</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=123848"/>
		<updated>2016-03-22T18:49:25Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Changed beginner, advanced, expert sections to more appropriate names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric network&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using [[Electricity]]. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Creating a new network ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[File:electrical-network-example-1.png|thumb|256px|A basic modular power plant.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|steam-engine|Steam engine}} || The [[Steam engine]] consumes heated water to generate energy. [[Boiler]]s are used to heat water consuming [[Fuel]]. [[Pump]]s are used to emerge water from the sea. &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solar-panel|Solar panel}} || [[Solar Panel]]s generate a small amount of energy only at daylight. They require a lot of material and research but provide electrical energy without consuming [[Fuel]] or producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|basic-accumulator|Basic accumulator}} || Stores and provides electrical energy.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || [[Storage tank]]s can be used to store steam for later consumption by [[Steam engine]]s.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Total raw !! Coverage area !! Own size !! Absolute / Effective coverage (in [[Tile]]) !! Cov. rel. to small el. pole || Wire reach&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} || {{icon|raw-wood|1|Raw wood}} {{icon|copper-plate|1|copper_plate}} || 5 x 5  || 1 x 1 || 25 / 24 || 100% ||  8&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|medium-electric-pole|Medium electric pole}} || {{icon|steel-plate|2|Steel plate}} {{icon|copper-plate|2|copper_plate}} || 7 x 7 || 1 x 1 || 49 / 48 || 196% || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|big-electric-pole|Big electric pole}} || {{icon|steel-plate|5|Steel plate}} {{icon|copper-plate|5|copper_plate}} || 4 x 4 || 2 x 2 || 16 / 12 || 65% || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|substation|Substation}} || {{icon|plastic-bar|10|plastic_bar}} {{icon|steel-plate|10|Steel plate}} {{icon|copper-plate|55|copper_plate}} {{icon|iron-plate|25|Iron plate}} || 14 x 14 || 2 x 2 || 196 / 192 || 784% || 14&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|copper-cable|Copper cable}} || {{icon|copper-plate|0.5|copper_plate}}  || colspan=5 | Wire reach depends on joined poles&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
For connecting a generator with a consumer both items need to be in a powered area of the same electric network. Electric poles create a covered area of different size around them. If placed close enough two poles connect and form a network. An item is &#039;connected&#039; as soon as one block is in a covered area. Each electric pole has a GUI providing information about the whole electric network. When hovering a pole you get an overall satisfaction bar in the tooltip.&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove its connections to other poles&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Right click on the &#039;&#039;bottom&#039;&#039; of the pole.)&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving, to auto-place poles.&lt;br /&gt;
&lt;br /&gt;
=== Electric network screen ===&lt;br /&gt;
[[File:Electric_Network_Info.jpg|thumb|256px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network where that pole is connected to!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not globally measured, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Consumption&#039;&#039;&#039; - What are the current consumption demands. This bar should &#039;&#039;always&#039;&#039; be full. Otherwise, it means your production is too low compared to the needed consumption.&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - What is the current production amount. This bar should &#039;&#039;never&#039;&#039; be full. Otherwise, it means you are at the limit of your power-production.&lt;br /&gt;
# &#039;&#039;&#039;[[Basic accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much power is currently held inside of all your accumulators combined in [[Units|joule]]. For quick understanding: 1J = 1W * 1sec, see also [[wikipedia:Joule]]&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, you can see that 2 [[Oil refinery|oil refineries]] take the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, you can see that only 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of your factory over time. You can choose the timespan as detailed in #4 above.&lt;br /&gt;
&lt;br /&gt;
Note, that the timeframe influences the shown detailed production/consumption: the displayed watts is the summed up watts in the timeframe (in the graph below) divided by steps of that timeframe. This means you can see the consumption of radars, even if you mined them meanwhile.&lt;br /&gt;
&lt;br /&gt;
== Expanding the player&#039;s network ==&lt;br /&gt;
=== More info ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 MJ capacity.]]&lt;br /&gt;
The power demand of a network will be fed by power sources in a specific order. If the primary source cannot fully satisfy the demand, additional power is drawn from the second source and so on until no more sources are available. The current order (version 0.9.8) is the following:&lt;br /&gt;
# [[Solar panel]]s&lt;br /&gt;
# [[Steam engine]]s&lt;br /&gt;
# [[Basic accumulator]]s&lt;br /&gt;
With this order in mind, it is common to charge accumulators with [[Solar panel]]s during the day and to use the stored energy of accumulators overnight automatically.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to the closest pole available&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (ie. it won&#039;t form a 3 pole triangle)&lt;br /&gt;
# It will be connected to other available poles, starting with the closest ones&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Belts and all other entities can be placed in masses by keep pressing the place key, &#039;&#039;&#039;and this works for power poles too:&#039;&#039;&#039; Hold place-key (default left mouse button) to set the first pole. With the button held down, run in any direction. The next pole is placed at the farthest point and connects to the previous, eliminating the need for micromanagement of pole placement.&lt;br /&gt;
&lt;br /&gt;
This works also from a car or train, which enables you to place the electric poles very quickly!&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* [[Electricity/Priority of power Production]]&lt;br /&gt;
** [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=4814 Powering sequence] - the order in which accumulators are loaded. This is also about how the electric network orders internally new networks.&lt;br /&gt;
** [[Power Production#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|How to switch off steam engines in the night, when enough accumulator capacity is available?]]&lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
** [[Electricity/Distribution]]&lt;br /&gt;
* [[Liquid]]&lt;br /&gt;
* [[Units]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Networks]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor_MK2&amp;diff=123779</id>
		<title>Power armor MK2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor_MK2&amp;diff=123779"/>
		<updated>2016-03-21T15:44:39Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Processor requirements -&amp;gt; Raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|resistance   =Acid: 10/40%&amp;lt;br&amp;gt;Explosion: 20/50%&amp;lt;br&amp;gt;Physical: 10/40%&lt;br /&gt;
|durability   =20,000&lt;br /&gt;
|gridsize     =10x10&lt;br /&gt;
|input        =Time, 25 + Speed module 3, 5 + Efficiency module 3, 5 + Steel Plate, 50 + Alien artifact, 50 + Processing Unit, 200&lt;br /&gt;
|raw          =Time, 49225 + Iron Plate, 14650 + Copper Plate, 26225 + Steel Plate, 50 + Alien artifact, 60 + Plastic bar, 4250 + sulfuric acid, 240.5&lt;br /&gt;
|technologies =Power armor 2&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Processing unit]]s may not be built by hand and as a result Power Armor MK2 may not be built by hand from raw.&lt;br /&gt;
Power armor MK2 is the strongest armor in the game, providing excellent resistance, sporting high health, and having a 10 by 10 grid for modules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123778</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123778"/>
		<updated>2016-03-21T15:05:57Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Lots of misconceptions fixed, grammatical overhaul. Beginner/advanced/expert sections renamed to more appropriate descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience.&lt;br /&gt;
&lt;br /&gt;
== Starting a network ==&lt;br /&gt;
This section covers how to build tracks, assemble trains, and get moving. This enables manual transportation of material and player transit over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend, as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|256px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. Keep this in mind when planning train stations.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To create a 90 degree turn two [[Curved rail]]s and one [[Straight rail]] are needed. The [[Straight rail]] has to be placed along the end of the first curved rail placed to cover the gap between the second [[Curved rail]].&lt;br /&gt;
&lt;br /&gt;
==== Switches ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|256px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. The player must place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: The player can create 3-way-switches at nearly every point of their track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they do connect [[Railway/Signal/Block signal| signal blocks]] making it possible to prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problem, however, switching from one track to the other can require extra resources because the track has to turn away from the other parallel track then turn back to it. This can create complicated networks of signals and as such the player may wish not to build parallel tracks unless they are permanent.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
[[File:Railway-locomotive-gui.png|thumb|256px|Locomotive screen: 1: switch to schedule screen; 2: [[Fuel]] inventory;]]&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|256px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive, but the player may add additional locomotives to keep the train moving at max speed, allow it to move in both directions efficiently and automatically, or they may add [[Cargo wagon]]s to transport goods with the train.&lt;br /&gt;
* Locomotives may be manually driven forward or backward, however, locomotives are generally much slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Automatic driving is only possible when a locomotive is facing towards the station the train is moving towards. This can be counteracted by having a locomotive facing either direction on a rail, or adding a loop along the rail somewhere. Note that in a loop signals can misbehave due to detecting trains before they arrive.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train, where a green graphic will show the player that the cargo wagon will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Expanding the rail system ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with the &amp;quot;Starting a rail system&amp;quot; Section to fully employ these strategies.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|256px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s generally includes un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
==== Track Layout ====&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
==== Train stop ====&lt;br /&gt;
* The train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* At least two [[Train stop]]s are needed to make a train drive between them. Installing a single [[Train stop]] would result in trains stopping at that station, without moving further.&lt;br /&gt;
&lt;br /&gt;
==== Schedule ====&lt;br /&gt;
[[File:Railway-schedule-gui.png|thumb|256px|Schedule screen: 1: switch to locomotive screen; 2: [[Train stop]]s currently on route; 3: Available [[Train stop]]s; 4: enable/disable automatic driving; 5: Remove selected [[Train stop]] from route; 6: set selected [[Train stop]] as next stop; 7: Add selected [[Train stop]] to route;]]&lt;br /&gt;
* When left-clicking on the locomotive the player can set up a schedule:&lt;br /&gt;
* add the desired [[Train stop]]s to the route in correct order&lt;br /&gt;
* adjust the wait time for each [[Train stop]] individual&lt;br /&gt;
* to start the train, enable &amp;quot;automatic mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting ====&lt;br /&gt;
===== Train doesn&#039;t move =====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
===== No path =====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
* Is a signal reading the location of the train before it moves?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
[[File:Railway-test-setup.png|thumb|256px|A simple test setup to start with. Containing [[Train stop]]s for schedules, and [[Rail signal]]s to watch their behaviour.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track (one item). There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when [[Railway/Signal|Signals]] are employed. The player may check the number of the current segment by mousing over a segment.&lt;br /&gt;
; Block&lt;br /&gt;
[[File:Railway-signals-1.png|thumb|256px|Block #1 is occupied, signal into that Block is red. Block #2 is approached, thus showing yellow, other blocks are free, signals showing green.]]&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). The player can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
As rail signals are used to employ multiple trains automatically note that driving a train manually ignores most of the rules described here. Driving a train manually on an automated network is possible and other automatic trains will follow signaling indicted by the player&#039;s movement. Sometimes it will be not possible to avoid a collision for automatic trains when the player ignores red/yellow signals, so be prepared for disaster.&lt;br /&gt;
&lt;br /&gt;
;The most basic rules:&lt;br /&gt;
[[File:Railway-signals-2.png|thumb|256px|Block #1 occupied, signal red. Block #2 approaching, showing yellow. Chain signal #3 is reflecting block signal #2. The chain signal #4 is showing red, because the block is to be approached from another direction, thus the block is considered occupied.]]&lt;br /&gt;
#There is at maximum one Train in a block at any time.&lt;br /&gt;
#A red signal means that the following block is occupied by a train.&lt;br /&gt;
#A yellow signal means that a train is approaching, and already has the approval to enter the following block.&lt;br /&gt;
#[[Rail signal]]s separate a new block and reflect its state: green - free, yellow - to be occupied by approaching train, red - occupied&lt;br /&gt;
#[[Rail chain signal]]s separate a new block and reflect the state of the next [[Rail signal]]&lt;br /&gt;
&lt;br /&gt;
== User tips and tricks ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a slightly farther distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: The player may manually drive a train, and enter the train by pressing Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: How to drive a train in different directions while in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path.&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/Automated transport]] - all about automated transport.&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens if the player gives a train stop the same name as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
=== About Signaling ===&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* When supply trains follow the player: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* The player may lay rails by sitting inside of the train.&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the openttd documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=123777</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=123777"/>
		<updated>2016-03-21T14:49:02Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health        =200&lt;br /&gt;
|storage       =80&lt;br /&gt;
|energy        =150 kW burner&lt;br /&gt;
|pollution     =&lt;br /&gt;
|input        =time, 0.5 + engine unit, 8 + iron plate, 20 + steel plate, 5&lt;br /&gt;
|raw          =time, 173 + iron plate, 52 + steel plate, 13&lt;br /&gt;
|technologies =Automobilism&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers    =&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Engine unit]]s can only be built in [[Assembling machine]]s and as a result the Car may not be built by hand from raw.&lt;br /&gt;
&lt;br /&gt;
The car is an alternative movement method for your character. Driving a [[Car]] is much faster than running although it slowly consumes some [[Fuel]]. The [[Car]] has a basic storage and provides some armor.&lt;br /&gt;
&lt;br /&gt;
As of Update: v0.11.&lt;br /&gt;
The car damage model has been altered to allow collision with objects - dealing and taking damage in the process. Damage is dependent on car&#039;s speed at the moment of collision and hp of the target. Small [[biter]]s and trees can be safely rammed, but colliding with big biters and [[Wall]]s can easily destroy the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Usage as big chest ==&lt;br /&gt;
Because the car can store the highest number of items, it can be used as big chest. There are also other quite unconventional usages: [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 Cars on Belts - Not just a highway].&lt;br /&gt;
&lt;br /&gt;
== Old sprites ==&lt;br /&gt;
There is an thread about the  [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3087  old sprites of the car]. It includes also the old graphics and how to replace it in game.&lt;br /&gt;
&lt;br /&gt;
== Entering the car ==&lt;br /&gt;
To enter the car, you stand near the car, and hit the &amp;quot;Enter&amp;quot; key. (default key binding)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=123693</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=123693"/>
		<updated>2016-03-18T15:30:52Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|extra1       =&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Max power output:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75 kW&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|dimensions   =4x4&lt;br /&gt;
|input        =time, 10 + processing unit, 100 + alien artifact, 30&lt;br /&gt;
|raw          =time, 6310 + sulfuric acid, 50 + iron plate, 2400 + copper plate, 4000 + plastic bar, 400 + alien artifact, 30&lt;br /&gt;
|technologies =portable fusion reactor&lt;br /&gt;
|producers    =manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Processing unit]]s cannot be built by hand and as such the Fusion reactor may not be built by hand from raw.&lt;br /&gt;
&lt;br /&gt;
The [[Portable fusion reactor]] is cutting edge technology to improve functionality of your [[Modular armor]] suit. It provides a large amount of energy for usage of personal armor systems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=123692</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=123692"/>
		<updated>2016-03-18T15:30:35Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Changed out processor requirements for raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|extra1       =&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Max power output:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75 kW&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|dimensions   =4x4&lt;br /&gt;
|input        =time, 10 + processing unit, 100 + alien artifact, 30&lt;br /&gt;
|raw          =time, 6310 + sulfuric acid, 50 + iron plate, 2400 + copper plate, 4000 + plastic bar, 400 + alien artifact, 30&lt;br /&gt;
|technologies =portable fusion reactor&lt;br /&gt;
|producers    =manual + assembling machine&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Processing unit]]s cannot be built by hand and as such the Fusion reactor may not be built from raw.&lt;br /&gt;
&lt;br /&gt;
The [[Portable fusion reactor]] is cutting edge technology to improve functionality of your [[Modular armor]] suit. It provides a large amount of energy for usage of personal armor systems.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123691</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123691"/>
		<updated>2016-03-18T15:27:40Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Removed redundancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =5,000&lt;br /&gt;
|energy       =4.0 MW electric&lt;br /&gt;
|technologies =rocket silo&lt;br /&gt;
|input        =time, 30 + steel plate, 1000 + concrete, 1000 + pipe, 100 + processing unit, 200 + electric engine unit, 200&lt;br /&gt;
|raw          =time, 21480 + iron plate, 5500 + steel plate, 1200 + sulfuric acid, 100 + plastic bar, 800 + heavy oil, 400 + copper plate, 8800  + concrete, 1000&lt;br /&gt;
|producers    =manual + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electric engine unit]]s, [[Engine unit]]s, and [[Processing unit]]s all require [[Assembling machine]]s and may not be crafted by hand from raw.&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.  When all rocket parts have been completed the rocket silo interface will be at 100% and allow the player to input a [[satellite]] component.  Launching the rocket with a satellite will complete the game and a win menu will be displayed asking the player to exit the current game, continue, or view the replay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[rocket defense]] (the previous win condition)&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mods&amp;diff=123667</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mods&amp;diff=123667"/>
		<updated>2016-03-17T20:02:47Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Added deletion flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete| Should be swapped out for a real mod portal.}}&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;As of 5/5/2015 this page is *extremely* outdated: A more or less complete list of mods is in the [http://www.factorioforums.com/forum/viewforum.php?f=14 Mods forum].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As of 06/06/2015 SpeedyBrain started to update this page. Feel free to help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use mods ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; See [[Installing Mods]]&lt;br /&gt;
&lt;br /&gt;
== Mod Spotlights ==&lt;br /&gt;
&lt;br /&gt;
See ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=9409 This Thread]) on the Factorio forums.&lt;br /&gt;
&lt;br /&gt;
== List of user made mods ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are invited to add other mods to this list! See down how.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Big Mods&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Bob&#039;s Mods}} ([http://www.factorioforums.com/forum/viewforum.php?f=51 Forum])&lt;br /&gt;
| bobingabout || Multiple || Multiple || Multiple&lt;br /&gt;
| A set of modular mods to add something to pretty much every aspect of gameplay, works well in combination with DyTech.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|DyTech}} ([http://www.factorioforums.com/forum/viewforum.php?f=43 Forum])&lt;br /&gt;
| Dysoch / MagicLegend || Multiple || Multiple || Multiple&lt;br /&gt;
| A modular set of mods that add something to pretty much every aspect of gameplay, depending on the modules you choose.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|F-mod}} ([http://www.factorioforums.com/forum/viewforum.php?f=45 Forum])&lt;br /&gt;
| ficolas || 1.10.5 || 0.10.x || ??&lt;br /&gt;
| Adds underground mining drills, extra machines and processing, planets and trading.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|5Dim&#039;s Mods}} ([http://5dimmod.com/ Website])&lt;br /&gt;
| 5Dim || 2.0.x || 0.12.x || 5Dim Core mod&lt;br /&gt;
| A collection of mods that mostly add higher tiers of existing items to the game, with some new content as well.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Test Mode}} ([http://www.factorioforums.com/forum/viewforum.php?f=46 Forum])&lt;br /&gt;
| rk84 || Multiple || Multiple || ??&lt;br /&gt;
| Provides various tools and scripts for testing purposes while in a game.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Treefarm}} ([http://www.factorioforums.com/forum/viewforum.php?f=44 Forum])&lt;br /&gt;
| drs9999 || 1.2.7 || 0.11.6 || base &amp;gt;= 0.11.0&lt;br /&gt;
| Adds treefarms, coal-processing and a production-chain for organic plastic.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|NARMod}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=12379 Forum])&lt;br /&gt;
| DamienReave|| 0.3.4 || 0.11.x || base &amp;gt;= 0.11.0&lt;br /&gt;
| Standalone mod that adds an enormous amount of additional content&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|MoMods}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=2778 Forum])&lt;br /&gt;
| ludsoe || Multiple || 0.11.x+ || ??&lt;br /&gt;
| A variety of mods changing various gameplay elements.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Cursed Exp}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7189 Forum])&lt;br /&gt;
| L0771 || 0.1.1 || 0.11.6+ || base &amp;gt;= 0.11.5, Treefarm-Mod &amp;gt;= 1.2.6&lt;br /&gt;
| Adds experience elements and upgradeable mines/turrets. You really just need to check out the post for more info, it&#039;s quite different.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Warfare Mods&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|SupremeWarfare}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=12447 Forum])&lt;br /&gt;
| SpeedyBrain || 1.0.2 || 0.11.16+ ||  base &amp;gt;= 0.11.16, ? MAIN-DyTech-War &amp;gt;= 1.0.2&lt;br /&gt;
| The current version adds four artillery cannons to the game.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Hardcorio}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6634 Forum])&lt;br /&gt;
| Styx3 || 0.3.5 || 0.11.6+ || base&lt;br /&gt;
| A large revamp of warfare elements in Factorio.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Map and Spawning Changes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Resource Spawner Overhaul}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4761 Forum])&lt;br /&gt;
| Dark || 1.0.2 || 0.10.2+ || ??&lt;br /&gt;
| Edits resource and biter spawning behavior, encourages longer-distance transportation with more spread out resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Straight World}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7191 Forum])&lt;br /&gt;
| Xecutor || 1.0.1 || 0.10.x+ || ??&lt;br /&gt;
| Makes the world straight and rectangular.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Energy/Logistics/Fluid Handling&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Belt Blocker}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6227 Forum])&lt;br /&gt;
| JamesOFarell || 1.0.0 || 0.11.x || ??&lt;br /&gt;
| Adds an object that blocks a single lane on a belt.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Belt Switchers}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4743 Forum])&lt;br /&gt;
| ThaPear || 0.0.1 || 0.11.5+ || ??&lt;br /&gt;
| Add belt switches, which swap the lane items are traveling on.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Boxing}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7481 Forum])&lt;br /&gt;
| Xecutor || 0.5.0 || 0.10.x || base &amp;gt;= 0.10.0&lt;br /&gt;
| Adds a way to box up/condense some basic goods, such as plates and plastic.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Liquid Void}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=5412 Forum])&lt;br /&gt;
| Rseding91 || 1.0.0 || 0.11.x || ??&lt;br /&gt;
| Adds a pipe that erases fluids in it.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Offshore Dump}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6826 Forum])&lt;br /&gt;
| Kirk || 0.0.1 || 0.11.x || ??&lt;br /&gt;
| Adds a pump to dump liquids into water, causing pollution but removing liquids.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Rail Tanker - Liquid Transportation}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6847 Forum])&lt;br /&gt;
| JamesOFarrell || 0.0.7 || 0.11.x || ??&lt;br /&gt;
| Add a new tanker, holds liquids without having to barrel them first.&lt;br /&gt;
|-&lt;br /&gt;
|{{subpage|Slipstream Chests}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7121 Forum])&lt;br /&gt;
| Degraine || 1.1.0 || 0.11.17 || None&lt;br /&gt;
| Adds chests that can pick up and put down items on belts.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Uranium Power}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6740 Forum])&lt;br /&gt;
| Liquius || 0.3.0 || 0.11.x || ??&lt;br /&gt;
| Adds nuclear fission reactors along with a fairly realistic industrial process for gathering and processing uranium.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Electric Boiler}} ([http://www.factorioforums.com/forum/viewtopic.php?f=87&amp;amp;t=13381 Forum])&lt;br /&gt;
| johanwanderer || 0.11.1 || 0.11.x || ??&lt;br /&gt;
| Adds electric boiler.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|N.Tech-Chemistry}} ([http://www.factorioforums.com/forum/viewtopic.php?f=87&amp;amp;t=9613 Forum])&lt;br /&gt;
| Natha || 1.3.8 || 0.12.x || ??&lt;br /&gt;
| Adds some new chemical fluids and gases.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Uncategorized&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Mod&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;| Factorio Version&lt;br /&gt;
!style=&amp;quot;width: 15%&amp;quot;| Dependencies &lt;br /&gt;
!style=&amp;quot;width: 40%&amp;quot;| Brief Description&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Record Your Stuff!}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7691 Forum])&lt;br /&gt;
| AlyxDeLunar || 1.0.0 || 0.11.x || base&lt;br /&gt;
| Provides a numerical count of pollution.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Start Out Planning}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=7561 Forum])&lt;br /&gt;
| AlyxDeLunar || 2.0.0 || 0.11.x || base, ?hardcorio&lt;br /&gt;
| Starts player with a blueprint, deconstruction planner, and automated construction enabled at map creation.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Replicator}} ([http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=6769 Forum])&lt;br /&gt;
| jamuspsi || 0.2.1 || 0.11.3+ || ??&lt;br /&gt;
| Big change in gameplay, create resources from energy. Lots of energy.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Lishgets TMod}} ([http://www.factorioforums.com/forum/viewtopic.php?f=87&amp;amp;t=9477 Forum])&lt;br /&gt;
| Lishget || 1.1.2 || 0.11.20+ || ??&lt;br /&gt;
| Rebalance and change the portable fusion generator.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Equivalent Exchange}} ([http://www.factorioforums.com/forum/viewtopic.php?f=94&amp;amp;t=14742&amp;amp;p=99869#p99869 Forum])&lt;br /&gt;
| Matjojo || 0.1.1 || 0.12.x || base &amp;gt;= 0.12.x&lt;br /&gt;
| Adds EMC, which allows the creation of every item and fluid in the game.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|ScreenShot Utility}} ([http://www.factorioforums.com/forum/viewtopic.php?f=92&amp;amp;t=17297&amp;amp;p=114654#p114654 Forum])&lt;br /&gt;
| Matjojo || 1.0.0 || 0.12.11+ || base &amp;gt;= 0.12.11&lt;br /&gt;
| Takes screenshots ingame, it&#039;s really just that.&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|Oxygen}} ([http://www.factorioforums.com/forum/viewtopic.php?f=87&amp;amp;t=9422 Forum])&lt;br /&gt;
| Natha || 1.3.8 || 0.12.x || ??&lt;br /&gt;
| Adds oxygen to the player.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modpacks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 25%&amp;quot;| Modpack&lt;br /&gt;
!style=&amp;quot;width: 25%&amp;quot;| Author&lt;br /&gt;
!style=&amp;quot;width: 16%&amp;quot;| Latest Release&lt;br /&gt;
!style=&amp;quot;width: 16%&amp;quot;| Factorio Version &lt;br /&gt;
!style=&amp;quot;width: 16%&amp;quot;| Included mods&lt;br /&gt;
|-&lt;br /&gt;
| {{subpage|ShadowMegaModpack}} ([http://www.factorioforums.com/forum/viewforum.php?f=60 Forum])&lt;br /&gt;
| darkshadow1809|| 7.1.4 || 0.11.xx || [[Mods/ShadowMegaModpack#Included_Mods | 50]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dependencies? ==&lt;br /&gt;
Dependencies are used to tell the game what order mods should be loaded. A mod that has dependency gets loaded after the mod it depends. The mod will not be active if it has dependency to a mod that is missing, disabled (by user) or invalid (by dependency of depended mod)&lt;br /&gt;
&lt;br /&gt;
If a dependency is preceded by a question mark (as in: ?Example-Mod &amp;gt;= 1.0.0), then it is an optional dependency. The dependency will not be required to run the mod, but if it does exist, will be loaded before the mod. This usually means the mod will modify something about its dependency if it exists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;base&#039;&#039;&#039; is the default game data that comes with Factorio.&lt;br /&gt;
[[Modding_overview#Mod_meta_information]]&lt;br /&gt;
&lt;br /&gt;
== How to add my/another mod into this page? ==&lt;br /&gt;
&lt;br /&gt;
Two possibilities:&lt;br /&gt;
#  become user of the wiki (get an account) and add it. You can use the {{subpage|ExampleMod}} to see how you can structure the information about your own mod!&lt;br /&gt;
# ask in the forum if someone would add it&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module_(research)&amp;diff=123665</id>
		<title>Speed module (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module_(research)&amp;diff=123665"/>
		<updated>2016-03-17T19:57:17Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Technology&lt;br /&gt;
|name=Speed module&lt;br /&gt;
|icon=speed-module&lt;br /&gt;
|extra1=Speed modules push the processing speed of a machine above the normal limit but drastically increase a machine&#039;s energy production.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Speed module (research)||Speed module (research)}} Speed module|| {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;50&amp;lt;/big&amp;gt; || {{icon|Speed-module||Speed module}} &lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|speed module (research)|2|Speed module (research)}} Speed module&amp;amp;nbsp;2|| {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;75&amp;lt;/big&amp;gt; || {{icon|Speed-module-2||Speed module 2}} &lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|speed module (research)|3|Speed module (research)}} Speed module&amp;amp;nbsp;3|| {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|alien-science-pack|1|Alien science pack}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;300&amp;lt;/big&amp;gt; || {{icon|Speed-module-3||Speed module 3}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Research#Technologies|Technologies]]&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123635</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123635"/>
		<updated>2016-03-16T18:23:27Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =5,000&lt;br /&gt;
|energy       =4.0 MW electric&lt;br /&gt;
|technologies =rocket silo&lt;br /&gt;
|input        =time, 30 + steel plate, 1000 + concrete, 1000 + pipe, 100 + processing unit, 200 + electric engine unit, 200&lt;br /&gt;
|raw          =time, 21480 + iron plate, 5500 + steel plate, 1000 + sulfuric acid, 100 + plastic bar, 800 + heavy oil, 400 + copper plate, 8800 + steel plate, 200 + concrete, 1000&lt;br /&gt;
|producers    =manual + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electric engine unit]]s, [[Engine unit]]s, and [[Processing unit]]s all require [[Assembling machine]]s and may not be crafted by hand from raw.&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.  When all rocket parts have been completed the rocket silo interface will be at 100% and allow the player to input a [[satellite]] component.  Launching the rocket with a satellite will complete the game and a win menu will be displayed asking the player to exit the current game, continue, or view the replay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[rocket defense]] (the previous win condition)&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123634</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123634"/>
		<updated>2016-03-16T18:23:10Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =5,000&lt;br /&gt;
|energy       =4.0 MW electric&lt;br /&gt;
|technologies =rocket silo&lt;br /&gt;
|input        =time, 30 + steel plate, 1000 + concrete, 1000 + pipe, 100 + processing unit, 200 + electric engine unit, 200&lt;br /&gt;
|raw          =time, 21480 + iron plate, 5500 + steel plate, 1000 + sulfuric acid, 100 + plastic bar, 800 + heavy oil, 400 + copper plate, 8800 + steel plate, 200 + concrete, 1000&lt;br /&gt;
|producers    =manual + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electrical engine unit]]s, [[Engine unit]]s, and [[Processing unit]]s all require [[Assembling machine]]s and may not be crafted by hand from raw.&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.  When all rocket parts have been completed the rocket silo interface will be at 100% and allow the player to input a [[satellite]] component.  Launching the rocket with a satellite will complete the game and a win menu will be displayed asking the player to exit the current game, continue, or view the replay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[rocket defense]] (the previous win condition)&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123633</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=123633"/>
		<updated>2016-03-16T18:22:46Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Changed out engine parts for actual raw requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health       =5,000&lt;br /&gt;
|energy       =4.0 MW electric&lt;br /&gt;
|technologies =rocket silo&lt;br /&gt;
|input        =time, 30 + steel plate, 1000 + concrete, 1000 + pipe, 100 + processing unit, 200 + electric engine unit, 200&lt;br /&gt;
|raw          =time, 21480 + iron plate, 5500 + steel plate, 1000 + sulfuric acid, 100 + plastic bar, 800 + heavy oil, 400 + copper plate, 8800 + steel plate, 200 + concrete, 1000&lt;br /&gt;
|producers    =manual + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electrical engine part]]s, [[Engine part]]s, and [[Processing unit]]s all require [[Assembling machine]]s and may not be crafted by hand from raw.&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.  When all rocket parts have been completed the rocket silo interface will be at 100% and allow the player to input a [[satellite]] component.  Launching the rocket with a satellite will complete the game and a win menu will be displayed asking the player to exit the current game, continue, or view the replay.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[rocket defense]] (the previous win condition)&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=123632</id>
		<title>Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=123632"/>
		<updated>2016-03-16T18:17:53Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name         =Basic exoskeleton equipment&lt;br /&gt;
|extra1       =&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Movement bonus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30% (stackable)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Power consumption&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200W (when moving only)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|input        =Time, 10 + Steel plate, 20 + Processing unit, 10 + Electric engine unit, 30&lt;br /&gt;
|raw          =time, 1960 + heavy oil, 60 + iron plate, 810 + copper plate, 240 + steel plate, 50 + sulfuric acid, 15 + plastic bar, 120&lt;br /&gt;
|technologies =Basic exoskeleton equipment (research)&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electrical engine unit]]s require [[Assembling machine]]s, and [[Processing unit]]s require [[Chemical plant]]s, so Basic exoskeletons may not be created from raw by hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
The [[Basic exoskeleton equipment]] enhances the movement speed (by 30%) of your character when inserted in a [[Modular armor]].&lt;br /&gt;
It consumes 200W (200J/s) of power when used and will not work if power is not provided.&lt;br /&gt;
It occupies a 2x4 (tall rectangle) in the modular armor.&lt;br /&gt;
It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively.  There is no speed limit, it is limited only by the amount of room available in your armor.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Equipment]]&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=123631</id>
		<title>Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=123631"/>
		<updated>2016-03-16T18:17:16Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name         =Basic exoskeleton equipment&lt;br /&gt;
|extra1       =&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Movement bonus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30% (stackable)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Power consumption&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200W (when moving only)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|input        =Time, 10 + Steel plate, 20 + Processing unit, 10 + Electric engine unit, 30&lt;br /&gt;
|raw          =time, 1960 + heavy oil, 60 + iron plate, 810 + copper plate, 240 + steel 50 + sulfuric acid, 15 + plastic bar, 120&lt;br /&gt;
|technologies =Basic exoskeleton equipment (research)&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electrical engine unit]]s require [[Assembling machine]]s, and [[Processing unit]]s require [[Chemical plant]]s, so Basic exoskeletons may not be created from raw by hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
The [[Basic exoskeleton equipment]] enhances the movement speed (by 30%) of your character when inserted in a [[Modular armor]].&lt;br /&gt;
It consumes 200W (200J/s) of power when used and will not work if power is not provided.&lt;br /&gt;
It occupies a 2x4 (tall rectangle) in the modular armor.&lt;br /&gt;
It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively.  There is no speed limit, it is limited only by the amount of room available in your armor.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Equipment]]&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=123630</id>
		<title>Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=123630"/>
		<updated>2016-03-16T18:16:43Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Changed out electrical engine requirements for total raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name         =Basic exoskeleton equipment&lt;br /&gt;
|extra1       =&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Movement bonus&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30% (stackable)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Power consumption&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200W (when moving only)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|input        =Time, 10 + Steel plate, 20 + Processing unit, 10 + Electric engine unit, 30&lt;br /&gt;
|raw          =time, 1960 + heavy oil, 60 + iron plate, 810 + copper plate, 240 + steel plate 50 + sulfuric acid, 15 + plastic 120&lt;br /&gt;
|technologies =Basic exoskeleton equipment (research)&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electrical engine unit]]s require [[Assembling machine]]s, and [[Processing unit]]s require [[Chemical plant]]s, so Basic exoskeletons may not be created from raw by hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
The [[Basic exoskeleton equipment]] enhances the movement speed (by 30%) of your character when inserted in a [[Modular armor]].&lt;br /&gt;
It consumes 200W (200J/s) of power when used and will not work if power is not provided.&lt;br /&gt;
It occupies a 2x4 (tall rectangle) in the modular armor.&lt;br /&gt;
It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively.  There is no speed limit, it is limited only by the amount of room available in your armor.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Equipment]]&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_engine_unit&amp;diff=123629</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=123629"/>
		<updated>2016-03-16T18:11:32Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Lube -&amp;gt; Heavy Oil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|input        =time, 20 + engine unit + electronic circuit, 2 + lubricant, 2&lt;br /&gt;
|raw          =time, 44 + heavy oil, 2 + iron plate, 3 + copper plate, 4 + steel plate&lt;br /&gt;
|technologies =electric engine&lt;br /&gt;
|producers    =assembling machine 2 + assembling machine 3&lt;br /&gt;
|consumers    =small pump + flying robot frame + power armor + basic exoskeleton equipment + rocket silo&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Lubricant]] requires a [[Chemical plant]] to be created and [[Engine unit]]s require [[Assembling machine]]s, meaning Electric engines cannot be built by hand from raw.&lt;br /&gt;
&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 many higher end recipes.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Engine unit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Intermediate products]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=123628</id>
		<title>Power armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=123628"/>
		<updated>2016-03-16T18:09:53Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Converted lube to heavy oil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat&lt;br /&gt;
|resistance   =Acid: 7/30%&amp;lt;br&amp;gt;Explosion: 15/30%&amp;lt;br&amp;gt;Physical: 8/30%&lt;br /&gt;
|durability   =15,000&lt;br /&gt;
|gridsize     =7x7&lt;br /&gt;
|input        =Time, 20 + Steel Plate, 100 + Alien artifact, 10 + Processing Unit, 100 + Electric engine unit, 30&lt;br /&gt;
|raw          =Time, 7640 + heavy oil, 60 + iron plate, 2490 + copper plate, 4120  + Steel Plate, 130 + Alien artifact, 10 + sulfuric acid, 50 + plastic bar, 400&lt;br /&gt;
|technologies =Power armor&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electric engine unit]]s, the [[Engine unit]]s they require, and [[Processing unit]]s all require assemblers, and [[Lubricant]] requires a [[Chemical plant]], meaning that Power armor may not be built by hand from raw.&lt;br /&gt;
&lt;br /&gt;
An advanced armor providing access to modular enhancements. Provides a 7 by 7 grid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=123627</id>
		<title>Power armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=123627"/>
		<updated>2016-03-16T17:37:49Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat&lt;br /&gt;
|resistance   =Acid: 7/30%&amp;lt;br&amp;gt;Explosion: 15/30%&amp;lt;br&amp;gt;Physical: 8/30%&lt;br /&gt;
|durability   =15,000&lt;br /&gt;
|gridsize     =7x7&lt;br /&gt;
|input        =Time, 20 + Steel Plate, 100 + Alien artifact, 10 + Processing Unit, 100 + Electric engine unit, 30&lt;br /&gt;
|raw          =Time, 7640 + lubricant, 60 + iron plate, 2490 + copper plate, 4120  + Steel Plate, 130 + Alien artifact, 10 + sulfuric acid, 50 + plastic bar, 400&lt;br /&gt;
|technologies =Power armor&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electric engine unit]]s, the [[Engine unit]]s they require, and [[Processing unit]]s all require assemblers, meaning that Power armor may not be built by hand from raw.&lt;br /&gt;
&lt;br /&gt;
An advanced armor providing access to modular enhancements. Provides a 7 by 7 grid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=123626</id>
		<title>Power armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=123626"/>
		<updated>2016-03-16T17:37:00Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Added actual raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Combat&lt;br /&gt;
|resistance   =Acid: 7/30%&amp;lt;br&amp;gt;Explosion: 15/30%&amp;lt;br&amp;gt;Physical: 8/30%&lt;br /&gt;
|durability   =15,000&lt;br /&gt;
|gridsize     =7x7&lt;br /&gt;
|input        =Time, 20 + Steel Plate, 100 + Alien artifact, 10 + Processing Unit, 100 + Electric engine unit, 30&lt;br /&gt;
|raw          =Time, 7640 + lubricant, 60 + iron plate, 2490 + copper plate, 4120  + Steel Plate, 130 + Alien artifact, 10 + sulfuric acid, + plastic bar, 400&lt;br /&gt;
|technologies =Power armor&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Electric engine unit]]s, the [[Engine unit]]s they require, and [[Processing unit]]s all require assemblers, meaning that Power armor may not be built by hand from raw.&lt;br /&gt;
&lt;br /&gt;
An advanced armor providing access to modular enhancements. Provides a 7 by 7 grid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=123625</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=123625"/>
		<updated>2016-03-16T17:20:18Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Replaced engine unit with raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Combat&lt;br /&gt;
|health        =1000&lt;br /&gt;
|resistance    =Acid: 10/20%&amp;lt;br/&amp;gt;Explosion: 15/30%&amp;lt;br/&amp;gt;Fire: 15/50%&amp;lt;br/&amp;gt;Impact 50/60%&amp;lt;br/&amp;gt;Physical: 15/30%&lt;br /&gt;
|range         =Tank cannon: 25&amp;lt;br&amp;gt;Vehicle machine gun: 15&lt;br /&gt;
|shootingspeed =Tank cannon: 0.67/s&amp;lt;br&amp;gt;Vehicle machine gun: 15/s&lt;br /&gt;
|ammunition    =explosive cannon shells + cannon shells + regular magazine + piercing rounds magazine&lt;br /&gt;
|input         =time, 0.5 + engine unit, 16 + steel plate, 50 + iron gear wheel, 15 + advanced circuit, 5&lt;br /&gt;
|raw           =time, 405.5 + iron plate, 104 + copper plate, 25 + steel plate, 66 + plastic bar, 10&lt;br /&gt;
|technologies  =tanks&lt;br /&gt;
|producers     =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
Know that [[Engine unit]]s may only be built by [[Assembling machine]]s and as a result Tanks may not be built from raw by hand.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tank&#039;&#039;&#039; is a armored fighting [[vehicle]] added to the game in [[Changes in v0.11|Alpha 0.11]]. It is a mid-game weapon with two guns; an integrated [[Submachine gun]] and a powerful cannon that uses [[cannon shells]].&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is an incredibly strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. Additionally, due to the ability to employ drones within the vehicle, it can be used as a form of drone or capsule transport vehicle, with the player simply using capsules to fight their battles. The tank particularly shines in battle against [[Worms]], as their projectile is unavoidable- not a problem for an entity with a high health pool.&lt;br /&gt;
&lt;br /&gt;
The tank lags behind in speed, however, compared to the player and [[car]]. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
The tank is very robust and unlike the [[car]] can move through and destroy [[Raw wood|trees]] with near impunity, though forward momentum is required to do so. This can also be employed as a weapon against [[Enemies]], though be warned that certain enemies and structures- in particular, nests,- will deal high damage to your Tank in the process.&lt;br /&gt;
&lt;br /&gt;
The tank is slower than the [[Car]], but the freedom of being able to traverse trees with ease makes it a preferred vehicle among many players for exploring lands abroad.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
[[Player#Capsules|Capsules]] can be used while inside the tank, including combat robots.  [[Construction robot]]s, including those from a [[personal roboport]] within range of the tank will repair damage if [[repair pack]] are available. Also, [[Logistic robot]]s can still refill the player&#039;s inventory.  This can be very useful for reloading as new ammo dropped off to a player driving the tank will first be loaded into the tank if space is available.&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6973 Vehicles and Powered Armor] - make a laser tank&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{EquipNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=123624</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=123624"/>
		<updated>2016-03-16T17:16:55Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Replaced engine unit with raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health        =200&lt;br /&gt;
|storage       =80&lt;br /&gt;
|energy        =150 kW burner&lt;br /&gt;
|pollution     =&lt;br /&gt;
|input        =time, 173 + iron plate, 52 + steel plate, 13&lt;br /&gt;
|technologies =Automobilism&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers    =&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Engine unit]]s can only be built in [[Assembling machine]]s and as a result the Car may not be built by hand from raw.&lt;br /&gt;
&lt;br /&gt;
The car is an alternative movement method for your character. Driving a [[Car]] is much faster than running although it slowly consumes some [[Fuel]]. The [[Car]] has a basic storage and provides some armor.&lt;br /&gt;
&lt;br /&gt;
As of Update: v0.11.&lt;br /&gt;
The car damage model has been altered to allow collision with objects - dealing and taking damage in the process. Damage is dependent on car&#039;s speed at the moment of collision and hp of the target. Small [[biter]]s and trees can be safely rammed, but colliding with big biters and [[Wall]]s can easily destroy the vehicle.&lt;br /&gt;
&lt;br /&gt;
== Usage as big chest ==&lt;br /&gt;
Because the car can store the highest number of items, it can be used as big chest. There are also other quite unconventional usages: [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 Cars on Belts - Not just a highway].&lt;br /&gt;
&lt;br /&gt;
== Old sprites ==&lt;br /&gt;
There is an thread about the  [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3087  old sprites of the car]. It includes also the old graphics and how to replace it in game.&lt;br /&gt;
&lt;br /&gt;
== Entering the car ==&lt;br /&gt;
To enter the car, you stand near the car, and hit the &amp;quot;Enter&amp;quot; key. (default key binding)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;br /&gt;
{{EquipNav}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=123623</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=123623"/>
		<updated>2016-03-16T17:14:52Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health        =1000&lt;br /&gt;
|storage       =3 (Fuel Only)&lt;br /&gt;
|energy        =600 kW burner&lt;br /&gt;
|pollution     =&lt;br /&gt;
|input        =time, 0.5 + steel plate, 30 + electronic circuit, 10 + engine unit, 20&lt;br /&gt;
|raw          =time, 436.8 + iron plate, 30 + copper plate, 15 + steel plate, 50&lt;br /&gt;
|technologies =Railway&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers    =&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Engine unit]]s are built in [[Assembling machine]]s and as a result the Diesel locomotive may not be built from raw by hand.&lt;br /&gt;
&lt;br /&gt;
The [[Diesel locomotive]] is currently the only engine for movement of [[Railway network|trains]]. It can be used for transportation of large amounts of items over large distances. After laying the [[Railway network#Tracks|track]] form a [[Railway network|train]], fuel the locomotive and drive yourself or do an automatic transportation using [[Train stop]]s.&lt;br /&gt;
&lt;br /&gt;
Despite the name, it can take any [[fuel]] (including [[Raw wood]] or [[Coal]]), not just oil-derived types.&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
[[File:train-example-1.png|thumb|256px]]&lt;br /&gt;
To form a train you have to place a locomotive and one [[Cargo wagon]] minimum. To connect them to a train you may either simply place the stock car next to the locomotive via a green outlined connection, or if the stock car is already unconnected, you have to drive the locomotive near the [[Cargo wagon]] and press &amp;quot;G&amp;quot;(default) to connect rolling stock. To disconnect the last wagon in the train press &amp;quot;V&amp;quot;(default).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Locomotive !! [[Storages/Stack|Stacks]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel locomotive}} || 3 (for [[Fuel]] only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving a train ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Driving]]: When you enter a train (press [[Game-Options/Default-Keys#Enter|Enter-Key]] to enter), you can drive it.&lt;br /&gt;
* You can use the locomotive as a personal transport. This is a preferable option in the later stages of the game due to the high speed of trains.&lt;br /&gt;
&lt;br /&gt;
== (Re)fueling a train ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Refueling]]: Trains need [[Fuel]] to run. See basics, how to fill it into the locomotive.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: In automatic mode a train can run only in the direction the locomotive is currently programmed to go to.&lt;br /&gt;
* It is important to note that your [[Train Station]]s and [[Train Signals]] should always be on the right side of where you expect the train to go. Trains which go both directions on the same rail will require signals on both sides.&lt;br /&gt;
&lt;br /&gt;
== Larger Train Processions ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, allowing one to move material from train stop to train stop. It additionally has a larger world model size, allowing more inserters to work at once.&lt;br /&gt;
&lt;br /&gt;
== Other things ==&lt;br /&gt;
&lt;br /&gt;
*As trains are a priority target of [[Enemies]], more or less any place where trains can stop should be [[Defense|defended]]. This is of course more important at train stops/stations, due to the additional hardware which may be present. Note that defending a train in transit is not as important, as when a train moves it is more or less invincible and crashes through everything in the way, up to and including [[Biter]]s, [[Tank]]s, and the Player. However, [[Enemies]] can attack and destroy rails, potentially stopping the train in transit and leading to the train being damaged or destroyed.&lt;br /&gt;
&lt;br /&gt;
*For the eventuality that one&#039;s train is damaged somehow, put a [[Robotic network]] with [[Construction robot]]s and some [[Repair pack]]s at a train station, so that any eventual damage is repaired. The Player may alternatively check their train network often to ensure it remains free of serious harm.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{C|Train}}&lt;br /&gt;
{{C|Vehicle}}&lt;br /&gt;
{{C|Railway network}}&lt;br /&gt;
{{C|Items}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=123622</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=123622"/>
		<updated>2016-03-16T17:14:21Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Replaced electrical engine with raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|health        =1000&lt;br /&gt;
|storage       =3 (Fuel Only)&lt;br /&gt;
|energy        =600 kW burner&lt;br /&gt;
|pollution     =&lt;br /&gt;
|input        =time, 0.5 + steel plate, 30 + electronic circuit, 10 + engine unit, 20&lt;br /&gt;
|raw          =time, 436.8 + iron plate, 30 + copper plate, 15 + steel plate, 50&lt;br /&gt;
|technologies =Railway&lt;br /&gt;
|producers    =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers    =&lt;br /&gt;
}}&lt;br /&gt;
Note that [[Engine units]] are built in [[Assembling machines]] and as a result the Diesel locomotive may not be built from raw by hand.&lt;br /&gt;
&lt;br /&gt;
The [[Diesel locomotive]] is currently the only engine for movement of [[Railway network|trains]]. It can be used for transportation of large amounts of items over large distances. After laying the [[Railway network#Tracks|track]] form a [[Railway network|train]], fuel the locomotive and drive yourself or do an automatic transportation using [[Train stop]]s.&lt;br /&gt;
&lt;br /&gt;
Despite the name, it can take any [[fuel]] (including [[Raw wood]] or [[Coal]]), not just oil-derived types.&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
[[File:train-example-1.png|thumb|256px]]&lt;br /&gt;
To form a train you have to place a locomotive and one [[Cargo wagon]] minimum. To connect them to a train you may either simply place the stock car next to the locomotive via a green outlined connection, or if the stock car is already unconnected, you have to drive the locomotive near the [[Cargo wagon]] and press &amp;quot;G&amp;quot;(default) to connect rolling stock. To disconnect the last wagon in the train press &amp;quot;V&amp;quot;(default).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Locomotive !! [[Storages/Stack|Stacks]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|diesel-locomotive|Diesel locomotive}} || 3 (for [[Fuel]] only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving a train ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Driving]]: When you enter a train (press [[Game-Options/Default-Keys#Enter|Enter-Key]] to enter), you can drive it.&lt;br /&gt;
* You can use the locomotive as a personal transport. This is a preferable option in the later stages of the game due to the high speed of trains.&lt;br /&gt;
&lt;br /&gt;
== (Re)fueling a train ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Refueling]]: Trains need [[Fuel]] to run. See basics, how to fill it into the locomotive.&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: In automatic mode a train can run only in the direction the locomotive is currently programmed to go to.&lt;br /&gt;
* It is important to note that your [[Train Station]]s and [[Train Signals]] should always be on the right side of where you expect the train to go. Trains which go both directions on the same rail will require signals on both sides.&lt;br /&gt;
&lt;br /&gt;
== Larger Train Processions ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, allowing one to move material from train stop to train stop. It additionally has a larger world model size, allowing more inserters to work at once.&lt;br /&gt;
&lt;br /&gt;
== Other things ==&lt;br /&gt;
&lt;br /&gt;
*As trains are a priority target of [[Enemies]], more or less any place where trains can stop should be [[Defense|defended]]. This is of course more important at train stops/stations, due to the additional hardware which may be present. Note that defending a train in transit is not as important, as when a train moves it is more or less invincible and crashes through everything in the way, up to and including [[Biter]]s, [[Tank]]s, and the Player. However, [[Enemies]] can attack and destroy rails, potentially stopping the train in transit and leading to the train being damaged or destroyed.&lt;br /&gt;
&lt;br /&gt;
*For the eventuality that one&#039;s train is damaged somehow, put a [[Robotic network]] with [[Construction robot]]s and some [[Repair pack]]s at a train station, so that any eventual damage is repaired. The Player may alternatively check their train network often to ensure it remains free of serious harm.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{C|Train}}&lt;br /&gt;
{{C|Vehicle}}&lt;br /&gt;
{{C|Railway network}}&lt;br /&gt;
{{C|Items}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=123621</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=123621"/>
		<updated>2016-03-16T17:08:34Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed replacement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=small-pump-prev.png&lt;br /&gt;
|health=80&lt;br /&gt;
|energy=30 kW electric&lt;br /&gt;
|pollution=0.12&lt;br /&gt;
|input=Time, 2 + Electric engine unit, 1 + Steel Plate, 1 + Pipe, 1&lt;br /&gt;
|raw=Time, 46.5 + Iron Plate, 3 + Steel Plate, 2 + lubricant, 2 + copper plate, 4&lt;br /&gt;
|technologies=Fluid handling&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;Small Pump&#039;&#039;&#039; (when powered) moves fluids from its input to its output and (regardless of power) prevents the opposite from happening. This happens even if the pressure of input is much lower than the pressure of output (although speed may be affected). Note that the pump can&#039;t mix different kinds of liquids.&lt;br /&gt;
&lt;br /&gt;
The small pump can be seen as the inserter for liquids.&lt;br /&gt;
&lt;br /&gt;
== Throughput (needed number of pumps) ==&lt;br /&gt;
&lt;br /&gt;
The throughput depends on the pressure difference between input and output.&lt;br /&gt;
&lt;br /&gt;
In the worst case (no input pressure, max output pressure) you need 5, better 6 small pumps, [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 to fill a pipe to its max throughput].&lt;br /&gt;
&lt;br /&gt;
== Using as Valve ==&lt;br /&gt;
&lt;br /&gt;
The small pump works as a valve:&lt;br /&gt;
&lt;br /&gt;
* When powered, the small pump will let liquids through, but only in its set direction. The throughput depends on the pressure, see above.&lt;br /&gt;
: Tip: You can just rotate the pump to &amp;quot;switch a pipe off&amp;quot;. This is sometimes handy.&lt;br /&gt;
* If unpowered, the small pump doesn&#039;t let anything through.&lt;br /&gt;
: This can be used to [[Automatic control|control]] some parts of your factory (but currently it is very complicated). &lt;br /&gt;
&lt;br /&gt;
An example, which uses some useful properties of the pump, can be found [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 on the forums].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 Long distance pipes and pumps]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7370 Controlling liquid consumption priority]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=123620</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=123620"/>
		<updated>2016-03-16T17:07:45Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Replaced electrical engine with raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=small-pump-prev.png&lt;br /&gt;
|health=80&lt;br /&gt;
|energy=30 kW electric&lt;br /&gt;
|pollution=0.12&lt;br /&gt;
|input=Time, 2 + Electric engine unit, 1 + Steel Plate, 1 + Pipe, 1&lt;br /&gt;
|raw=Time, 46.5 + Iron Plate, 3 + Steel Plate, 2 + lubricant, 2&lt;br /&gt;
|technologies=Fluid handling&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;Small Pump&#039;&#039;&#039; (when powered) moves fluids from its input to its output and (regardless of power) prevents the opposite from happening. This happens even if the pressure of input is much lower than the pressure of output (although speed may be affected). Note that the pump can&#039;t mix different kinds of liquids.&lt;br /&gt;
&lt;br /&gt;
The small pump can be seen as the inserter for liquids.&lt;br /&gt;
&lt;br /&gt;
== Throughput (needed number of pumps) ==&lt;br /&gt;
&lt;br /&gt;
The throughput depends on the pressure difference between input and output.&lt;br /&gt;
&lt;br /&gt;
In the worst case (no input pressure, max output pressure) you need 5, better 6 small pumps, [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 to fill a pipe to its max throughput].&lt;br /&gt;
&lt;br /&gt;
== Using as Valve ==&lt;br /&gt;
&lt;br /&gt;
The small pump works as a valve:&lt;br /&gt;
&lt;br /&gt;
* When powered, the small pump will let liquids through, but only in its set direction. The throughput depends on the pressure, see above.&lt;br /&gt;
: Tip: You can just rotate the pump to &amp;quot;switch a pipe off&amp;quot;. This is sometimes handy.&lt;br /&gt;
* If unpowered, the small pump doesn&#039;t let anything through.&lt;br /&gt;
: This can be used to [[Automatic control|control]] some parts of your factory (but currently it is very complicated). &lt;br /&gt;
&lt;br /&gt;
An example, which uses some useful properties of the pump, can be found [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 on the forums].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 Long distance pipes and pumps]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7370 Controlling liquid consumption priority]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flying_robot_frame&amp;diff=123619</id>
		<title>Flying robot frame</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flying_robot_frame&amp;diff=123619"/>
		<updated>2016-03-16T17:06:08Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Replaced electrical engine with raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|input        =time, 20 + electric engine unit + battery, 2 + steel plate + electronic circuit, 3&lt;br /&gt;
|raw          =time, 67.8 + iron plate, 6 + copper plate, 8.5 + steel plate, 2 + lubricant, 2 + battery, 2&lt;br /&gt;
|technologies =robotics&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
|consumers    =logistic robot + construction robot&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Flying robot frame&#039;&#039;&#039; is a component used to build [[Robots]].&lt;br /&gt;
&lt;br /&gt;
[[Category:items]]&lt;br /&gt;
[[Category:Intermediate products]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=123618</id>
		<title>Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=123618"/>
		<updated>2016-03-16T17:03:56Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{icon|logistic robot||Logistic robot}} Logistic robots are autonomous floating devices capable of transporting resources in a [[Logistic network]].&lt;br /&gt;
&lt;br /&gt;
Logistic robots are higher priority targets for [[Biter]]s than [[Pollution]]-producing buildings. Logistic robots have no means of defending themselves and do not run when they encounter enemies, so [[Turret|Turrets]] should be used to protect them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following upgrades affect Logistic robots:&lt;br /&gt;
* Increase robot carrying capacity with {{icon|Logistic robot cargo size (research)||Logistic robot cargo size}}[[Logistic robot cargo size (research)|Logistic robot cargo size]] &lt;br /&gt;
* Increase robot movement speed with {{icon|Logistic robot speed (research)||Logistic robot speed}}[[Logistic robot speed (research)|Logistic robot speed]] &lt;br /&gt;
* Increase robot pickup rate with {{icon|Inserter item stack size bonus (research)||Inserter item stack size bonus}}[[Inserter item stack size bonus (research)|Inserter item stack size bonus]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Technology:&#039;&#039;&#039; || {{icon|Logistic robotics (research)||Logistic robotics}} [[Logistic robotics (research)|Logistic robotics]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|flying-robot-frame|1|Flying robot frame}} + {{icon|advanced-circuit|2|Advanced Circuit}} + {{icon|time icon|0.5|Time}} =&amp;gt; {{icon|logistic-robot|1|Logistic Robot}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|15.5|Copper plate}} {{icon|iron-plate|13|Iron plate}} {{icon|steel-plate|2|Steel plate}} {{icon|plastic-bar|4|Plastic bar}} {{icon|battery|2|Battery}} {{icon|lubricant|2|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capacity:&#039;&#039;&#039; || 1 - Increased by 1 for every level of {{icon|Logistic robot cargo size (research)||Logistic robot cargo size}}[[Logistic robot cargo size (research)|Logistic robot cargo size]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic speed:&#039;&#039;&#039; || 3.0 [[Tile|tiles]]/[[Game-second|sec]] - Increased by up to 240% with {{icon|Logistic robot speed (research)||Logistic robot speed}}[[Logistic robot speed (research)|Logistic robot speed]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Stack Size (Pickup speed):&#039;&#039;&#039; || 1 - Increased by 1 for every level of {{icon|Inserter item stack size bonus (research)||Inserter item stack size bonus}}[[Inserter item stack size bonus (research)|Inserter item stack size bonus]] &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stack Size in inventory:&#039;&#039;&#039; || Stacks in 50s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic robotics (research)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Logistic network]] [[Category: Robots]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_engine_unit&amp;diff=123617</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=123617"/>
		<updated>2016-03-16T16:59:37Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|input        =time, 20 + engine unit + electronic circuit, 2 + lubricant, 2&lt;br /&gt;
|raw          =time, 44 + lubricant, 2 + iron plate, 3 + copper plate, 4 + steel plate&lt;br /&gt;
|technologies =electric engine&lt;br /&gt;
|producers    =assembling machine 2 + assembling machine 3&lt;br /&gt;
|consumers    =small pump + flying robot frame + power armor + basic exoskeleton equipment + rocket silo&lt;br /&gt;
}}&lt;br /&gt;
&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 many higher end recipes.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Engine unit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Intermediate products]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_engine_unit&amp;diff=123616</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=123616"/>
		<updated>2016-03-16T16:58:56Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Changed out engine parts for actual raw requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Item&lt;br /&gt;
|input        =time, 20 + engine unit + electronic circuit, 2 + lubricant, 2&lt;br /&gt;
|raw          =time, 44 + lubricant, 2 + iron plate, 2 + copper plate, iron plate, 4 + steel plate&lt;br /&gt;
|technologies =electric engine&lt;br /&gt;
|producers    =assembling machine 2 + assembling machine 3&lt;br /&gt;
|consumers    =small pump + flying robot frame + power armor + basic exoskeleton equipment + rocket silo&lt;br /&gt;
}}&lt;br /&gt;
&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 many higher end recipes.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Engine unit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Intermediate products]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=123615</id>
		<title>Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=123615"/>
		<updated>2016-03-16T16:58:07Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Changed out electrical engine requirements for total raw requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{icon|logistic robot||Logistic robot}} Logistic robots are autonomous floating devices capable of transporting resources in a [[Logistic network]].&lt;br /&gt;
&lt;br /&gt;
Logistic robots are higher priority targets for [[Biter]]s than [[Pollution]]-producing buildings. Logistic robots have no means of defending themselves and do not run when they encounter enemies, so [[Turret|Turrets]] should be used to protect them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following upgrades affect Logistic robots:&lt;br /&gt;
* Increase robot carrying capacity with {{icon|Logistic robot cargo size (research)||Logistic robot cargo size}}[[Logistic robot cargo size (research)|Logistic robot cargo size]] &lt;br /&gt;
* Increase robot movement speed with {{icon|Logistic robot speed (research)||Logistic robot speed}}[[Logistic robot speed (research)|Logistic robot speed]] &lt;br /&gt;
* Increase robot pickup rate with {{icon|Inserter item stack size bonus (research)||Inserter item stack size bonus}}[[Inserter item stack size bonus (research)|Inserter item stack size bonus]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Technology:&#039;&#039;&#039; || {{icon|Logistic robotics (research)||Logistic robotics}} [[Logistic robotics (research)|Logistic robotics]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|flying-robot-frame|1|Flying robot frame}} + {{icon|advanced-circuit|2|Advanced Circuit}} + {{icon|time icon|0.5|Time}} =&amp;gt; {{icon|logistic-robot|1|Logistic Robot}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|15.5|Copper plate}} {{icon|iron-plate|13|Iron plate}} {{icon|steel-plate|2|Steel plate}} {{icon|plastic-bar|4|Plastic bar}} {{icon|battery|2|Battery}} {{icon|lubricant|2|Lubricant}} {{icon|battery|2|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capacity:&#039;&#039;&#039; || 1 - Increased by 1 for every level of {{icon|Logistic robot cargo size (research)||Logistic robot cargo size}}[[Logistic robot cargo size (research)|Logistic robot cargo size]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic speed:&#039;&#039;&#039; || 3.0 [[Tile|tiles]]/[[Game-second|sec]] - Increased by up to 240% with {{icon|Logistic robot speed (research)||Logistic robot speed}}[[Logistic robot speed (research)|Logistic robot speed]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Stack Size (Pickup speed):&#039;&#039;&#039; || 1 - Increased by 1 for every level of {{icon|Inserter item stack size bonus (research)||Inserter item stack size bonus}}[[Inserter item stack size bonus (research)|Inserter item stack size bonus]] &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stack Size in inventory:&#039;&#039;&#039; || Stacks in 50s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic robotics (research)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Logistic network]] [[Category: Robots]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=123614</id>
		<title>Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=123614"/>
		<updated>2016-03-16T16:48:32Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Added &amp;quot;Pickup speed&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{icon|logistic robot||Logistic robot}} Logistic robots are autonomous floating devices capable of transporting resources in a [[Logistic network]].&lt;br /&gt;
&lt;br /&gt;
Logistic robots are higher priority targets for [[Biter]]s than [[Pollution]]-producing buildings. Logistic robots have no means of defending themselves and do not run when they encounter enemies, so [[Turret|Turrets]] should be used to protect them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following upgrades affect Logistic robots:&lt;br /&gt;
* Increase robot carrying capacity with {{icon|Logistic robot cargo size (research)||Logistic robot cargo size}}[[Logistic robot cargo size (research)|Logistic robot cargo size]] &lt;br /&gt;
* Increase robot movement speed with {{icon|Logistic robot speed (research)||Logistic robot speed}}[[Logistic robot speed (research)|Logistic robot speed]] &lt;br /&gt;
* Increase robot pickup rate with {{icon|Inserter item stack size bonus (research)||Inserter item stack size bonus}}[[Inserter item stack size bonus (research)|Inserter item stack size bonus]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Technology:&#039;&#039;&#039; || {{icon|Logistic robotics (research)||Logistic robotics}} [[Logistic robotics (research)|Logistic robotics]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|flying-robot-frame|1|Flying robot frame}} + {{icon|advanced-circuit|2|Advanced Circuit}} + {{icon|time icon|0.5|Time}} =&amp;gt; {{icon|logistic-robot|1|Logistic Robot}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|14.5|Copper plate}} {{icon|iron-plate|7|Iron plate}} {{icon|steel-plate|1|Steel plate}} {{icon|plastic-bar|4|Plastic bar}} {{icon|electric-engine-unit|1|Electric engine unit}} {{icon|battery|2|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capacity:&#039;&#039;&#039; || 1 - Increased by 1 for every level of {{icon|Logistic robot cargo size (research)||Logistic robot cargo size}}[[Logistic robot cargo size (research)|Logistic robot cargo size]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic speed:&#039;&#039;&#039; || 3.0 [[Tile|tiles]]/[[Game-second|sec]] - Increased by up to 240% with {{icon|Logistic robot speed (research)||Logistic robot speed}}[[Logistic robot speed (research)|Logistic robot speed]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Stack Size (Pickup speed):&#039;&#039;&#039; || 1 - Increased by 1 for every level of {{icon|Inserter item stack size bonus (research)||Inserter item stack size bonus}}[[Inserter item stack size bonus (research)|Inserter item stack size bonus]] &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stack Size in inventory:&#039;&#039;&#039; || Stacks in 50s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic robotics (research)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Logistic network]] [[Category: Robots]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=123603</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=123603"/>
		<updated>2016-03-15T15:04:34Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Removed jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
Oil processing is a large part of Factorio. It was introduced in v0.9. Oil processing may refer to the researched technology, the recipe used in the [[Oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7975 Oil Tutorial], http://youtu.be/uL1eLmOSftw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
[[Oil processing]] allows the player to set up a basic facility to mine, process, and use oil. To be able to increase the usefulness of the created oil products, you may want to research [[Sulfur processing]], as a prerequisite for the research of the [[Battery]], which is used in many items later on, including the [[Science pack 3]]. Plastics are also useful, as the [[Plastic bar]] is an ingredient in the [[Advanced circuit]], which is used often later on. [[Fluid handling]] allows you better control over your liquids, with items such as the [[Storage Tank]] and [[Small Pump]]. [[Advanced oil processing]] gives you a new recipe for use in the [[Oil refinery]], allowing you to get more useful products from your [[Crude Oil]]. Finally, researching [[Flammables]] gives you access to the [[Flamethrower]].&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
There are various recipes that can be done regarding [[Oil processing]]. They are listed below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|3|Heavy oil}} {{icon|light-oil|3|Light oil}} {{icon|petroleum-gas|4|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-heavy-oil|Solid fuel}} || {{icon|heavy-oil|2|Heavy oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-light-oil|Solid fuel}} || {{icon|light-oil|1|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-petroleum-gas|Solid fuel}} || {{icon|petroleum-gas|2|Petroleum gas}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|lubricant|1|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|water|5|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|light-oil|4.5|Light oil}} {{icon|petroleum-gas|5.5|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|heavy-oil|4|Heavy oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|light-oil|3|Light oil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|light-oil|3|Light oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|petroleum-gas|2|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || {{icon|water|3|Water}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfur|2|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || {{icon|iron-plate|1|Iron plate}} {{icon|sulfur|5|Sulfur}} {{icon|water|10|Water}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfuric-acid|5|Sulfuric Acid}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-electronics-1||Advanced electronics}} [[Advanced electronics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing unit}} || {{icon|electronic-circuit|20|Electronic circuit}} {{icon|advanced-circuit|2|Advanced circuit}} {{icon|sulfuric-acid|0.5|Sulfuric acid}} {{icon|time icon|15|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|processing-unit|1|Processing unit}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|battery-tech||Battery (research)}} [[Battery (research)|Battery]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || {{icon|iron-plate|1|Iron plate}} {{icon|copper-plate|1|Copper plate}} {{icon|sulfuric-acid|2|Sulfuric acid}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|plastics||Plastics}} [[Plastics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastics}} || {{icon|coal|1|Coal}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|flammables||Flammables}} [[Flammables]] and {{icontech|flame-thrower||Flame thrower}} [[Flame thrower]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || {{icon|iron-plate|5|Iron plate}} {{icon|heavy-oil|2.5|Heavy oil}} {{icon|light-oil|2.5|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics &amp;amp; Usage==&lt;br /&gt;
To mine, process and use oil, you&#039;ll need to do some research, as shown above.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[File:Example-Oil-Refining.png|thumb|300px|Oil being drilled and refined.]] [[File:Example-Oil-Cracking.png|thumb|300px|Oil being cracked into lower forms.]] [[File:Example-Oil-Usage.png|thumb|300px|Oil being used to create plastic and batteries.]]&lt;br /&gt;
[[Pumpjack|Pumpjacks]] need to be placed on top of the middle of the oil well. Given [[Electric network|electricity]] (90kW, upgradeable), they will produce a certain amount of [[Crude Oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease. Once it reaches 0.1 oil/s, it will continue to output this, never increasing or decreasing. This means that having enough pumpjacks on depleted oil wells will provide you with enough oil, but it is better to find new oil wells. To transport the oil, you can use [[Barrel]]s, and [[Diesel locomotive]]s if you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
The [[Crude Oil]] then needs to be refined in an [[Oil refinery]]. The [[Oil refinery]] also needs [[Electric network|electricity]]. It has a much higher demand, at 420kW, but it is also upgradeable. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set, the inputs and outputs show what needs to be, and what will be supplied. You cannot move the locations of these, only rotate the entire machine. Make sure that the products have somewhere to go (preferably [[Storage Tank|Storage Tanks]]), as the refinery will stop production of all products if one product output is full.&lt;br /&gt;
&lt;br /&gt;
Now you have the three basic products. [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]]. Both [[Heavy Oil]] and [[Light Oil]] can be cracked to the next lower type in a [[Chemical plant]] (recipe above). This is useful if you&#039;ve got lots of [[Light Oil]], but are lacking in [[Petroleum Gas]] (A common problem).&lt;br /&gt;
&lt;br /&gt;
From here, after some research, you can use the oil products to create various products. They are all listed above.&lt;br /&gt;
&lt;br /&gt;
===Distant Oil Fields===&lt;br /&gt;
&lt;br /&gt;
After the player has exhausted the oil fields near his home base, they may choose to build remote refineries. Alternatively, at a distant pumpjack where it is not practical to build an entire refinery, it may be easiest to fill crude oil barrels and transport them home by [[car]] or [[Vehicle/Train|train]].&lt;br /&gt;
&lt;br /&gt;
===Commonly Used Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Pumpjacks mine the [[Crude Oil]] from the [[Oil wells]], and let you move it by [[Pipe]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Refines [[Crude Oil]] into basic oil products ([[Heavy Oil|Heavy-]]/[[Light Oil|Light Oil]] and [[Petroleum Gas]]).&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Like the [[Assembling machine]], used to automate processing of liquids and crafting.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} || Stores up to 2500 units of any liquid.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} || Allows you to pump liquids from one area to another. Used inline (Between pipes).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pump|Pump}} || Allows you to pump water up from a body of water.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} {{imagelink|assembling-machine-3|Assembling machine 3}} || Allows you to craft items using liquids, used mainly for [[Barrel]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Allows transporting of liquids from one location to another.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|[[Pipe-to-ground|Underground Pipe]]}} || A [[Pipe]], but under the ground, acting similar to [[Underground belts]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Version0.9]]&lt;br /&gt;
* [[Liquids]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7057 Oil Production: What is more efficient?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7636 What to do with oil?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7842 Dump valve/Open pipe?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8832 I did the Math on Oil Production]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=123600</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=123600"/>
		<updated>2016-03-15T15:01:44Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Added content of Oil Processing/Remote Station to main article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
Oil processing is a large part of Factorio. It was introduced in v0.9. Oil processing may refer to the researched technology, the recipe used in the [[Oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7975 Oil Tutorial], http://youtu.be/uL1eLmOSftw&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
[[Oil processing]] allows the player to set up a basic facility to mine, process, and use oil. To be able to increase the usefulness of the created oil products, you may want to research [[Sulfur processing]], as a prerequisite for the research of the [[Battery]], which is used in many items later on, including the [[Science pack 3]]. Plastics are also useful, as the [[Plastic bar]] is an ingredient in the [[Advanced circuit]], which is used often later on. [[Fluid handling]] allows you better control over your liquids, with items such as the [[Storage Tank]] and [[Small Pump]]. [[Advanced oil processing]] gives you a new recipe for use in the [[Oil refinery]], allowing you to get more useful products from your [[Crude Oil]]. Finally, researching [[Flammables]] gives you access to the [[Flamethrower]].&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
There are various recipes that can be done regarding [[Oil processing]]. They are listed below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|oil-gathering||Oil processing (research)}} [[Oil processing (research)|Oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|3|Heavy oil}} {{icon|light-oil|3|Light oil}} {{icon|petroleum-gas|4|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-heavy-oil|Solid fuel}} || {{icon|heavy-oil|2|Heavy oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-light-oil|Solid fuel}} || {{icon|light-oil|1|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel-from-petroleum-gas|Solid fuel}} || {{icon|petroleum-gas|2|Petroleum gas}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|lubricant|Lubricant}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|lubricant|1|Lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-oil-processing-tech||Advanced oil processing (research)}} [[Advanced oil processing (research)|Advanced oil processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|10|Crude Oil}} {{icon|water|5|Water}} {{icon|time icon|5|Time}} || {{icon|oil-refinery||Oil refinery}} || {{icon|heavy-oil|1|Heavy oil}} {{icon|light-oil|4.5|Light oil}} {{icon|petroleum-gas|5.5|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|heavy-oil-cracking|Heavy oil cracking}} || {{icon|heavy-oil|4|Heavy oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|light-oil|3|Light oil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|light-oil-cracking|Light oil cracking}} || {{icon|light-oil|3|Light oil}} {{icon|water|3|Water}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|petroleum-gas|2|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|fluid-handling||Fluid handling}} [[Fluid handling]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fill-crude-oil-barrel|Fill crude oil barrel}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|crude-oil-barrel|1|Crude oil barrel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|empty-crude-oil-barrel|Empty crude oil barrel}} || {{icon|crude-oil-barrel|1|Crude oil barrel}} {{icon|time icon|1|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|barrel-empty|1|Empty barrel}} {{icon|crude-oil|25|Crude Oil}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|sulfur||Sulfur processing}} [[Sulfur processing]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfur|Sulfur}} || {{icon|water|3|Water}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfur|2|Sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|sulfuric-acid|Sulfuric Acid}} || {{icon|iron-plate|1|Iron plate}} {{icon|sulfur|5|Sulfur}} {{icon|water|10|Water}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|sulfuric-acid|5|Sulfuric Acid}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|advanced-electronics-1||Advanced electronics}} [[Advanced electronics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|processing-unit|Processing unit}} || {{icon|electronic-circuit|20|Electronic circuit}} {{icon|advanced-circuit|2|Advanced circuit}} {{icon|sulfuric-acid|0.5|Sulfuric acid}} {{icon|time icon|15|Time}} || {{icon|assembling-machine-2||Assembling machine 2}} or {{icon|assembling-machine-3||Assembling machine 3}} || {{icon|processing-unit|1|Processing unit}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|battery-tech||Battery (research)}} [[Battery (research)|Battery]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|battery|Battery}} || {{icon|iron-plate|1|Iron plate}} {{icon|copper-plate|1|Copper plate}} {{icon|sulfuric-acid|2|Sulfuric acid}} {{icon|time icon|5|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|battery|1|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|plastics||Plastics}} [[Plastics]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|plastic-bar|Plastics}} || {{icon|coal|1|Coal}} {{icon|petroleum-gas|3|Petroleum gas}} {{icon|time icon|1|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|plastic-bar|2|Plastic bar}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|After researching {{icontech|flammables||Flammables}} [[Flammables]] and {{icontech|flame-thrower||Flame thrower}} [[Flame thrower]]:&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Machine !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|flame-thrower-ammo|Flamethrower ammo}} || {{icon|iron-plate|5|Iron plate}} {{icon|heavy-oil|2.5|Heavy oil}} {{icon|light-oil|2.5|Light oil}} {{icon|time icon|3|Time}} || {{icon|chemical-plant||Chemical plant}} || {{icon|flame-thrower-ammo|1|Flamethrower ammo}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics &amp;amp; Usage==&lt;br /&gt;
To mine, process and use oil, you&#039;ll need to do some research, as shown above.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
[[File:Example-Oil-Refining.png|thumb|300px|Oil being drilled and refined.]] [[File:Example-Oil-Cracking.png|thumb|300px|Oil being cracked into lower forms.]] [[File:Example-Oil-Usage.png|thumb|300px|Oil being used to create plastic and batteries.]]&lt;br /&gt;
[[Pumpjack|Pumpjacks]] need to be placed on top of the middle of the oil well. Given [[Electric network|electricity]] (90kW, upgradeable), they will produce a certain amount of [[Crude Oil]] per second, shown on the right, at the bottom of the information panel. Over time this value will decrease. Once it reaches 0.1 oil/s, it will continue to output this, never increasing or decreasing. This means that having enough pumpjacks on depleted oil wells will provide you with enough oil, but it is better to find new oil wells. To transport the oil, you can use [[Barrel]]s, and [[Diesel locomotive]]s if you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
The [[Crude Oil]] then needs to be refined in an [[Oil refinery]]. The [[Oil refinery]] also needs [[Electric network|electricity]]. It has a much higher demand, at 420kW, but it is also upgradeable. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set, the inputs and outputs show what needs to be, and what will be supplied. You cannot move the locations of these, only rotate the entire machine. Make sure that the products have somewhere to go (preferably [[Storage Tank|Storage Tanks]]), as the refinery will stop production of all products if one product output is full.&lt;br /&gt;
&lt;br /&gt;
Now you have the three basic products. [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]]. Both [[Heavy Oil]] and [[Light Oil]] can be cracked to the next lower type in a [[Chemical plant]] (recipe above). This is useful if you&#039;ve got lots of [[Light Oil]], but are lacking in [[Petroleum Gas]] (A common problem).&lt;br /&gt;
&lt;br /&gt;
From here, after some research, you can use the oil products to create various products. They are all listed above.&lt;br /&gt;
&lt;br /&gt;
===Distant Oil Fields===&lt;br /&gt;
&lt;br /&gt;
After the player has exhausted the oil fields near his home base, they may choose to build remote refineries. Alternatively, at a distant pumpjack where it is not practical to build an entire refinery, it may be easiest to fill crude oil barrels and transport them home by [[car]] or [[Vehicle/Train|train]].&lt;br /&gt;
&lt;br /&gt;
[[File:Pumping_station.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Commonly Used Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || Pumpjacks mine the [[Crude Oil]] from the [[Oil wells]], and let you move it by [[Pipe]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || Refines [[Crude Oil]] into basic oil products ([[Heavy Oil|Heavy-]]/[[Light Oil|Light Oil]] and [[Petroleum Gas]]).&lt;br /&gt;
|- &lt;br /&gt;
| {{imagelink|chemical-plant|Chemical plant}} || Like the [[Assembling machine]], used to automate processing of liquids and crafting.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage Tank}} || Stores up to 2500 units of any liquid.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small Pump}} || Allows you to pump liquids from one area to another. Used inline (Between pipes).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pump|Pump}} || Allows you to pump water up from a body of water.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|assembling-machine-2|Assembling machine 2}} {{imagelink|assembling-machine-3|Assembling machine 3}} || Allows you to craft items using liquids, used mainly for [[Barrel]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe|Pipe}} || Allows transporting of liquids from one location to another.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pipe-to-ground|[[Pipe-to-ground|Underground Pipe]]}} || A [[Pipe]], but under the ground, acting similar to [[Underground belts]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Version0.9]]&lt;br /&gt;
* [[Liquids]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7057 Oil Production: What is more efficient?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7636 What to do with oil?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7842 Dump valve/Open pipe?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=8832 I did the Math on Oil Production]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123598</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123598"/>
		<updated>2016-03-15T14:53:13Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed &amp;quot;you&amp;quot;sage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not learned in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience..&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build tracks. assemble trains, and get moving. This enables manual transportation over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend, as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|256px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. For the future (for example if the player makes plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; they research trains,) it is generally a good idea to only place tracks on even tile-coordinates. The player can see the coordinates of the tile they are moving with the cursor by turning on the [[Debug mode]], selecting &amp;quot;show-tiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To create a 90 degree two [[Curved rail]]s and one [[Straight rail]] are needed. The [[Straight rail]] has to be placed along the end of a curved rail to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches &amp;amp; Signals ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|256px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. The player must place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: The player can create 3-way-switches at nearly every point of their track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they do connect [[Railway/Signal/Block signal| signal blocks]] making it possible to prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problem, however, switching from one track to the other can require extra resources because the track has to turn away from the other parallel track then turn back to it. This can create complicated networks of signals and as such the player may wish not to build parallel tracks unless they are permanent.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
[[File:Railway-locomotive-gui.png|thumb|256px|Locomotive screen: 1: switch to schedule screen; 2: [[Fuel]] inventory;]]&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|256px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but the player may add additional locomotives to keep the train moving at max speed or [[Cargo wagons]] to transport goods with the train.&lt;br /&gt;
* Locomotives may be manually driven forward or backward, however, locomotives are generally much slower going backwards.&lt;br /&gt;
* Automatic driving is only possible when a locomotive is facing towards the station the train is moving towards. This can be counteracted by having a locomotive facing either direction on a rail, or adding a loop along the rail somewhere. Note that in a loop signals can misbehave due to detecting trains before they arrived.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train- a green graphic will show the player that they will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with the Beginner Section to fully employ these strategies.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|256px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s generally includes un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* The train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* At least two [[Train stop]]s are needed to make a train drive between them. Only installing a single station would result in trains being able to move in only one direction.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
[[File:Railway-schedule-gui.png|thumb|256px|Schedule screen: 1: switch to locomotive screen; 2: [[Train stop]]s currently on route; 3: Available [[Train stop]]s; 4: enable/disable automatic driving; 5: Remove selected [[Train stop]] from route; 6: set selected [[Train stop]] as next stop; 7: Add selected [[Train stop]] to route;]]&lt;br /&gt;
* When right-clicking on the locomotive the player can set up a schedule:&lt;br /&gt;
* add the desired [[Train stop]]s to the route in correct order&lt;br /&gt;
* adjust the wait time for each [[Train stop]] individual&lt;br /&gt;
* to start the train, enable &amp;quot;automatic mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
* Is a signal reading the location of the train before it moves?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
[[File:Railway-test-setup.png|thumb|256px|A simple test setup to start with. Containing [[Train stop]]s for schedules, and [[Rail signal]]s to watch their behaviour.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when [[Railway/Signal|Signals]] are employed. The player may check the number of the current segment by mousing over a segment.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). The player can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a slightly farther distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: The player may manually drive a train, and enter the train by pressing Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: How to drive a train in different directions while in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path.&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/Automated transport]] - all about automated transport.&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens if the player gives a train stop the same name as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
=== About Signaling ===&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* When supply trains follow the player: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* The player may lay rails by sitting inside of the train.&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the openttd documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123585</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123585"/>
		<updated>2016-03-14T21:01:13Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: /* Train stop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not learned in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience..&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build tracks. assemble trains, and get moving. This enables manual transportation over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend, as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|512px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. For the future (for example if the player makes plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; they research trains,) it is generally a good idea to only place tracks on even tile-coordinates. The player can see the coordinates of the tile they are moving with the cursor by turning on the [[Debug mode]], selecting &amp;quot;show-tiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To create a 90 degree two [[Curved rail]]s and one [[Straight rail]] are needed. The [[Straight rail]] has to be placed along the end of a curved rail to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches &amp;amp; Signals ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|512px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. The player must place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: The player can create 3-way-switches at nearly every point of their track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they do connect [[Railway/Signal/Block signal| signal blocks]] making it possible to prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problem, however, switching from one track to the other can require extra resources because the track has to turn away from the other parallel track then turn back to it. This can create complicated networks of signals and as such the player may wish not to build parallel tracks unless they are permanent.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
[[File:Railway-locomotive-gui.png|thumb|256px|Locomotive screen: 1: switch to schedule screen; 2: [[Fuel]] inventory;]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but the player may add additional locomotives to keep the train moving at max speed or [[Cargo wagons]] to transport goods with the train.&lt;br /&gt;
* Locomotives may be manually driven forward or backward, however, locomotives are generally much slower going backwards.&lt;br /&gt;
* Automatic driving is only possible when a locomotive is facing towards the station the train is moving towards. This can be counteracted by having a locomotive facing either direction on a rail, or adding a loop along the rail somewhere. Note that in a loop signals can misbehave due to detecting trains before they arrived.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train- a green graphic will show the player that they will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with the Beginner Section to fully employ these strategies.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|512px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s generally includes un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* The train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* At least two [[Train stop]]s are needed to make a train drive between them. Only installing a single station would result in trains being able to move in only one direction.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
[[File:Railway-schedule-gui.png|thumb|256px|Schedule screen: 1: switch to locomotive screen; 2: [[Train stop]]s currently on route; 3: Available [[Train stop]]s; 4: enable/disable automatic driving; 5: Remove selected [[Train stop]] from route; 6: set selected [[Train stop]] as next stop; 7: Add selected [[Train stop]] to route;]]&lt;br /&gt;
* When right-clicking on the locomotive the player can set up a schedule:&lt;br /&gt;
* add the desired [[Train stop]]s to the route in correct order&lt;br /&gt;
* adjust the wait time for each [[Train stop]] individual&lt;br /&gt;
* to start the train, enable &amp;quot;automatic mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
* Is a signal reading the location of the train before it moves?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
[[File:Railway-test-setup.png|thumb|256px|A simple test setup to start with. Containing [[Train stop]]s for schedules, and [[Rail signal]]s to watch their behaviour.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when [[Railway/Signal|Signals]] are employed. The player may check the number of the current segment by mousing over a segment.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). The player can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a slightly farther distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: The player may manually drive a train, and enter the train by pressing Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: How to drive a train in different directions while in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path.&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/Automated transport]] - all about automated transport.&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens if the player gives a train stop the same name as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
=== About Signaling ===&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* About a supply train following you to your outpost: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* The player may lay rails by sitting inside of the train.&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the openttd documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123569</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123569"/>
		<updated>2016-03-14T19:10:53Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed &amp;quot;you&amp;quot;sage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not learned in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience..&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build tracks. assemble trains, and get moving. This enables manual transportation over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend, as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|512px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. For the future (for example if the player makes plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; they research trains,) it is generally a good idea to only place tracks on even tile-coordinates. The player can see the coordinates of the tile they are moving with the cursor by turning on the [[Debug mode]], selecting &amp;quot;show-tiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To create a 90 degree two [[Curved rail]]s and one [[Straight rail]] are needed. The [[Straight rail]] has to be placed along the end of a curved rail to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches &amp;amp; Signals ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|512px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. The player must place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: The player can create 3-way-switches at nearly every point of their track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they do connect [[Railway/Signal/Block signal| signal blocks]] making it possible to prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problem, however, switching from one track to the other can require extra resources because the track has to turn away from the other parallel track then turn back to it. This can create complicated networks of signals and as such the player may wish not to build parallel tracks unless they are permanent.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but the player may add additional locomotives to keep the train moving at max speed or [[Cargo wagons]] to transport goods with the train.&lt;br /&gt;
* Locomotives may be manually driven forward or backward, however, locomotives are generally much slower going backwards.&lt;br /&gt;
* Automatic driving is only possible when a locomotive is facing towards the station the train is moving towards. This can be counteracted by having a locomotive facing either direction on a rail, or adding a loop along the rail somewhere. Note that in a loop signals can misbehave due to detecting trains before they arrived.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO&#039;&#039;&#039;: Add images of both GUI screens of trains.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train- a green graphic will show the player that they will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with the Beginner Section to fully employ these strategies.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|512px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s generally includes un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* the train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* The player will need at least two [[Train stop]]s to make their train drive between them&lt;br /&gt;
* For different layouts different quantities of curved and straight rails.&lt;br /&gt;
* The player should tracks by driving the full route once manually or being aware of whether trains are not arriving.&lt;br /&gt;
* Ensure that trains are regularly refueling, or trains may receive damage or be destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
* When right-clicking on the locomotive the player can set up a schedule:&lt;br /&gt;
** The lower window are the list of all existing [[Railway network/Train stop|train stops]],&lt;br /&gt;
** the upper window is the route, the train should do.&lt;br /&gt;
** The names of stops are marked on the [[map]].&lt;br /&gt;
** The highlighted entry is the current target.&lt;br /&gt;
** Hit the +-button to add a train stop below the above selected train stop.&lt;br /&gt;
** [[Railway network/Train schedule]]: Time which the train will wait at the selected train stop.&lt;br /&gt;
&lt;br /&gt;
For the other functions see the mouse hover info.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
* Is a signal reading the location of the train before it moves?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when [[Railway/Signal|Signals]] are employed. The player may check the number of the current segment by mousing over a segment.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). The player can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
Researching [[Rail signals]] enables the player to define automated train patterns.&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/How to see the blocks]] (Enabling debug info, rail info on and better visibility in the next versions)&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
* [[Railway/Automated transport]] - all about automated transport.&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path.&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a slightly farther distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: The player may manually drive a train, and enter the train by pressing Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: How to drive a train in different directions while in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Size of trains]] - about the handling of equal and different train sizes&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens if the player gives a train stop the same name as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* About a supply train following you to your outpost: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* The player may lay rails by sitting inside of the train.&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the openttd documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123568</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123568"/>
		<updated>2016-03-14T19:09:50Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Fixed &amp;quot;you&amp;quot;sage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not learned in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience..&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build tracks. assemble trains, and get moving. This enables manual transportation over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend, as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|512px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. For the future (for example if the player makes plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; they research trains,) it is generally a good idea to only place tracks on even tile-coordinates. The player can see the coordinates of the tile they are moving with the cursor by turning on the [[Debug mode]], selecting &amp;quot;show-tiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To create a 90 degree two [[Curved rail]]s and one [[Straight rail]] are needed. The [[Straight rail]] has to be placed along the end of a curved rail to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches &amp;amp; Signals ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|512px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. The player must place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: The player can create 3-way-switches at nearly every point of their track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they do connect [[Railway/Signal/Block signal| signal blocks]] making it possible to prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problem, however, switching from one track to the other can require extra resources because the track has to turn away from the other parallel track then turn back to it. This can create complicated networks of signals and as such the player may wish not to build parallel tracks unless they are permanent.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but the player may add additional locomotives to keep the train moving at max speed or [[Cargo wagons]] to transport goods with the train.&lt;br /&gt;
* Locomotives may be manually driven forward or backward, however, locomotives are generally much slower going backwards.&lt;br /&gt;
* Automatic driving is only possible when a locomotive is facing towards the station the train is moving towards. This can be counteracted by having a locomotive facing either direction on a rail, or adding a loop along the rail somewhere. Note that in a loop signals can misbehave due to detecting trains before they arrived.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO&#039;&#039;&#039;: Add images of both GUI screens of trains.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train- a green graphic will show the player that they will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with the Beginner Section to fully employ these strategies.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|512px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s generally includes un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* the train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* The player will need at least two [[Train stop]]s to make their train drive between them&lt;br /&gt;
* For different layouts different quantities of curved and straight rails.&lt;br /&gt;
* The player should tracks by driving the full route once manually or being aware of whether trains are not arriving.&lt;br /&gt;
* Ensure that trains are regularly refueling, or trains may receive damage or be destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
* When right-clicking on the locomotive the player can set up a schedule:&lt;br /&gt;
** The lower window are the list of all existing [[Railway network/Train stop|train stops]],&lt;br /&gt;
** the upper window is the route, the train should do.&lt;br /&gt;
** The names of stops are marked on the [[map]].&lt;br /&gt;
** The highlighted entry is the current target.&lt;br /&gt;
** Hit the +-button to add a train stop below the above selected train stop.&lt;br /&gt;
** [[Railway network/Train schedule]]: Time which the train will wait at the selected train stop.&lt;br /&gt;
&lt;br /&gt;
For the other functions see the mouse hover info.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
* Is a signal reading the location of the train before it moves?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when [[Railway/Signal|Signals]] are employed. The player may check the number of the current segment by mousing over a segment.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). The player can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
Researching [[Rail signals]] enables the player to define automated train patterns.&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/How to see the blocks]] (Enabling debug info, rail info on and better visibility in the next versions)&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
* [[Railway/Automated transport]] - all about automated transport.&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path.&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a slightly farther distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: The player may manually drive a train, and enter the train by pressing Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: How to drive a train in different directions while in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Size of trains]] - about the handling of equal and different train sizes&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens if the player gives a train stop the same name as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* About a supply train following you to your outpost: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* The player may lay rails by sitting inside of the train.&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. If you ever played that game you will find some elements also in Factorio. If not, you can learn from their documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123564</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123564"/>
		<updated>2016-03-14T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: /* Trains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not learned in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience..&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build tracks. assemble trains, and get moving. This enables manual transportation over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend, as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|512px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. For the future (for example if the player makes plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; they research trains,) it is generally a good idea to only place tracks on even tile-coordinates. The player can see the coordinates of the tile they are moving with the cursor by turning on the [[Debug mode]], selecting &amp;quot;show-tiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To create a 90 degree two [[Curved rail]]s and one [[Straight rail]] are needed. The [[Straight rail]] has to be placed along the end of a curved rail to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches &amp;amp; Signals ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|512px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. The player must place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: The player can create 3-way-switches at nearly every point of their track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they do connect [[Railway/Signal/Block signal| signal blocks]] making it possible to prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problem, however, switching from one track to the other can require extra resources because the track has to turn away from the other parallel track then turn back to it. This can create complicated networks of signals and as such the player may wish not to build parallel tracks unless they are permanent.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but the player may add additional locomotives to keep the train moving at max speed or [[Cargo wagons]] to transport goods with the train.&lt;br /&gt;
* Locomotives may be manually driven forward or backward, however, locomotives are generally much slower going backwards.&lt;br /&gt;
* Automatic driving is only possible when a locomotive is facing towards the station the train is moving towards. This can be counteracted by having a locomotive facing either direction on a rail, or adding a loop along the rail somewhere. Note that in a loop signals can misbehave due to detecting trains before they arrived.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO&#039;&#039;&#039;: Add images of both GUI screens of trains.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train- a green graphic will show the player that they will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with the Beginner Section to fully employ these strategies.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|512px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s generally includes un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* the train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* The player will need at least two [[Train stop]]s to make their train drive between them&lt;br /&gt;
* For different layouts different quantities of curved and straight rails.&lt;br /&gt;
* The player should tracks by driving the full route once manually or being aware of whether trains are not arriving.&lt;br /&gt;
* Ensure that trains are regularly refueling, or trains may receive damage or be destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
* When right-clicking on the locomotive the player can set up a schedule:&lt;br /&gt;
** The lower window are the list of all existing [[Railway network/Train stop|train stops]],&lt;br /&gt;
** the upper window is the route, the train should do.&lt;br /&gt;
** The names of stops are marked on the [[map]].&lt;br /&gt;
** The highlighted entry is the current target.&lt;br /&gt;
** Hit the +-button to add a train stop below the above selected train stop.&lt;br /&gt;
** [[Railway network/Train schedule]]: Time which the train will wait at the selected train stop.&lt;br /&gt;
&lt;br /&gt;
For the other functions see the mouse hover info.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
* Is a signal reading the location of the train before it moves?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when [[Railway/Signal|Signals]] are employed. The player may check the number of the current segment by mousing over a segment.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). You can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
Researching [[Rail signals]] enables the player to define automated train patterns.&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/How to see the blocks]] (Enabling debug info, rail info on and better visibility in the next versions)&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
* [[Railway/Automated transport]] - all about automated transport.&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path.&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a slightly farther distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: The player may manually drive a train, and enter the train by pressing Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: How to drive a train in different directions while in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Size of trains]] - about the handling of equal and different train sizes&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens if the player gives a train stop the same name as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* About a supply train following you to your outpost: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* The player may lay rails by sitting inside of the train.&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. If you ever played that game you will find some elements also in Factorio. If not, you can learn from their documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123562</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123562"/>
		<updated>2016-03-14T19:08:40Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Finished grammatical overhaul.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not learned in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience..&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build tracks. assemble trains, and get moving. This enables manual transportation over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend, as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|512px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. For the future (for example if the player makes plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; they research trains,) it is generally a good idea to only place tracks on even tile-coordinates. The player can see the coordinates of the tile they are moving with the cursor by turning on the [[Debug mode]], selecting &amp;quot;show-tiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To create a 90 degree two [[Curved rail]]s and one [[Straight rail]] are needed. The [[Straight rail]] has to be placed along the end of a curved rail to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches &amp;amp; Signals ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|512px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. The player must place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: The player can create 3-way-switches at nearly every point of their track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they do connect [[Railway/Signal/Block signal| signal blocks]] making it possible to prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problem, however, switching from one track to the other can require extra resources because the track has to turn away from the other parallel track then turn back to it. This can create complicated networks of signals and as such the player may wish not to build parallel tracks unless they are permanent.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but the player may add additional locomotives to keep the train moving at max speed or [[Cargo wagons]] to transport goods with the train.&lt;br /&gt;
* Locomotives may be manually driven forward or backward, however, locomotives are generally much slower going backwards.&lt;br /&gt;
* Automatic driving is only possible when a locomotive is facing towards the station the train is moving towards. This can be counteracted by having a locomotive facing either direction on a rail, or adding a loop along the rail somewhere. Note that in a loop signals can misbehave due to detecting trains before they arrived.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO&#039;&#039;&#039;: Add images of both GUI screens of trains.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. To attach a Cargo wagon, the player may either prepare to place one near an existing train- a green graphic will show you that they will be attached, showing a connection between the train and the new wagon. Alternatively, the player may manually connect cargo wagons to trains with the stock connect key, if the cargo wagon was placed far away from a train. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with the Beginner Section to fully employ these strategies.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|512px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s generally includes un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* the train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* The player will need at least two [[Train stop]]s to make their train drive between them&lt;br /&gt;
* For different layouts different quantities of curved and straight rails.&lt;br /&gt;
* The player should tracks by driving the full route once manually or being aware of whether trains are not arriving.&lt;br /&gt;
* Ensure that trains are regularly refueling, or trains may receive damage or be destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
* When right-clicking on the locomotive the player can set up a schedule:&lt;br /&gt;
** The lower window are the list of all existing [[Railway network/Train stop|train stops]],&lt;br /&gt;
** the upper window is the route, the train should do.&lt;br /&gt;
** The names of stops are marked on the [[map]].&lt;br /&gt;
** The highlighted entry is the current target.&lt;br /&gt;
** Hit the +-button to add a train stop below the above selected train stop.&lt;br /&gt;
** [[Railway network/Train schedule]]: Time which the train will wait at the selected train stop.&lt;br /&gt;
&lt;br /&gt;
For the other functions see the mouse hover info.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
* Is a signal reading the location of the train before it moves?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when [[Railway/Signal|Signals]] are employed. The player may check the number of the current segment by mousing over a segment.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). You can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
Researching [[Rail signals]] enables the player to define automated train patterns.&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/How to see the blocks]] (Enabling debug info, rail info on and better visibility in the next versions)&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
* [[Railway/Automated transport]] - all about automated transport.&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path.&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a slightly farther distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: The player may manually drive a train, and enter the train by pressing Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: How to drive a train in different directions while in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Size of trains]] - about the handling of equal and different train sizes&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens if the player gives a train stop the same name as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* About a supply train following you to your outpost: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* The player may lay rails by sitting inside of the train.&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. If you ever played that game you will find some elements also in Factorio. If not, you can learn from their documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123559</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123559"/>
		<updated>2016-03-14T17:19:12Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Grammatical overhaul. Very incomplete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a large amount of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, trains can be quite enjoyable to drive!&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not learned in an instant. It takes some time to learn the basics, such as automating transportation. Learning how to manage and upkeep a larger train network can take quite some time and a large amount of experience..&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build tracks. assemble trains, and get moving. This enables manual transportation over large distances using trains and covers the earliest iteration of railway tech.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend yourself as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|512px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
The backbone of the player&#039;s rail system has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 update thirteen will include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
Rails can be placed in a two-[[Tile]] area only. For the future (for example if the player makes plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; they research trains,) it is generally a good idea to only place tracks on even tile-coordinates. The player can see the coordinates of the tile they are moving with the cursor by turning on the [[Debug mode]], selecting &amp;quot;show-tiles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To do a 90 degree turn two [[Curved rail]]s and one [[Straight rail]] is needed. The [[Straight rail]] has to be placed along the end of a curved rail to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|512px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. You simply have to place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: You can create 3-way-switches at nearly every point of your track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they are connecting the &#039;&#039;&#039;blocks&#039;&#039;&#039;. See [[Railway network/Block]] and [[Railway network/Signal|Signals]].&lt;br /&gt;
* It is no problem to create parallel tracks, but it&#039;s currently a big problem to switch from one track to the other parallel track, if there is no space between them: The curves doesn&#039;t enable it. So it is &#039;&#039;eventually&#039;&#039; a good idea to create parallel tracks, by leaving two tiles space (size of one track-width) between them. This enables also to create left-hand sided traffic, because you can place the signals and train stops between the tracks.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* &#039;&#039;&#039;Known bug:&#039;&#039;&#039; In v0.8.8 you cannot place diagonal parallel tracks directly besides, because two trains in both directions will crash (Collision box to big, see [http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=2152  Close Diagonal Trains collide]&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but you can add multiple locomotives to increase acceleration and [[Cargo wagon]]s to enable the train to transport items.&lt;br /&gt;
* Manual driving is possible in both directions with one locomotive, although driving backwards is way slower&lt;br /&gt;
* Automatic driving is only possible in direction of facing of locomotives, with one loco the train can only move forward. To make the train drive in both directions add locos facing both directions&lt;br /&gt;
* A train needs [[fuel]] to drive, [[fuel]] can be added by inserters or manually using the GUI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO&#039;&#039;&#039;: Add images of both GUI screens of trains&lt;br /&gt;
&lt;br /&gt;
Trains inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. Simply place them close to the existing train, a graphic will show you that they will be attached. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. To fully understand you should be familiar with the Beginner Section.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|512px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s including un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* the train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* You need at least two [[Train stop]]s to make your train drive between them&lt;br /&gt;
* depending on your layout you will need turning loops or not&lt;br /&gt;
* Check your tracks by driving the full route once manually&lt;br /&gt;
* keep in mind to add refueling to your train stations, otherwise trains can run dry in dangerous area&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
* When right-clicking on the locomotive you can set up a schedule:&lt;br /&gt;
** The lower window are the list of all existing [[Railway network/Train stop|train stops]],&lt;br /&gt;
** the upper window is the route, the train should do.&lt;br /&gt;
** You can open the map (M) to see all stop-names.&lt;br /&gt;
** The highlighted entry is the current target.&lt;br /&gt;
** Hit the +-button to add a train stop below the above selected train stop.&lt;br /&gt;
** [[Railway network/Train schedule]]: Time which the train will wait at the selected train stop.&lt;br /&gt;
&lt;br /&gt;
For the other functions see the mouse hover info.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To make the understanding of Railsignal and their behavior and effects easier we start with some definitions:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when you want to use [[Railway/Signal|Signals]]. You can see the number of the current segment when hovering over the track.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments. Every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). You can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
Researching [[Rail signals]] enables to drive more trains.&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/How to see the blocks]] (about for turning debug mode, rail info on and better visibility in the next versions)&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
* [[Railway/Automated transport]] - all about&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. Warning: Articles in this section reveal internal game mechanics and statistics, if you like optimizing and tweaking yourself you should stop reading now.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a further distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: You can enter a train by pressing the default key Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: Possibilities to drive into the other direction when in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Size of trains]] - about the handling of equal and different train sizes&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens, if you give a train stop the same name, as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
== Tipps &amp;amp; Tricks ==&lt;br /&gt;
* About a supply train following you to your outpost: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* You can lay rails by sitting inside of the train:&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. If you ever played that game you will find some elements also in Factorio. If not, you can learn from their documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=123558</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=123558"/>
		<updated>2016-03-14T17:07:14Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;i&amp;gt;For the research see [[Railway (research)]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Railway]] is one of the [[Transport|main transport methods]] in Factorio. Although the installation of such an network is sometimes complicated and takes a lot of [[items#resources|resources]] and space, it is especially [[Transport/What Transport for which case?|over large distances more efficient and faster]] than [[Belt transport system|belts]] and [[Logistic network|robot logistics]].&lt;br /&gt;
&lt;br /&gt;
Besides the use as transportation medium it must be said here, that driving trains is really fun. :)&lt;br /&gt;
&lt;br /&gt;
Railway isn&#039;t learned in an instant! It takes some minutes to learn the basics. After one hour you should be able to automate your transport. For the expert knowledge how to manage a big network it takes some hours to really understand train signals and schedules.&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This section covers how to build track, assemble trains and get moving. This enables manual transports over large distances using trains.&lt;br /&gt;
; [[Railway/Tutorials]]&lt;br /&gt;
: Sometimes a picture/video says more than a thousand words.&lt;br /&gt;
; [[Railway/Do not cross the tracks]]&lt;br /&gt;
: A train is very fast, take care! Entering/exiting a moving train is possible, but dangerous.&lt;br /&gt;
; [[Vehicle/Train/Defence]]&lt;br /&gt;
: Defend yourself as trains are a priority target of [[Enemies]].&lt;br /&gt;
&lt;br /&gt;
=== Tracks ===&lt;br /&gt;
[[File:curved-rail-example-1.png|thumb|512px|Composition of rails to form a 90 degree turn.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|straight-rail|Straight rail}} || {{imagelink|curved-rail|Curved rail}} |-&lt;br /&gt;
|}&lt;br /&gt;
Switches, crossings, everything has to be built out of the two basic elements (straight/curve) manually. According to FFF #113/#114 the 0.13 will already include a build-by-drag feature to make building tracks easier and faster.&lt;br /&gt;
&lt;br /&gt;
==== Raster of tracks ====&lt;br /&gt;
&lt;br /&gt;
Rail items can be placed in a two-square-raster only, the tracks needs two [[Tile]]s width. For an advanced gameplay (for example if you make plans for a train station, &#039;&#039;&#039;before&#039;&#039;&#039; you researched trains) it is important, that you can place tracks only on even tile-coordinates. You can see the coordinates of the tile you are moving with the cursor, if you turn on the [[Debug mode]], select &amp;quot;show-tile-grid&amp;quot; or/and &amp;quot;show-detailed-info&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Curves ====&lt;br /&gt;
To do a 90 degree turn 2 [[Curved rail]]s and 1 [[Straight rail]] is needed. The [[Straight rail]] has to be placed in diagonal orientation to fit the gap between the two [[Curved rail]]s.&lt;br /&gt;
&lt;br /&gt;
==== Switches ====&lt;br /&gt;
[[File:rail-switch-example-1.png|thumb|512px|Composition of rails to form switches, straight and diagonal.]]&lt;br /&gt;
* There is no optical sign for a working switch. You simply have to place a [[Curved rail]] overlapping on a [[Straight rail]] (or vice versa) to form a switch. In other words: You can create 3-way-switches at nearly every point of your track by mixing curves with straight rails.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, but they are connecting the &#039;&#039;&#039;blocks&#039;&#039;&#039;. See [[Railway network/Block]] and [[Railway network/Signal|Signals]].&lt;br /&gt;
* It is no problem to create parallel tracks, but it&#039;s currently a big problem to switch from one track to the other parallel track, if there is no space between them: The curves doesn&#039;t enable it. So it is &#039;&#039;eventually&#039;&#039; a good idea to create parallel tracks, by leaving two tiles space (size of one track-width) between them. This enables also to create left-hand sided traffic, because you can place the signals and train stops between the tracks.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* &#039;&#039;&#039;Known bug:&#039;&#039;&#039; In v0.8.8 you cannot place diagonal parallel tracks directly besides, because two trains in both directions will crash (Collision box to big, see [http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=2152  Close Diagonal Trains collide]&lt;br /&gt;
* Use the debug-mode (Press F6) to see and understand better, how the tracks are bound together&lt;br /&gt;
* FFF #113 Better Rail Building: http://www.factorio.com/blog/post/fff-113&lt;br /&gt;
* FFF #114 Better Train Conditions: http://www.factorio.com/blog/post/fff-114&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|diesel-locomotive|Diesel locomotive}} || {{imagelink|cargo-wagon|Cargo wagon}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A train is a consist of at least one locomotive, but you can add multiple locomotives to increase acceleration and [[Cargo wagon]]s to enable the train to transport items.&lt;br /&gt;
* Manual driving is possible in both directions with one locomotive, although driving backwards is way slower&lt;br /&gt;
* Automatic driving is only possible in direction of facing of locomotives, with one loco the train can only move forward. To make the train drive in both directions add locos facing both directions&lt;br /&gt;
* A train needs [[fuel]] to drive, [[fuel]] can be added by inserters or manually using the GUI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO&#039;&#039;&#039;: Add images of both GUI screens of trains&lt;br /&gt;
&lt;br /&gt;
Trains inventory is only used for [[Fuel]]. To transport items [[Cargo wagon]]s have to be attached to the train. Simply place them close to the existing train, a graphic will show you that they will be attached. The cargo wagons can be filled manually or by adjacent inserters.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. To fully understand you should be familiar with the Beginner Section.&lt;br /&gt;
&lt;br /&gt;
=== [[Automated rail transportation (research)|Automated rail transportation]] ===&lt;br /&gt;
[[File:station-example-1.png|thumb|256px|A very minimal station.]]&lt;br /&gt;
[[File:station-example-3.png|thumb|512px|Train Station with multiple [[Train stop]]s and [[Rail signal]]s to allow operation of multiple trains on single track.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|Train-stop|Train stop}} |-&lt;br /&gt;
|}&lt;br /&gt;
; [[Train stop]]&lt;br /&gt;
: The item that marks the position for the locomotive to stop.&lt;br /&gt;
; Train Station&lt;br /&gt;
: The complete facility around one or more [[Train stop]]s including un/loading machinery, defense structures, refueling/repair installations.&lt;br /&gt;
&lt;br /&gt;
=== Track Layout ===&lt;br /&gt;
For track layout there are 2 common options on how to operate:&lt;br /&gt;
;Circular - higher efficiency in large networks&lt;br /&gt;
: Trains move only in one direction driving a circle&lt;br /&gt;
: requires turning loops&lt;br /&gt;
: extremely powerful when using a &amp;quot;two-track&amp;quot; layout, one track for each direction&lt;br /&gt;
: high chance of gridlocks when not signaled properly&lt;br /&gt;
&lt;br /&gt;
;Linear - easier to setup, cheaper at beginning&lt;br /&gt;
: Trains drive in two directions on the same track&lt;br /&gt;
: lower cost for tracks, but minimum of 2 engines per train&lt;br /&gt;
: high waiting times when operating multiple trains&lt;br /&gt;
&lt;br /&gt;
=== Train stop ===&lt;br /&gt;
* the train will search for a path to stop with the [[Train stop]] on its right hand side in driving direction&lt;br /&gt;
* You need at least two [[Train stop]]s to make your train drive between them&lt;br /&gt;
* depending on your layout you will need turning loops or not&lt;br /&gt;
* Check your tracks by driving the full route once manually&lt;br /&gt;
* keep in mind to add refueling to your train stations, otherwise trains can run dry in dangerous area&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
* When right-clicking on the locomotive you can set up a schedule:&lt;br /&gt;
** The lower window are the list of all existing [[Railway network/Train stop|train stops]],&lt;br /&gt;
** the upper window is the route, the train should do.&lt;br /&gt;
** You can open the map (M) to see all stop-names.&lt;br /&gt;
** The highlighted entry is the current target.&lt;br /&gt;
** Hit the +-button to add a train stop below the above selected train stop.&lt;br /&gt;
** [[Railway network/Train schedule]]: Time which the train will wait at the selected train stop.&lt;br /&gt;
&lt;br /&gt;
For the other functions see the mouse hover info.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
==== Train doesn&#039;t move ====&lt;br /&gt;
* Is the train fueled?&lt;br /&gt;
* Is the train facing the right direction?&lt;br /&gt;
* Is another train in the same block?&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
* Is the track working properly?&lt;br /&gt;
* Is the next [[Train stop]] placed on right-hand side?&lt;br /&gt;
* Are signals set correctly, if any?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rail signals ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{imagelink|rail-chain-signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To make the understanding of Railsignal and their behavior and effects easier we start with some definitions:&lt;br /&gt;
; Rail segment&lt;br /&gt;
: A piece of track. There are just [[Straight rail]] and [[Curved rail]].&lt;br /&gt;
; Segment&lt;br /&gt;
: A single path of continuous rails, a track without intersections or switches. This becomes important when you want to use [[Railway/Signal|Signals]]. You can see the number of the current segment when hovering over the track.&lt;br /&gt;
; Block&lt;br /&gt;
: A set of segments. Every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). You can see the current block numbers of a rail piece in the info section. &#039;&#039;&#039;See also [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
Researching [[Rail signals]] enables to drive more trains.&lt;br /&gt;
* [[Railway/Signal]]&lt;br /&gt;
** [[Railway/Signal/Block signal]]&lt;br /&gt;
** [[Railway/Signal/Chain signal]]&lt;br /&gt;
* [[Railway/Multiple trains]]&lt;br /&gt;
* [[Railway/Rail info]] - hovering a rail-segment reveals some important information&lt;br /&gt;
* [[Railway/How to see the blocks]] (about for turning debug mode, rail info on and better visibility in the next versions)&lt;br /&gt;
* [[Railway/Deadlocks]]&lt;br /&gt;
* [[Railway/Automated transport]] - all about&lt;br /&gt;
* [[Railway/Train path finding]] - how the trains find their path&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
This section contains further links to in-depth knowledge. Warning: Articles in this section reveal internal game mechanics and statistics, if you like optimizing and tweaking yourself you should stop reading now.&lt;br /&gt;
&lt;br /&gt;
=== About Trains ===&lt;br /&gt;
* [[Vehicle/Train/Wagon]]: A wagon is like a rolling chest, but the inserters can insert into it from a further distance.&lt;br /&gt;
* [[Vehicle/Train/Driving]]: You can enter a train by pressing the default key Enter.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]]: Possibilities to drive into the other direction when in automatic mode.&lt;br /&gt;
* [[Railway/Mixed transports]] - moving different items in wagons&lt;br /&gt;
* [[Railway/Size of trains]] - about the handling of equal and different train sizes&lt;br /&gt;
* [[Railway/Train make-up]] - about how long trains should be.&lt;br /&gt;
* [[Vehicle/Train]] - the handling of loco and wagon&lt;br /&gt;
&lt;br /&gt;
=== About train stations and stops ===&lt;br /&gt;
* [[Railway/Train stop]]s - don&#039;t mix train stops with train stations!&lt;br /&gt;
* [[Railway/Train station]]s - about the loading/unloading of trains&lt;br /&gt;
* [[Railway/The renaming-of-train-stop-trick]]: What happens, if you give a train stop the same name, as another train stop?&lt;br /&gt;
* [[Railway/Multiple trains/Single track]]:  It is possible to operate multiple trains on one track.&lt;br /&gt;
&lt;br /&gt;
== Tipps &amp;amp; Tricks ==&lt;br /&gt;
* About a supply train following you to your outpost: http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6203&lt;br /&gt;
* You can lay rails by sitting inside of the train:&lt;br /&gt;
&lt;br /&gt;
== Relationship to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. If you ever played that game you will find some elements also in Factorio. If not, you can learn from their documentation.&lt;br /&gt;
&lt;br /&gt;
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Main_Page/New_content&amp;diff=123556</id>
		<title>Main Page/New content</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Main_Page/New_content&amp;diff=123556"/>
		<updated>2016-03-14T17:01:44Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Joefesok moved page Main Page/New contents to Main Page/New content: Shouldn&amp;#039;t end in s.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
New for v0.11:&lt;br /&gt;
* [[Multiplayer]]&amp;lt;br/&amp;gt;How it is known to be working.&lt;br /&gt;
* [[Gate]]&amp;lt;br/&amp;gt;An entry to your factory.&lt;br /&gt;
* [[Vehicle/Tank]]&amp;lt;br/&amp;gt;A new vehicle for fighting.&lt;br /&gt;
* [[Changes in v0.11]]&amp;lt;br/&amp;gt;Gather page, other changes in v0.11.&lt;br /&gt;
... and see [[Roadmap/Coming Releases|roadmap]] ...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{C|Main}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=123555</id>
		<title>Factorio:Wiki To-do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=123555"/>
		<updated>2016-03-14T16:54:45Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Lonely pages are mostly candidates for deletion. Ancient pages is going to be a major project. New pages are mostly translations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Be sure to check the &#039;&#039;&#039;[[Talk:Wiki To-do List|Talk page]]&#039;&#039;&#039; to join in the discussion on major wiki projects!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Maintenance ==&lt;br /&gt;
These items should be checked over periodically to ensure a well organized wiki. Color coding shows how badly each needs to be done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border: 3px solid gray; width: 275px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px solid gray; background-color:lightgray; text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;COLOR KEY&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 2 days}} = Checked in the last week.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 8 days}} = Checked in the last two weeks.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 3 weeks}} = Checked in the last month. &amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 5 weeks}} = Checked more than a month ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 12px&amp;quot;&amp;gt;NOTE: &#039;&#039;After completely checking over an item, please update the date for the StatusDecay template with the current date.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*** AFTER COMPLETELY CHECKING AN ITEM, UPDATE THE DATE ON THAT LINE TO TODAY&#039;S DATE ***&lt;br /&gt;
&lt;br /&gt;
            \DATE BELOW HERE/&lt;br /&gt;
             \             /                                                     --&amp;gt;&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[:Category:stubs|Article stubs]]&#039;&#039;&#039; - Expand and improve these pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[:Category:Candidates for deletion|Candidates for deletion]]&#039;&#039;&#039; - Can page be expanded and saved or merged?&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[Special:WantedPages|WantedPages]]&#039;&#039;&#039; - Create these pages or correct links which should go to pages that already exist.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[Special:LonelyPages|LonelyPages]]&#039;&#039;&#039; - Find pages and categories that these pages should be linked from or included in.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} NOTE: IRRELEVANT UNTIL QUALITY OVERHAUL COMPLETED &#039;&#039;&#039;[[Special:AncientPages|AncientPages]]&#039;&#039;&#039; - Check over these to make sure they are still relevant and up to date.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[Special:NewPages|NewPages]]&#039;&#039;&#039; - Check to make sure they&#039;re both informative &#039;&#039;and&#039;&#039; relevant.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedPages|UncategorizedPages]]&#039;&#039;&#039; - Try to put every page into at least one category. Don&#039;t create new categories for only one or two pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedFiles|UncategorizedFiles]]&#039;&#039;&#039; - Same concept as uncategorized pages.&lt;br /&gt;
&lt;br /&gt;
== Special Projects ==&lt;br /&gt;
These are items which can be &amp;quot;checked off&amp;quot; once completed, and are not recurring.&lt;br /&gt;
&lt;br /&gt;
# Standardize alternate language pages and inter-language links.&lt;br /&gt;
# Go through existing Categories to make sure the structure makes sense and is cohesive.&lt;br /&gt;
# Create a [[Quick Start Guide]] to help players to go from beginning to advanced. (begun)&lt;br /&gt;
# Create broad navigation templates for large categories of pages. (Items, Machines)&lt;br /&gt;
&lt;br /&gt;
== Completed Items ==&lt;br /&gt;
Things that are done!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Wiki Howto]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=123554</id>
		<title>Factorio:Wiki To-do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=123554"/>
		<updated>2016-03-14T16:52:35Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Many files are needed, otherwise clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Be sure to check the &#039;&#039;&#039;[[Talk:Wiki To-do List|Talk page]]&#039;&#039;&#039; to join in the discussion on major wiki projects!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Maintenance ==&lt;br /&gt;
These items should be checked over periodically to ensure a well organized wiki. Color coding shows how badly each needs to be done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border: 3px solid gray; width: 275px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px solid gray; background-color:lightgray; text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;COLOR KEY&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 2 days}} = Checked in the last week.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 8 days}} = Checked in the last two weeks.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 3 weeks}} = Checked in the last month. &amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 5 weeks}} = Checked more than a month ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 12px&amp;quot;&amp;gt;NOTE: &#039;&#039;After completely checking over an item, please update the date for the StatusDecay template with the current date.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*** AFTER COMPLETELY CHECKING AN ITEM, UPDATE THE DATE ON THAT LINE TO TODAY&#039;S DATE ***&lt;br /&gt;
&lt;br /&gt;
            \DATE BELOW HERE/&lt;br /&gt;
             \             /                                                     --&amp;gt;&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[:Category:stubs|Article stubs]]&#039;&#039;&#039; - Expand and improve these pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[:Category:Candidates for deletion|Candidates for deletion]]&#039;&#039;&#039; - Can page be expanded and saved or merged?&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[Special:WantedPages|WantedPages]]&#039;&#039;&#039; - Create these pages or correct links which should go to pages that already exist.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|November 12 2014}} &#039;&#039;&#039;[[Special:LonelyPages|LonelyPages]]&#039;&#039;&#039; - Find pages and categories that these pages should be linked from or included in.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:AncientPages|AncientPages]]&#039;&#039;&#039; - Check over these to make sure they are still relevant and up to date.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|October 23 2014}} &#039;&#039;&#039;[[Special:NewPages|NewPages]]&#039;&#039;&#039; - Check to make sure they&#039;re both informative &#039;&#039;and&#039;&#039; relevant.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedPages|UncategorizedPages]]&#039;&#039;&#039; - Try to put every page into at least one category. Don&#039;t create new categories for only one or two pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedFiles|UncategorizedFiles]]&#039;&#039;&#039; - Same concept as uncategorized pages.&lt;br /&gt;
&lt;br /&gt;
== Special Projects ==&lt;br /&gt;
These are items which can be &amp;quot;checked off&amp;quot; once completed, and are not recurring.&lt;br /&gt;
&lt;br /&gt;
# Standardize alternate language pages and inter-language links.&lt;br /&gt;
# Go through existing Categories to make sure the structure makes sense and is cohesive.&lt;br /&gt;
# Create a [[Quick Start Guide]] to help players to go from beginning to advanced. (begun)&lt;br /&gt;
# Create broad navigation templates for large categories of pages. (Items, Machines)&lt;br /&gt;
&lt;br /&gt;
== Completed Items ==&lt;br /&gt;
Things that are done!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Wiki Howto]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=123553</id>
		<title>Factorio:Wiki To-do List</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Wiki_To-do_List&amp;diff=123553"/>
		<updated>2016-03-14T16:51:20Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Deletion thread made- Stubs checked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Be sure to check the &#039;&#039;&#039;[[Talk:Wiki To-do List|Talk page]]&#039;&#039;&#039; to join in the discussion on major wiki projects!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Maintenance ==&lt;br /&gt;
These items should be checked over periodically to ensure a well organized wiki. Color coding shows how badly each needs to be done.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border: 3px solid gray; width: 275px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:3px solid gray; background-color:lightgray; text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;COLOR KEY&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 2 days}} = Checked in the last week.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 8 days}} = Checked in the last two weeks.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 3 weeks}} = Checked in the last month. &amp;lt;br/&amp;gt;&lt;br /&gt;
{{StatusDecay| now - 5 weeks}} = Checked more than a month ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 12px&amp;quot;&amp;gt;NOTE: &#039;&#039;After completely checking over an item, please update the date for the StatusDecay template with the current date.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*** AFTER COMPLETELY CHECKING AN ITEM, UPDATE THE DATE ON THAT LINE TO TODAY&#039;S DATE ***&lt;br /&gt;
&lt;br /&gt;
            \DATE BELOW HERE/&lt;br /&gt;
             \             /                                                     --&amp;gt;&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[:Category:stubs|Article stubs]]&#039;&#039;&#039; - Expand and improve these pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|March 14 2016}} &#039;&#039;&#039;[[:Category:Candidates for deletion|Candidates for deletion]]&#039;&#039;&#039; - Can page be expanded and saved or merged?&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:WantedPages|WantedPages]]&#039;&#039;&#039; - Create these pages or correct links which should go to pages that already exist.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|November 12 2014}} &#039;&#039;&#039;[[Special:LonelyPages|LonelyPages]]&#039;&#039;&#039; - Find pages and categories that these pages should be linked from or included in.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:AncientPages|AncientPages]]&#039;&#039;&#039; - Check over these to make sure they are still relevant and up to date.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|October 23 2014}} &#039;&#039;&#039;[[Special:NewPages|NewPages]]&#039;&#039;&#039; - Check to make sure they&#039;re both informative &#039;&#039;and&#039;&#039; relevant.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedPages|UncategorizedPages]]&#039;&#039;&#039; - Try to put every page into at least one category. Don&#039;t create new categories for only one or two pages.&lt;br /&gt;
&lt;br /&gt;
{{StatusDecay|April 1 2014}} &#039;&#039;&#039;[[Special:UncategorizedFiles|UncategorizedFiles]]&#039;&#039;&#039; - Same concept as uncategorized pages.&lt;br /&gt;
&lt;br /&gt;
== Special Projects ==&lt;br /&gt;
These are items which can be &amp;quot;checked off&amp;quot; once completed, and are not recurring.&lt;br /&gt;
&lt;br /&gt;
# Standardize alternate language pages and inter-language links.&lt;br /&gt;
# Go through existing Categories to make sure the structure makes sense and is cohesive.&lt;br /&gt;
# Create a [[Quick Start Guide]] to help players to go from beginning to advanced. (begun)&lt;br /&gt;
# Create broad navigation templates for large categories of pages. (Items, Machines)&lt;br /&gt;
&lt;br /&gt;
== Completed Items ==&lt;br /&gt;
Things that are done!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Wiki Howto]]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=123552</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Multiplayer&amp;diff=123552"/>
		<updated>2016-03-14T16:49:18Z</updated>

		<summary type="html">&lt;p&gt;Joefesok: Removed stub tab. Page is somewhat content rich, though could be fleshed out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The multiplayer feature was introduced with version 0.11.X and will be thought only for &#039;&#039;Lan-parties&#039;&#039; or &#039;&#039;Low-latency internet&#039;&#039;, as there was a noticeable lag between character actions and those actions happening. As of version 0.12.0 the game features &amp;quot;latency hiding&amp;quot; mechanics which make the lag less noticeable.&lt;br /&gt;
&lt;br /&gt;
The game is technically a peer-to-peer game. Which means, there is no &#039;&#039;server&#039;&#039; needed, but there is support for a &amp;quot;dedicated&amp;quot; server.&lt;br /&gt;
&lt;br /&gt;
Anybody can join an existing game, if he knows the IP of the game. He connects to the game, the game stops and the second players game downloads the current map. If the first host stops, the second player can continue to play and the first player can rejoin at any time. If the game desynchronizes, the map is re-downloaded automatically and the game can continue.&lt;br /&gt;
&lt;br /&gt;
== Playing over LAN / Internet ==&lt;br /&gt;
&lt;br /&gt;
Playing over Internet was not thought to work properly with version 0.11. Noticeable lag could occur depending on connection speed/reaction time. This has become less of an issue with the latency hiding mechanics introduced in version 0.12, but can still cause issues if there is a significant latency between players.&lt;br /&gt;
&lt;br /&gt;
* Both game instances need the installation of exactly same game-versions and mods. (Tip: Maybe someone has the scenario pack mod off?)&lt;br /&gt;
* For a more fluid game the &amp;quot;clients&amp;quot; can turn off autosave.&lt;br /&gt;
* Factorio uses the port &#039;&#039;&#039;34197&#039;&#039;&#039;. The port can be changed in the [[Application Directory|config]].&lt;br /&gt;
* Factorio uses &#039;&#039;&#039;UDP only,&#039;&#039;&#039; so make sure, you configured your router correctly. (The game builds it&#039;s own &amp;quot;reliable delivery&amp;quot; layer built on UDP to deal with packet loss and reordering issues.)&lt;br /&gt;
** Make sure, that there is no firewall or anti-virus blocking the UDP-packets.&lt;br /&gt;
** read further, look into &amp;quot;more guides&amp;quot;, to configure your router set up.&lt;br /&gt;
** It is necessary that all of the peers can communicate with each other. It is however in theory not necessary that all the peers have public IP address - this should work even behind a NAT. See [https://forums.factorio.com/viewtopic.php?f=30&amp;amp;p=51201#p50553 Cube in &#039;&#039;Cannot Have 3+ Players connected at the same time.]&#039;&#039;&lt;br /&gt;
* The hard limit for the number of players is [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6481&amp;amp;p=50661#p50586 65535]. :) &lt;br /&gt;
&lt;br /&gt;
=== Voice Chat ===&lt;br /&gt;
* it is recommended to use voice chat (TeamSpeak, Skype), because you need to talk a lot (coordinate connection, building, handling attacks...). TeamSpeak servers are posted in the [https://forums.factorio.com/viewforum.php?f=53 multiplayer forum].&lt;br /&gt;
&lt;br /&gt;
=== Finding other Peers ===&lt;br /&gt;
&lt;br /&gt;
* use the [https://forums.factorio.com/viewforum.php?f=53 multiplayer board in the forum].&lt;br /&gt;
* many players use other software like Hamachi or Evolve to meet other players. This has the &amp;quot;advantage&amp;quot; of creating a virtual private network between the players. See down under software.&lt;br /&gt;
* some use also [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=9136 Steam] to find others.&lt;br /&gt;
&lt;br /&gt;
== Factorio servers or Why Peer-to-Peer? ==&lt;br /&gt;
&lt;br /&gt;
There were some discussions about, why Factorio doesn&#039;t use the client+server-model, but instead uses the peer-to-peer priniciple.&lt;br /&gt;
&lt;br /&gt;
As of version 0.12.X there is support for a Dedicated Server option, but this still functions with the same peer-to-peer networking.&lt;br /&gt;
&lt;br /&gt;
Some links&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=38&amp;amp;p=74091#p73402 developer statement]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6077#p47283 Older statement]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=38&amp;amp;p=70874 Good explanation]&lt;br /&gt;
&lt;br /&gt;
== Dedicated/Headless server ==&lt;br /&gt;
{{Experimental|0.12.X}}&lt;br /&gt;
&lt;br /&gt;
As of Factorio version 0.12.0 onwards, a dedicated (or headless) server can be started using the &#039;--start-server&#039; command line option.&lt;br /&gt;
&lt;br /&gt;
In this mode:&lt;br /&gt;
* Graphics are not initialized (faster start up, less memory usage, works on completely headless servers)&lt;br /&gt;
* Game starts immediately and loads a save given as a parameter to the command&lt;br /&gt;
* The server has no character in game&lt;br /&gt;
* Game is paused while there are no players connected&lt;br /&gt;
* Saves the game on exit (and autosaves normally)&lt;br /&gt;
&lt;br /&gt;
You will need to create your save file before you start the server, as the dedicated server REQUIRES a save file to be provided. This can easily be done by loading up a game in Single-Player and saving it right away.&lt;br /&gt;
&lt;br /&gt;
Below are basic instructions for starting a dedicated server on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
==== Windows ====&lt;br /&gt;
&lt;br /&gt;
* Go to your Factorio.exe folder (Probably &#039;C:\Program Files\Factorio\bin\x64\&#039;)&lt;br /&gt;
* Create a text document and write into it &#039;Factorio.exe --start-server YOURSAVEGAME.zip&#039;&lt;br /&gt;
** If you haven&#039;t already done, replace YOURSAVEGAME with your savegame name&lt;br /&gt;
* Save the file as server.bat. Important: At &#039;Save as type:&#039; select &#039;All Files&#039;&lt;br /&gt;
* Use the server.bat to start your server.&lt;br /&gt;
* The console log will be shown in the window.&lt;br /&gt;
* To close the server, select the console window press Control+C. If you just close it without pressing this, it will not save your game.&lt;br /&gt;
* Forward Ports: You will find detailed instructions for your specific router on the web&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
&lt;br /&gt;
This step-by-step guide has been verified on fresh CentOS 7 and RHEL 7 installs but should be applicable with little to no changes on most distribution.&lt;br /&gt;
&lt;br /&gt;
The guide assumes you will install the headless server under &#039;&#039;&#039;/opt/factorio&#039;&#039;&#039;, adjust paths according to your own setup. We will also suggest that you run the Factorio server as a separate user to harden security of your setup.&lt;br /&gt;
&lt;br /&gt;
This guide does not handle firewall/port forwarding since this can be done in various ways on Linux (make sure to read up how this is done as a Linux admin on your particular distribution)&lt;br /&gt;
&lt;br /&gt;
You can use the [https://github.com/Bisa/factorio-init Linux factorio-init script] to start/stop your headless server in a much better way. The script will ensure you only ever use the most recent save when your server starts (even if that was an auto-save) while also letting you set a number of other settings like Autosave frequency and Latency settings. This script will also simplify updating the server when combined with the [https://github.com/narc0tiq/factorio-updater Linux factorio-updater script].&lt;br /&gt;
&lt;br /&gt;
* Download the at least v 0.12.0 [https://www.factorio.com/download/experimental Experimental Version] and upload the linux tar.gz package to your server /tmp&lt;br /&gt;
* Extract the package to /opt/factorio&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#cd /opt/&lt;br /&gt;
#tar -xzf /tmp/factorio.tar.gz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Check the binary to find if you need any libs installed&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#ldd /opt/factorio/bin/x64/factorio&lt;br /&gt;
        libasound.so.2 =&amp;gt; not found&lt;br /&gt;
        libX11.so.6 =&amp;gt; not found&lt;br /&gt;
        truncated ....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Install each of the missing libs, i.e the ones labelled &amp;quot;not found&amp;quot; using your distro&#039;s package handler&lt;br /&gt;
** It will ask to install graphics and audio libraries as well, but will not use them in headless mode.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;# yum whatprovides libasound.so.2&lt;br /&gt;
alsa-lib-1.0.28-2.el7.i686 : The Advanced Linux Sound Architecture (ALSA) library&lt;br /&gt;
Repo        : base&lt;br /&gt;
Matched from:&lt;br /&gt;
Provides    : libasound.so.2&lt;br /&gt;
&lt;br /&gt;
# yum install alsa-lib libX11 &amp;lt;and all other &amp;quot;not found&amp;quot; libs in your case&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add a new user to your system and assign ownership of the Factorio dir to it (please, do not run as the root user)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#useradd factorio&lt;br /&gt;
#chown -R factorio:factorio /opt/factorio&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try the binary&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#su factorio&lt;br /&gt;
#/opt/factorio/bin/x64/factorio --start-server savename&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
As long as it fails saying it cannot find/open the savename.zip you are set! Just upload a save from your own computer and put it in the /opt/factorio/saves directory&lt;br /&gt;
&lt;br /&gt;
==== Dedicated/Headless server in version 0.11.X ====&lt;br /&gt;
&lt;br /&gt;
It was still possible to achieve a Dedicated server in version 0.11.X, but it required some workarounds. &lt;br /&gt;
&lt;br /&gt;
Workarounds in version 0.11.x:&lt;br /&gt;
&lt;br /&gt;
* Linux Headless server / VNC: https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6449&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6585 Dedicated Multiplayer Server Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game types ==&lt;br /&gt;
&lt;br /&gt;
=== Coop ===&lt;br /&gt;
&lt;br /&gt;
Coop-game runs without any further preparation ( https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6501 )&lt;br /&gt;
&lt;br /&gt;
=== PvP ===&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=14&amp;amp;t=8352 PvP with craftable biters]&lt;br /&gt;
&lt;br /&gt;
== Forces ==&lt;br /&gt;
&lt;br /&gt;
You can now set up forces. See this https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=13512&amp;amp;start=80#p92087&lt;br /&gt;
&lt;br /&gt;
== Technical Implementation ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorio.com/blog/post/fff-76 Friday facts article]&lt;br /&gt;
&lt;br /&gt;
== More Tools/Infos ==&lt;br /&gt;
* use mods for planning. See [https://forums.factorio.com/viewtopic.php?f=14&amp;amp;t=6788 basic planner], [https://forums.factorio.com/viewtopic.php?f=14&amp;amp;t=4022 Planning-Tool-Mod]...&lt;br /&gt;
* look into [https://forums.factorio.com/viewforum.php?f=53 multiplayer forum], most other questions are answered there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And always remember that Factorio in v0.11 isn&#039;t intended to work well on internet connections, so keep patient. ;)&lt;br /&gt;
&lt;br /&gt;
== More Guides ==&lt;br /&gt;
&lt;br /&gt;
* [http://youtube.com/watch?v=MqsqRWNsbPM How To set up a Factorio Multiplayer Server | Guide | Tutorial], by Teaspoon&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6720 Tips to connect in multiplayer], by Nondre&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous tips ==&lt;br /&gt;
* the key for [[Console commands]] will now initiate a chat in MP. To execute commands you need to type &#039;/c&#039; before the command!&lt;br /&gt;
* Set the player&#039;s color using the command&lt;br /&gt;
 /c game.players[x].color = {r=0.7, g=0.5, b=0.1, a=0.9}&lt;br /&gt;
Where x is the player number. r, g and b are for red, green and blue respectively (possible values are between 0 and 1, use the right-most column on http://prideout.net/archive/colors.php). a is alpha channel aka Transparency of the color to the base texture. For single player, leave off the &amp;quot;[x]&amp;quot; to set the color.&lt;br /&gt;
&lt;br /&gt;
== Software for routing / establishing connection ==&lt;br /&gt;
&lt;br /&gt;
* https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6393&lt;br /&gt;
* https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=6386&lt;br /&gt;
* https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7690&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=53&amp;amp;t=7714 A guide for connecting with Evolve]&lt;/div&gt;</summary>
		<author><name>Joefesok</name></author>
	</entry>
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