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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Joeykins</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Joeykins"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Joeykins"/>
	<updated>2026-04-22T07:57:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=217581</id>
		<title>Artillery targeting remote</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_targeting_remote&amp;diff=217581"/>
		<updated>2026-03-24T17:35:26Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* History */ removed crafting recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Artillery targeting remote}}&lt;br /&gt;
The &#039;&#039;&#039;Artillery targeting remote&#039;&#039;&#039; is used to manually designate targets for the [[artillery wagon]] and [[artillery turret]] by clicking somewhere with them - either from the map or normally from the world. Targets expire when an artillery wagon or turret shoots the spot they designate, or after 1 minute has elapsed. Placing targets with an artillery targeting remote does not use the item up - usually only one remote needs to be crafted per game. Using this item massively increases the range of artillery compared to having artillery fire automatically.&lt;br /&gt;
&lt;br /&gt;
The number next to the remote when it is held in hand or pinned to the quickbar indicates how many artillery wagons or turrets are in range and contain ammunition. The remote has no effect if a designated location is outside of the range of all artillery.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=190px heights=190px&amp;gt;&lt;br /&gt;
File:artillery remote on map.png|Orange designated fire locations on the map.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Crafting recipe removed, artillery can be targeted directly from the action bar}}&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Iron_gear_wheel&amp;diff=217578</id>
		<title>Infobox:Iron gear wheel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Iron_gear_wheel&amp;diff=217578"/>
		<updated>2026-03-24T15:09:26Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = iron-gear-wheel&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=100&lt;br /&gt;
|rocket-capacity = 1000 (10 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 0.5 + Iron plate, 2&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Artillery turret + Artillery wagon + Assembling machine 1 + Assembling machine 2 + Automation science pack + Bulk inserter + Burner inserter + Burner mining drill + Cargo wagon + Centrifuge + Chemical plant + Combat shotgun + Defender capsule + Electric mining drill + Engine unit + Express splitter + Express transport belt + Express underground belt + Fast splitter + Fast transport belt + Fast underground belt + Flamethrower + Flamethrower turret + Fluid wagon + Gun turret + Inserter + Lab + Long-handed inserter + Offshore pump + Oil refinery + Personal roboport + Pumpjack + Radar + Repair pack + Roboport + Rocket launcher + Shotgun + Steam engine + Steam turbine + Submachine gun + Tank + Transport belt&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-consumers = Artillery turret + Artillery wagon + Assembling machine 1 + Assembling machine 2 + Automation science pack + Bulk inserter + Burner inserter + Burner mining drill + Cargo wagon + Centrifuge + Chemical plant + Combat shotgun + Defender capsule + Electric mining drill + Engine unit + Express splitter + Express transport belt + Express underground belt + Fast splitter + Fast transport belt + Fast underground belt + Flamethrower + Flamethrower turret + Fluid wagon + Gun turret + Inserter + Lab + Long-handed inserter + Offshore pump + Oil refinery + Personal roboport + Pumpjack + Radar + Repair pack + Roboport + Rocket launcher + Shotgun + Steam engine + Steam turbine + Submachine gun + Tank + Transport belt + Rocket turret + Recycler&lt;br /&gt;
|space-age-producers = Assembling machine + Player + Foundry + Scrap recycling&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Ice&amp;diff=217577</id>
		<title>Infobox:Ice</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Ice&amp;diff=217577"/>
		<updated>2026-03-24T15:08:12Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Added producers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = ice&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity = 1000 (20 {{Translation|stacks}})&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|producers = Crusher + Chemical plant + Cryogenic plant + Scrap recycling&lt;br /&gt;
|consumers = Cryogenic science pack + Ice melting + Ice platform + Space science pack&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Holmium_ore&amp;diff=217576</id>
		<title>Infobox:Holmium ore</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Holmium_ore&amp;diff=217576"/>
		<updated>2026-03-24T15:05:24Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Set producers to just scrap recycling for consistence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = holmium-ore&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|rocket-capacity = 500 (10 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 0.2 + Scrap, 1 = Holmium ore, 0.01 + Advanced circuit, 0.03 + Battery, 0.04 + Concrete, 0.06 + Copper cable, 0.03 + Ice, 0.05 + Iron gear wheel, 0.2 + Low density structure, 0.01 + Processing unit, 0.02 + Solid fuel, 0.07 + Steel plate, 0.04 + Stone, 0.04&lt;br /&gt;
|producers = Scrap recycling&lt;br /&gt;
|required-technologies = Recycling&lt;br /&gt;
|consumers = Holmium solution&lt;br /&gt;
|recycling-results = Holmium ore, 0.25&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Low_density_structure&amp;diff=217575</id>
		<title>Infobox:Low density structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Low_density_structure&amp;diff=217575"/>
		<updated>2026-03-24T15:04:51Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = low-density-structure&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|recipe = Time, 15 + Copper plate, 20 + Plastic bar, 5 + Steel plate, 2&lt;br /&gt;
|required-technologies = Low density structure&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Personal battery MK2 + Energy shield MK2 + Portable fission reactor + Personal laser defense + Personal roboport MK2 + Power armor MK2 + Rocket part + Satellite + Spidertron + Utility science pack&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|rocket-capacity = 200 (4 {{Translation|stacks}})&lt;br /&gt;
|space-age-producers = Assembling machine + Foundry + Player + Scrap recycling&lt;br /&gt;
|space-age-consumers = Personal battery MK2 + Energy shield MK2 + Portable fission reactor + Personal laser defense + Power armor MK2 + Rocket part + Utility science pack + Asteroid collector + Cargo bay + Crusher&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Processing_unit&amp;diff=217574</id>
		<title>Infobox:Processing unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Processing_unit&amp;diff=217574"/>
		<updated>2026-03-24T15:04:34Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = processing-unit&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=100&lt;br /&gt;
|rocket-capacity=300 (3 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 10 + Advanced circuit, 2 + Electronic circuit, 20 + Sulfuric acid, 5&lt;br /&gt;
|total-raw = Time, 54 + Copper plate, 40 + Iron plate, 24 + Plastic bar, 4 + Sulfuric acid, 5&lt;br /&gt;
|required-technologies = Processing unit&lt;br /&gt;
|producers = Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Atomic bomb + Personal battery MK2 + Cargo landing pad + Discharge defense + Efficiency module 2 + Efficiency module 3 + Energy shield MK2 + Exoskeleton + Portable fission reactor + Personal laser defense + Personal roboport MK2 + Power armor + Power armor MK2 + Productivity module 2 + Productivity module 3 + Rocket part + Rocket silo + Satellite + Speed module 2 + Speed module 3 + Spidertron + Utility science pack&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-producers = Assembling machine 2 + Assembling machine 3 + Electromagnetic plant + Scrap recycling&lt;br /&gt;
|space-age-consumers = Artillery turret + Artillery wagon + Asteroid collector + Atomic bomb + Capture bot rocket + Cargo bay + Cargo landing pad + Cryogenic plant + Discharge defense + Electromagnetic plant + Efficiency module 2 + Efficiency module 3 + Energy shield MK2 + Exoskeleton + Mech armor + Personal battery MK2 + Personal laser defense + Personal roboport MK2 + Portable fission reactor + Power armor + Power armor MK2 + Productivity module 2 + Productivity module 3 + Quality module 2 + Quality module 3 + Quantum processor + Recycler + Rocket part + Rocket silo + Rocket turret + Space platform starter pack + Speed module 2 + Speed module 3 + Spidertron + Stack inserter + Tesla turret + Thruster + Turbo splitter + Utility science pack&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Advanced_circuit&amp;diff=217573</id>
		<title>Infobox:Advanced circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Advanced_circuit&amp;diff=217573"/>
		<updated>2026-03-24T15:04:13Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = advanced-circuit&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|rocket-capacity=1000 (5 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 6 + Copper cable, 4 + Electronic circuit, 2 + Plastic bar, 2&lt;br /&gt;
|total-raw = Time, 9.5 + Copper plate, 5 + Iron plate, 2 + Plastic bar, 2&lt;br /&gt;
|required-technologies = Advanced circuit&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Active provider chest + Artillery turret + Artillery wagon + Beacon + Belt immunity equipment + Buffer chest + Bulk inserter + Centrifuge + Chemical science pack + Distractor capsule + Efficiency module + Efficiency module 2 + Efficiency module 3 + Electric furnace + Energy shield + Express splitter + Logistic robot + Modular armor + Nightvision + Nuclear reactor + Passive provider chest + Personal roboport + Processing unit + Productivity module + Productivity module 2 + Productivity module 3 + Requester chest + Roboport + Selector combinator + Portable solar panel + Speed module + Speed module 2 + Speed module 3 + Storage chest + Substation + Tank&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player + Scrap recycling&lt;br /&gt;
|space-age-consumers = Active provider chest + Beacon + Belt immunity equipment + Big mining drill + Buffer chest + Bulk inserter + Centrifuge + Chemical science pack + Distractor capsule + Efficiency module + Efficiency module 2 + Efficiency module 3 + Electric furnace + Energy shield + Express splitter + Logistic robot + Modular armor + Nightvision + Nuclear reactor + Passive provider chest + Personal roboport + Processing unit + Productivity module + Productivity module 2 + Productivity module 3 + Quality module + Quality module 2 + Quality module 3 + Requester chest + Roboport + Selector combinator + Portable solar panel + Speed module + Speed module 2 + Speed module 3 + Storage chest + Substation + Tank + Toolbelt equipment&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Copper_cable&amp;diff=217572</id>
		<title>Infobox:Copper cable</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Copper_cable&amp;diff=217572"/>
		<updated>2026-03-24T15:04:00Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|required-technologies = Electronics&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = copper-cable&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|rocket-capacity = 4000 (20 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 0.5 + Copper plate, 1 = Copper cable, 2&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Advanced circuit + Arithmetic combinator + Beacon + Big electric pole + Constant combinator + Decider combinator + Electronic circuit + Medium electric pole + Power switch + Programmable speaker + Small electric pole + Lamp + Substation&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-producers = Assembling machine + Player + Foundry + Electromagnetic plant + Scrap recycling&lt;br /&gt;
|space-age-consumers = Advanced circuit + Arithmetic combinator + Beacon + Big electric pole + Constant combinator + Decider combinator + Electronic circuit + Lamp + Lightning rod + Medium electric pole + Power switch + Programmable speaker + Railgun ammo + Small electric pole + Space platform foundation + Substation&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Stone&amp;diff=217571</id>
		<title>Infobox:Stone</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Stone&amp;diff=217571"/>
		<updated>2026-03-24T15:03:42Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|map-color = b09868&lt;br /&gt;
|prototype-type = resource&lt;br /&gt;
|internal-name = stone&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|image = stone_entity&lt;br /&gt;
|mining-time = 1&lt;br /&gt;
|producers = Manual + Mining drill&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity = 500 (10 {{Translation|stacks}})&lt;br /&gt;
|consumers = Landfill + Rail + Stone brick + Stone furnace&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-producers = Manual + Mining drill + Big mining drill + Foundry + Scrap recycling&lt;br /&gt;
|space-age-consumers = Landfill + Foundation + Rail + Stone brick + Stone furnace + Holmium solution + Electrolyte&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Battery&amp;diff=217570</id>
		<title>Infobox:Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Battery&amp;diff=217570"/>
		<updated>2026-03-24T15:03:28Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = battery&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=200&lt;br /&gt;
|rocket-capacity = 400 (2 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 4 + Copper plate, 1 + Iron plate, 1 + Sulfuric acid, 20&lt;br /&gt;
|required-technologies = Battery&lt;br /&gt;
|producers    =Chemical plant&lt;br /&gt;
|consumers = Accumulator + Personal battery + Flying robot frame + Laser turret + Personal roboport&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-producers = Chemical plant + Cryogenic plant + Scrap recycling&lt;br /&gt;
|space-age-consumers = Accumulator + Personal battery + Flying robot frame + Laser turret + Personal roboport + Supercapacitor&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Steel_plate&amp;diff=217569</id>
		<title>Infobox:Steel plate</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Steel_plate&amp;diff=217569"/>
		<updated>2026-03-24T15:02:25Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = steel-plate&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|recipe = Time, 16 + Iron plate, 5&lt;br /&gt;
|required-technologies = Steel processing&lt;br /&gt;
|stack-size=100&lt;br /&gt;
|rocket-capacity=400 (4 {{Translation|stacks}})&lt;br /&gt;
|producers     = Furnace&lt;br /&gt;
|consumers = Artillery turret + Artillery wagon + Assembling machine 2 + Barrel + Personal battery + Beacon + Belt immunity equipment + Big electric pole + Cannon shell + Car + Cargo landing pad + Cargo wagon + Centrifuge + Chemical plant + Cluster grenade + Combat shotgun + Discharge defense + Electric furnace + Energy shield + Engine unit + Exoskeleton + Explosive cannon shell + Flamethrower + Flamethrower ammo + Flamethrower turret + Fluid wagon + Flying robot frame + Gate + Heat exchanger + Heat pipe + Heavy armor + Land mine + Laser turret + Locomotive + Low density structure + Medium electric pole + Modular armor + Nightvision + Nuclear reactor + Oil refinery + Personal roboport + Piercing rounds magazine + Piercing shotgun shells + Poison capsule + Power armor + Pump + Pumpjack + Rail + Refined concrete + Roboport + Rocket silo + Slowdown capsule + Solar panel + Portable solar panel + Steel chest + Steel furnace + Storage tank + Substation + Tank + Train stop&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-producers = Furnace + Foundry + Scrap recycling&lt;br /&gt;
|space-age-consumers = Agricultural tower + Assembling machine 2 + Barrel + Personal battery + Beacon + Belt immunity equipment + Big electric pole + Cannon shell + Capture bot rocket + Car + Cargo bay + Cargo landing pad + Cargo wagon + Centrifuge + Chemical plant + Cluster grenade + Combat shotgun + Crusher + Destroyer capsule + Discharge defense + Electric furnace + Electromagnetic plant + Energy shield + Engine unit + Exoskeleton + Explosive cannon shell + Flamethrower + Flamethrower ammo + Flamethrower turret + Fluid wagon + Flying robot frame + Foundry + Gate + Heat exchanger + Heat pipe + Heavy armor + Land mine + Laser turret + Lightning rod + Locomotive + Low density structure + Medium electric pole + Modular armor + Nightvision + Nuclear reactor + Oil refinery + Personal roboport + Piercing rounds magazine + Piercing shotgun shells + Poison capsule + Power armor + Pump + Pumpjack + Rail + Rail ramp + Rail support + Railgun ammo + Recycler + Refined concrete + Roboport + Rocket silo + Rocket turret + Slowdown capsule + Solar panel + Portable solar panel + Space platform foundation + Space platform starter pack + Steel chest + Steel furnace + Storage tank + Substation + Tank + Thruster + Train stop&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Concrete&amp;diff=217568</id>
		<title>Infobox:Concrete</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Concrete&amp;diff=217568"/>
		<updated>2026-03-24T15:01:57Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: added scrap recycling to SAge producers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|map-color = 383838&lt;br /&gt;
|prototype-type = tile&lt;br /&gt;
|internal-name = concrete&lt;br /&gt;
|image=Concrete tile&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|rocket-capacity = 100&lt;br /&gt;
|category = Logistics&lt;br /&gt;
|recipe = Time, 10 + Iron ore, 1 + Stone brick, 5 + Water, 100 = Concrete, 10&lt;br /&gt;
|required-technologies =Concrete&lt;br /&gt;
|producers = Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Artillery turret + Cargo landing pad + Centrifuge + Hazard concrete + Nuclear reactor + Refined concrete + Rocket silo&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-consumers = Hazard concrete + Refined concrete + Nuclear reactor + Recycler + Centrifuge + Heating tower + Cargo landing pad + Rocket silo&lt;br /&gt;
|space-age-producers = Assembling machine 2 + Assembling machine 3 + Foundry + Scrap recycling&lt;br /&gt;
|walking-speed = 140%&lt;br /&gt;
|recycling-results = Iron ore, 0.025 + Stone brick, 0.125&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Solid_fuel&amp;diff=217567</id>
		<title>Infobox:Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Solid_fuel&amp;diff=217567"/>
		<updated>2026-03-24T15:01:31Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Changed SAge producer from Recycler to Scrap recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = item&lt;br /&gt;
|internal-name = solid-fuel&lt;br /&gt;
|category = Intermediate products&lt;br /&gt;
|stack-size=50&lt;br /&gt;
|rocket-capacity = 1000 (20 {{Translation|stacks}})&lt;br /&gt;
|fuel-value=12 {{Translation|MJ}} burner&lt;br /&gt;
|vehicle-acceleration = {{Quality|120%|126%|132%|138%|150%}}&lt;br /&gt;
|vehicle-top-speed = {{Quality|105%|106.5%|108%|109.5%|112.5%}}&lt;br /&gt;
|required-technologies = Advanced oil processing + Oil processing&lt;br /&gt;
|consumers = Rocket fuel&lt;br /&gt;
|producers = Chemical plant&lt;br /&gt;
|used-as-fuel-by = Burner inserter + Boiler + Stone furnace + Steel furnace + Burner mining drill + Locomotive + Tank + Car + Heating tower&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|space-age-consumers = Rocket fuel + Ammonia rocket fuel + Fluoroketone (hot)&lt;br /&gt;
|space-age-required-technologies = Advanced oil processing + Oil processing + Planet discovery Aquilo&lt;br /&gt;
|space-age-producers = Chemical plant + Cryogenic plant + Scrap recycling&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Submachine_gun&amp;diff=217566</id>
		<title>Submachine gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Submachine_gun&amp;diff=217566"/>
		<updated>2026-03-24T14:53:46Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: clarified the range increase vs pistol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Submachine gun}}&lt;br /&gt;
The &#039;&#039;&#039;submachine gun&#039;&#039;&#039; is an upgrade from the [[pistol]]. It fires the same ammunition types and deals the same damage as the pistol, but has increased range and a much higher rate of fire. This same type of weapon is installed in the [[car]] and [[tank]]; the car and tank&#039;s version of the submachine gun fires +5 rounds per second and has +2 range compared to the handheld one. This weapon can easily handle moderate waves of small biters, even with [[Firearm magazine|regular ammunition]], but destroying [[Nests|nests]] efficiently requires damage upgrades or the more expensive [[Piercing rounds magazine|piercing round]]. It is much more efficient to toggle between the submachine gun and a [[Shotgun|shotgun]], using the SMG against biters and close-range shotgun blasts against the nest.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Tank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Weapons}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Submachine_gun&amp;diff=217532</id>
		<title>Submachine gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Submachine_gun&amp;diff=217532"/>
		<updated>2026-03-19T16:15:56Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: expanded on strategy vs nests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Submachine gun}}&lt;br /&gt;
The &#039;&#039;&#039;submachine gun&#039;&#039;&#039; is an upgrade from the [[pistol]]. It fires the same ammunition types and deals the same damage as the pistol, but has a much higher rate of fire. This same type of weapon is installed in the [[car]] and [[tank]]; the car and tank&#039;s version of the submachine gun fires +5 rounds per second and has +2 range compared to the handheld one. This weapon can easily handle moderate waves of small biters, even with [[Firearm magazine|regular ammunition]], but destroying [[Nests|nests]] efficiently requires damage upgrades or the more expensive [[Piercing rounds magazine|piercing round]]. It is much more efficient to toggle between the submachine gun and a [[Shotgun|shotgun]], using the SMG against biters and close-range shotgun blasts against the nest.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Tank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Weapons}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Turbo_splitter&amp;diff=215975</id>
		<title>Turbo splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Turbo_splitter&amp;diff=215975"/>
		<updated>2025-09-24T08:06:37Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* History */ 2.0.67 splitters can be connected to the circuit network&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Turbo splitter}}__NOTOC__&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Turbo splitters&#039;&#039;&#039; are the fastest type of [[splitters]]. They are four times as fast as [[splitter|normal splitters]], two times faster than [[fast splitter]]s and 33% faster than [[express splitter]]s. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on [[Belt_transport_system#Splitters|belt transport system]].&lt;br /&gt;
&lt;br /&gt;
=== Other turbo belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Turbo transport belt}} || {{Imagelink|Turbo underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Splitter}} || {{Imagelink|Fast splitter}} || {{Imagelink|Express splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to the [[Circuit network|circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_splitter&amp;diff=215974</id>
		<title>Express splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_splitter&amp;diff=215974"/>
		<updated>2025-09-24T08:05:40Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* History */ 2.0.67 splitters can be connected to the circuit network&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Express splitter}}__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Express splitters&#039;&#039;&#039; are [[splitters]] which are three times as fast as [[splitter|normal splitters]] and 50% faster than [[fast splitter]]s. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on [[Belt_transport_system#Splitters|belt transport system]].&lt;br /&gt;
&lt;br /&gt;
=== Other express belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Express transport belt}} || {{Imagelink|Express underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Splitter}} || {{Imagelink|Fast splitter}} || {{Imagelink|Turbo splitter|space-age=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Express splitter gui.png]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to the [[Circuit network|circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Match [[express transport belt]] speed of 45 items/per second.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.&lt;br /&gt;
* Express splitters require lubricant.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_splitter&amp;diff=215973</id>
		<title>Fast splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_splitter&amp;diff=215973"/>
		<updated>2025-09-24T08:05:19Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* History */ 2.0.67 splitters can be connected to the circuit network&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Fast splitter}}__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Fast splitters&#039;&#039;&#039; are [[splitters]] which are twice as fast as [[splitter|normal splitters]], but only 67% as fast as [[express splitter]]s. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on [[Belt_transport_system#Splitters|belt transport system]].&lt;br /&gt;
&lt;br /&gt;
=== Other fast belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Fast transport belt}} || {{Imagelink|Fast underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Splitter}} || {{Imagelink|Express splitter}} || {{Imagelink|Turbo splitter|space-age=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fast splitter gui.png]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to the [[Circuit network|circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Match [[fast transport belt]] speed of 30 items/per second.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Splitter&amp;diff=215972</id>
		<title>Splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Splitter&amp;diff=215972"/>
		<updated>2025-09-24T08:05:05Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* History */ 2.0.67 splitters can be connected to the circuit network&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Splitter}}__NOTOC__&lt;br /&gt;
The &#039;&#039;&#039;splitter&#039;&#039;&#039; is used to divide a single belt, combine two belts into one, or equally balance two belts together. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on [[Belt_transport_system#Splitters|belt transport system]].&lt;br /&gt;
&lt;br /&gt;
=== Other basic belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Transport belt}} || {{Imagelink|Underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Fast splitter}} || {{Imagelink|Express splitter}} || {{Imagelink|Turbo splitter|space-age=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Splitter gui.png]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to the [[Circuit network|circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Match [[transport belt]] speed of 15 items/per second}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed &amp;quot;basic splitter&amp;quot; to &amp;quot;splitter&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Added fast and express splitters&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Draw ending/starting pieces of underground belt and splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* Splitter now has a maximum memory of 5 items when forced to send items on one side because the other one is blocked.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Heat_pipe&amp;diff=215014</id>
		<title>Infobox:Heat pipe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Heat_pipe&amp;diff=215014"/>
		<updated>2025-07-11T15:21:25Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: adding that in space age this is also unlocked by the heating tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Explosion}}: 0/30%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/90%&amp;lt;br&amp;gt;{{Translation|Impact}}: 0/30%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = 3882a8&lt;br /&gt;
|prototype-type = heat-pipe&lt;br /&gt;
|internal-name = heat-pipe&lt;br /&gt;
|category = Production&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|rocket-capacity = 50 (1 {{Translation|stack}})&lt;br /&gt;
|dimensions = 1×1&lt;br /&gt;
|image=heat_pipe_anim.gif&lt;br /&gt;
|maximum-temperature = 1000 °C&lt;br /&gt;
|recipe = Time, 1 + Copper plate, 20 + Steel plate, 10&lt;br /&gt;
|required-technologies = Nuclear power&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-required-technologies = Nuclear power + Heating tower&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Heat_exchanger&amp;diff=215013</id>
		<title>Infobox:Heat exchanger</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Heat_exchanger&amp;diff=215013"/>
		<updated>2025-07-11T15:21:17Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: adding that in space age this is also unlocked by the heating tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Explosion}}: 0/30%&amp;lt;br&amp;gt;{{Translation|Fire}}: 0/90%&amp;lt;br&amp;gt;{{Translation|Impact}}: 0/30%&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = 006090&lt;br /&gt;
|prototype-type = boiler&lt;br /&gt;
|internal-name = heat-exchanger&lt;br /&gt;
|category = Production&lt;br /&gt;
|image = Heat exchanger entity&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|fluid-consumption = {{Quality|10.3/s|13.4/s|16.5/s|19.6/s|25.8/s}} water&lt;br /&gt;
|heat-output = {{Quality|103/s|134/s|165/s|196/s|258/s}} steam&lt;br /&gt;
|stack-size   =50&lt;br /&gt;
|rocket-capacity = 25 (0.5 {{Translation|stacks}})&lt;br /&gt;
|dimensions   =2×3&lt;br /&gt;
|energy       = {{Quality|10|13|16|19|25}} {{Translation|MW}} heat&lt;br /&gt;
|maximum-temperature = 1000 °C&lt;br /&gt;
|fluid-storage-volume = {{Translation|Input}}: 200&amp;lt;br&amp;gt;{{Translation|Output}}: 200&lt;br /&gt;
|required-technologies = Nuclear power&lt;br /&gt;
|recipe = Time, 3 + Copper plate, 100 + Pipe, 10 + Steel plate, 10&lt;br /&gt;
|total-raw = Time, 8 + Copper plate, 100 + Iron plate, 10 + Steel plate, 10&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-required-technologies = Nuclear power + Heating tower&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Steam_turbine&amp;diff=215012</id>
		<title>Infobox:Steam turbine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Steam_turbine&amp;diff=215012"/>
		<updated>2025-07-11T15:21:04Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: adding that in space age this is also unlocked by the heating tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|resistance = {{Translation|Fire}}: 0/70%&lt;br /&gt;
|mining-time = 0.3&lt;br /&gt;
|map-color = 007aa0&lt;br /&gt;
|prototype-type = generator&lt;br /&gt;
|internal-name = steam-turbine&lt;br /&gt;
|category = Production&lt;br /&gt;
|image = Steam turbine entity anim.gif&lt;br /&gt;
|health = {{Quality|300|390|480|570|750}}&lt;br /&gt;
|stack-size   = 10&lt;br /&gt;
|rocket-capacity = 10 (1 {{Translation|stacks}})&lt;br /&gt;
|dimensions   = 3×5&lt;br /&gt;
|power-output  = {{Quality|5.82|7.57|9.31|11.06|14.55}} {{Translation|MW}}&lt;br /&gt;
|maximum-temperature = 500 °C&lt;br /&gt;
|fluid-consumption = {{Quality|60/s|78/s|96/s|114/s|150/s}} steam&lt;br /&gt;
|fluid-storage-volume = 200&lt;br /&gt;
|recipe = Time, 3 + Copper plate, 50 + Iron gear wheel, 50 + Pipe, 20&lt;br /&gt;
|total-raw = Time, 38 + Copper plate, 50 + Iron plate, 120&lt;br /&gt;
|required-technologies = Nuclear power&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-required-technologies = Nuclear power + Heating tower&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:TechNav&amp;diff=214880</id>
		<title>Template:TechNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:TechNav&amp;diff=214880"/>
		<updated>2025-07-05T15:50:18Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Added Space Age productivity researches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|title  = {{TransLink|Technologies}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#000;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{Translation|Machines}}&lt;br /&gt;
|list1  = &lt;br /&gt;
*{{NavboxIconLink|Advanced circuit (research)}}&lt;br /&gt;
*{{NavboxIconLink|Processing unit (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automation (research)}}&lt;br /&gt;
**{{TransLink|Automation 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Automation 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Bulk inserter (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric energy accumulators (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric energy distribution 1 (research)}} &lt;br /&gt;
**{{TransLink|Electric energy distribution 2 (research)|2}}&lt;br /&gt;
*{{NavboxIconLink|Fast inserter (research)}}&lt;br /&gt;
*{{NavboxIconLink|Fluid handling (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistics (research)}} &lt;br /&gt;
**{{TransLink|Logistics 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Logistics 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Nuclear power (research)}}&lt;br /&gt;
*{{NavboxIconLink|Oil processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rocket silo (research)}}&lt;br /&gt;
*{{NavboxIconLink|Solar energy (research)}}&lt;br /&gt;
*{{NavboxIconLink|Stack inserter (research)}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group2 = {{Translation|Military}}/{{Translation|Weaponry}}&lt;br /&gt;
|list2  = &lt;br /&gt;
*{{NavboxIconLink|Atomic bomb (research)}}&lt;br /&gt;
*{{NavboxIconLink|Defender (research)}}&lt;br /&gt;
*{{NavboxIconLink|Distractor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Destroyer (research)}}&lt;br /&gt;
*{{NavboxIconLink|Flamethrower (research)}}&lt;br /&gt;
*{{NavboxIconLink|Military (research)}}&lt;br /&gt;
**{{TransLink|Military 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Military 3 (research)|3}}&lt;br /&gt;
**{{TransLink|Military 4 (research)|4}}&lt;br /&gt;
*{{NavboxIconLink|Rocketry (research)}}&lt;br /&gt;
**{{TransLink|Explosive rocketry (research)|explosive}}&lt;br /&gt;
*{{NavboxIconLink|Uranium ammo (research)}}&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|Bonuses}}&lt;br /&gt;
|list3  =&lt;br /&gt;
*{{NavboxIconLink|Artillery shell range (research)}}&lt;br /&gt;
*{{NavboxIconLink|Artillery shell shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Asteroid productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Braking force (research)}}&lt;br /&gt;
*{{NavboxIconLink|Energy weapons damage (research)}}&lt;br /&gt;
*{{NavboxIconLink|Follower robot count (research)}}&lt;br /&gt;
*{{NavboxIconLink|Inserter capacity bonus (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lab research speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Low density structure productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Mining productivity (research)}}&lt;br /&gt;
*{{NavboxIconLink|Physical projectile damage (research)}}&lt;br /&gt;
*{{NavboxIconLink|Plastic bar productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Processing unit productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Refined flammables (research)}}&lt;br /&gt;
*{{NavboxIconLink|Research productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Rocket fuel productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Rocket part productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Scrap recycling productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Steel plate productivity (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Stronger explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Weapon shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Worker robot cargo size (research)}}&lt;br /&gt;
*{{NavboxIconLink|Worker robot speed (research)}}&lt;br /&gt;
&lt;br /&gt;
|group4 = {{Translation|Player augmentation}}&lt;br /&gt;
|list4  = &lt;br /&gt;
*{{NavboxIconLink|Construction robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Steel axe (research)}}&lt;br /&gt;
*{{NavboxIconLink|Toolbelt (research)}}&lt;br /&gt;
&lt;br /&gt;
|group5 = {{Translation|Defense}}&lt;br /&gt;
|list5  =&lt;br /&gt;
*{{NavboxIconLink|Heavy armor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Modular armor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Power armor (research)}} &lt;br /&gt;
**{{TransLink|Power armor MK2 (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Mech armor (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Gate (research)}}&lt;br /&gt;
*{{NavboxIconLink|Land mines (research)}}&lt;br /&gt;
*{{NavboxIconLink|Stone wall (research)}}&lt;br /&gt;
*{{NavboxIconLink|Gun turret (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser turret (research)}}&lt;br /&gt;
*{{NavboxIconLink|Artillery (research)}}&lt;br /&gt;
&lt;br /&gt;
|group6 = {{TransLink|Crafting}}&lt;br /&gt;
|list6  = &lt;br /&gt;
*{{NavboxIconLink|Advanced material processing (research)}}&lt;br /&gt;
**{{TransLink|Advanced material processing 2 (research)|2}}&lt;br /&gt;
*{{NavboxIconLink|Advanced oil processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automation science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Battery (research)}}&lt;br /&gt;
*{{NavboxIconLink|Biter egg handling (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Calcite processing (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Circuit network (research)}}&lt;br /&gt;
*{{NavboxIconLink|Chemical science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Cliff explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Coal liquefaction (research)}}&lt;br /&gt;
*{{NavboxIconLink|Concrete (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electronics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Engine (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric engine (research)}}&lt;br /&gt;
*{{NavboxIconLink|Explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Flammables (research)}}&lt;br /&gt;
*{{NavboxIconLink|Foundation (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Kovarex enrichment process (research)}}&lt;br /&gt;
*{{NavboxIconLink|Landfill (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic system (research)}}&lt;br /&gt;
*{{NavboxIconLink|Low density structure (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lubricant (research)}}&lt;br /&gt;
*{{NavboxIconLink|Military science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Nuclear fuel reprocessing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lamp (research)}}&lt;br /&gt;
*{{NavboxIconLink|Overgrowth soil (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Plastics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Production science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rocket fuel (research)}}&lt;br /&gt;
*{{NavboxIconLink|Space science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Steel processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Sulfur processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Uranium processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Utility science pack (research)}}&lt;br /&gt;
&lt;br /&gt;
|group7 = {{Translation|Transportation}}&lt;br /&gt;
|list7  = &lt;br /&gt;
*{{NavboxIconLink|Automated rail transportation (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automobilism (research)}}&lt;br /&gt;
*{{NavboxIconLink|Elevated rail (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Fluid wagon (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rail support foundations (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Railway (research)}}&lt;br /&gt;
*{{NavboxIconLink|Tank (research)}}&lt;br /&gt;
*{{NavboxIconLink|Spidertron (research)}}&lt;br /&gt;
&lt;br /&gt;
|group8 = {{TransLink|Equipment modules}}&lt;br /&gt;
|list8  =&lt;br /&gt;
*{{NavboxIconLink|Belt immunity equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Discharge defense (research)}}&lt;br /&gt;
*{{NavboxIconLink|Energy shield equipment (research)}}&lt;br /&gt;
**{{TransLink|Energy shield  MK2 equipment (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Exoskeleton equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Nightvision equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Personal battery (research)}}&lt;br /&gt;
**{{TransLink|Personal battery MK2 (research)|MK2}}&lt;br /&gt;
**{{TransLink|Personal battery MK3 (research)|MK3}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Personal laser defense (research)}}&lt;br /&gt;
*{{NavboxIconLink|Personal roboport (research)}}&lt;br /&gt;
**{{TransLink|Personal roboport MK2 (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Portable fission reactor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Portable fusion reactor (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Portable solar panel (research)}}&lt;br /&gt;
&lt;br /&gt;
|group9 = {{TransLink|Module|Modules}}&lt;br /&gt;
|list9  = &lt;br /&gt;
*{{NavboxIconLink|Modules (research)}}&lt;br /&gt;
*{{NavboxIconLink|Effect transmission (research)}}&lt;br /&gt;
*{{NavboxIconLink|Efficiency module (research)}}&lt;br /&gt;
**{{TransLink|Efficiency module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Efficiency module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Productivity module (research)}}&lt;br /&gt;
**{{TransLink|Productivity module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Productivity module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Speed module (research)}}&lt;br /&gt;
**{{TransLink|Speed module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Speed module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Quality module (research)}} ({{SA}})&lt;br /&gt;
**{{TransLink|Quality module 2 (research)|2}} ({{SA}})&lt;br /&gt;
**{{TransLink|Quality module 3 (research)|3}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group10 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list10  = &lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]]&lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]]&lt;br /&gt;
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]]&lt;br /&gt;
* [[Template:SpaceNav|{{Translation|Space}}]] ({{SA}})&lt;br /&gt;
* [[Template:CombatNav|{{Translation|Combat}}]]&lt;br /&gt;
* [[Template:EnvironmentNav|{{Translation|Environment}}]]&lt;br /&gt;
&lt;br /&gt;
}}{{#ifeq:{{{category}}}|false||{{C|Technology}} }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|text={{TechNav|category=false}} }}&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:TechNav&amp;diff=213649</id>
		<title>Template:TechNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:TechNav&amp;diff=213649"/>
		<updated>2025-04-28T16:01:36Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Added Elevated Rail research as this was missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Navbox&lt;br /&gt;
|title  = {{TransLink|Technologies}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#000;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{Translation|Machines}}&lt;br /&gt;
|list1  = &lt;br /&gt;
*{{NavboxIconLink|Advanced circuit (research)}}&lt;br /&gt;
*{{NavboxIconLink|Processing unit (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automation (research)}}&lt;br /&gt;
**{{TransLink|Automation 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Automation 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Bulk inserter (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric energy accumulators (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric energy distribution 1 (research)}} &lt;br /&gt;
**{{TransLink|Electric energy distribution 2 (research)|2}}&lt;br /&gt;
*{{NavboxIconLink|Fast inserter (research)}}&lt;br /&gt;
*{{NavboxIconLink|Fluid handling (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistics (research)}} &lt;br /&gt;
**{{TransLink|Logistics 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Logistics 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Nuclear power (research)}}&lt;br /&gt;
*{{NavboxIconLink|Oil processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rocket silo (research)}}&lt;br /&gt;
*{{NavboxIconLink|Solar energy (research)}}&lt;br /&gt;
*{{NavboxIconLink|Stack inserter (research)}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group2 = {{Translation|Military}}/{{Translation|Weaponry}}&lt;br /&gt;
|list2  = &lt;br /&gt;
*{{NavboxIconLink|Atomic bomb (research)}}&lt;br /&gt;
*{{NavboxIconLink|Defender (research)}}&lt;br /&gt;
*{{NavboxIconLink|Distractor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Destroyer (research)}}&lt;br /&gt;
*{{NavboxIconLink|Flamethrower (research)}}&lt;br /&gt;
*{{NavboxIconLink|Military (research)}}&lt;br /&gt;
**{{TransLink|Military 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Military 3 (research)|3}}&lt;br /&gt;
**{{TransLink|Military 4 (research)|4}}&lt;br /&gt;
*{{NavboxIconLink|Rocketry (research)}}&lt;br /&gt;
**{{TransLink|Explosive rocketry (research)|explosive}}&lt;br /&gt;
*{{NavboxIconLink|Uranium ammo (research)}}&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|Bonuses}}&lt;br /&gt;
|list3  =&lt;br /&gt;
*{{NavboxIconLink|Artillery shell range (research)}}&lt;br /&gt;
*{{NavboxIconLink|Artillery shell shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Braking force (research)}}&lt;br /&gt;
*{{NavboxIconLink|Energy weapons damage (research)}}&lt;br /&gt;
*{{NavboxIconLink|Follower robot count (research)}}&lt;br /&gt;
*{{NavboxIconLink|Inserter capacity bonus (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lab research speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Mining productivity (research)}}&lt;br /&gt;
*{{NavboxIconLink|Physical projectile damage (research)}}&lt;br /&gt;
*{{NavboxIconLink|Refined flammables (research)}}&lt;br /&gt;
*{{NavboxIconLink|Stronger explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Weapon shooting speed (research)}}&lt;br /&gt;
*{{NavboxIconLink|Worker robot cargo size (research)}}&lt;br /&gt;
*{{NavboxIconLink|Worker robot speed (research)}}&lt;br /&gt;
&lt;br /&gt;
|group4 = {{Translation|Player augmentation}}&lt;br /&gt;
|list4  = &lt;br /&gt;
*{{NavboxIconLink|Construction robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Steel axe (research)}}&lt;br /&gt;
*{{NavboxIconLink|Toolbelt (research)}}&lt;br /&gt;
&lt;br /&gt;
|group5 = {{Translation|Defense}}&lt;br /&gt;
|list5  =&lt;br /&gt;
*{{NavboxIconLink|Heavy armor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Modular armor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Power armor (research)}} &lt;br /&gt;
**{{TransLink|Power armor MK2 (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Mech armor (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Gate (research)}}&lt;br /&gt;
*{{NavboxIconLink|Land mines (research)}}&lt;br /&gt;
*{{NavboxIconLink|Stone wall (research)}}&lt;br /&gt;
*{{NavboxIconLink|Gun turret (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser turret (research)}}&lt;br /&gt;
*{{NavboxIconLink|Artillery (research)}}&lt;br /&gt;
&lt;br /&gt;
|group6 = {{TransLink|Crafting}}&lt;br /&gt;
|list6  = &lt;br /&gt;
*{{NavboxIconLink|Advanced material processing (research)}}&lt;br /&gt;
**{{TransLink|Advanced material processing 2 (research)|2}}&lt;br /&gt;
*{{NavboxIconLink|Advanced oil processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automation science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Battery (research)}}&lt;br /&gt;
*{{NavboxIconLink|Biter egg handling (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Calcite processing (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Circuit network (research)}}&lt;br /&gt;
*{{NavboxIconLink|Chemical science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Cliff explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Coal liquefaction (research)}}&lt;br /&gt;
*{{NavboxIconLink|Concrete (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electronics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Engine (research)}}&lt;br /&gt;
*{{NavboxIconLink|Electric engine (research)}}&lt;br /&gt;
*{{NavboxIconLink|Explosives (research)}}&lt;br /&gt;
*{{NavboxIconLink|Flammables (research)}}&lt;br /&gt;
*{{NavboxIconLink|Foundation (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Kovarex enrichment process (research)}}&lt;br /&gt;
*{{NavboxIconLink|Landfill (research)}}&lt;br /&gt;
*{{NavboxIconLink|Laser (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Logistic system (research)}}&lt;br /&gt;
*{{NavboxIconLink|Low density structure (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lubricant (research)}}&lt;br /&gt;
*{{NavboxIconLink|Military science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Nuclear fuel reprocessing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Lamp (research)}}&lt;br /&gt;
*{{NavboxIconLink|Overgrowth soil (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Plastics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Production science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Robotics (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rocket fuel (research)}}&lt;br /&gt;
*{{NavboxIconLink|Space science pack (research)}}&lt;br /&gt;
*{{NavboxIconLink|Steel processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Sulfur processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Uranium processing (research)}}&lt;br /&gt;
*{{NavboxIconLink|Utility science pack (research)}}&lt;br /&gt;
&lt;br /&gt;
|group7 = {{Translation|Transportation}}&lt;br /&gt;
|list7  = &lt;br /&gt;
*{{NavboxIconLink|Automated rail transportation (research)}}&lt;br /&gt;
*{{NavboxIconLink|Automobilism (research)}}&lt;br /&gt;
*{{NavboxIconLink|Elevated rail (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Fluid wagon (research)}}&lt;br /&gt;
*{{NavboxIconLink|Rail support foundations (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Railway (research)}}&lt;br /&gt;
*{{NavboxIconLink|Tank (research)}}&lt;br /&gt;
*{{NavboxIconLink|Spidertron (research)}}&lt;br /&gt;
&lt;br /&gt;
|group8 = {{TransLink|Equipment modules}}&lt;br /&gt;
|list8  =&lt;br /&gt;
*{{NavboxIconLink|Belt immunity equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Discharge defense (research)}}&lt;br /&gt;
*{{NavboxIconLink|Energy shield equipment (research)}}&lt;br /&gt;
**{{TransLink|Energy shield  MK2 equipment (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Exoskeleton equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Nightvision equipment (research)}}&lt;br /&gt;
*{{NavboxIconLink|Personal battery (research)}}&lt;br /&gt;
**{{TransLink|Personal battery MK2 (research)|MK2}}&lt;br /&gt;
**{{TransLink|Personal battery MK3 (research)|MK3}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Personal laser defense (research)}}&lt;br /&gt;
*{{NavboxIconLink|Personal roboport (research)}}&lt;br /&gt;
**{{TransLink|Personal roboport MK2 (research)|MK2}}&lt;br /&gt;
*{{NavboxIconLink|Portable fission reactor (research)}}&lt;br /&gt;
*{{NavboxIconLink|Portable fusion reactor (research)}} ({{SA}})&lt;br /&gt;
*{{NavboxIconLink|Portable solar panel (research)}}&lt;br /&gt;
&lt;br /&gt;
|group9 = {{TransLink|Module|Modules}}&lt;br /&gt;
|list9  = &lt;br /&gt;
*{{NavboxIconLink|Modules (research)}}&lt;br /&gt;
*{{NavboxIconLink|Effect transmission (research)}}&lt;br /&gt;
*{{NavboxIconLink|Efficiency module (research)}}&lt;br /&gt;
**{{TransLink|Efficiency module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Efficiency module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Productivity module (research)}}&lt;br /&gt;
**{{TransLink|Productivity module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Productivity module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Speed module (research)}}&lt;br /&gt;
**{{TransLink|Speed module 2 (research)|2}}&lt;br /&gt;
**{{TransLink|Speed module 3 (research)|3}}&lt;br /&gt;
*{{NavboxIconLink|Quality module (research)}} ({{SA}})&lt;br /&gt;
**{{TransLink|Quality module 2 (research)|2}} ({{SA}})&lt;br /&gt;
**{{TransLink|Quality module 3 (research)|3}} ({{SA}})&lt;br /&gt;
&lt;br /&gt;
|group10 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list10  = &lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]]&lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]]&lt;br /&gt;
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]]&lt;br /&gt;
* [[Template:SpaceNav|{{Translation|Space}}]] ({{SA}})&lt;br /&gt;
* [[Template:CombatNav|{{Translation|Combat}}]]&lt;br /&gt;
* [[Template:EnvironmentNav|{{Translation|Environment}}]]&lt;br /&gt;
&lt;br /&gt;
}}{{#ifeq:{{{category}}}|false||{{C|Technology}} }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation|text={{TechNav|category=false}} }}&lt;br /&gt;
[[Category:Navbox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.13.0&amp;diff=213344</id>
		<title>Version history/0.13.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.13.0&amp;diff=213344"/>
		<updated>2025-04-16T14:15:19Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Balancing */ corrected a formatting issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.13.20 ==&lt;br /&gt;
Date: 29. 08. 2016&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed the demo wasn&#039;t working.&lt;br /&gt;
* Fixed equipment grid GUI didn&#039;t size properly in some cases. ([https://forums.factorio.com/31764 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fixed &amp;quot;factorio_version&amp;quot; not being checked correctly in some cases. ([https://forums.factorio.com/31607 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed &amp;quot;unknown&amp;quot; error in some cases when using radio button GUI elements.&lt;br /&gt;
* Fixed crash when a mod custom event event would error. ([https://forums.factorio.com/31779 more])&lt;br /&gt;
* Added LuaGuiElement::type read.&lt;br /&gt;
&lt;br /&gt;
== 0.13.19 ==&lt;br /&gt;
Date: 26. 08. 2016&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that the Golem, Watch your step and doing it right didn&#039;t activate from steam cloud on new factorio installation.&lt;br /&gt;
* Fixed selection boxes of trains in specific situations. ([https://forums.factorio.com/31065 more])&lt;br /&gt;
* Fixed that unclosable character window was opened when it was ordered to open exactly at the same tick when the character died. ([https://forums.factorio.com/viewtopic.php?30946 more])&lt;br /&gt;
* Fixed possible desync caused by inserters disabled by circuit network. ([https://forums.factorio.com/31085 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Added LuaSurface::regenerate_entity(...)&lt;br /&gt;
&lt;br /&gt;
== 0.13.18 ==&lt;br /&gt;
Date: 25. 08. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Changed train wait conditions to use standard Boolean precedence for evaluation, instead of a simple left to right accumulative evaluation.&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Increased tank machine gun range to 20.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed console command warning not sticking through save-load. ([https://forums.factorio.com/31132 more])&lt;br /&gt;
* Fixed that vehicle machine guns would show in the logistics request and inventory filter selections.&lt;br /&gt;
* Fixed crash when number animation variations of unit-spawner entity is reduced. ([https://forums.factorio.com/31205 more])&lt;br /&gt;
* Fixed clearing blueprints didn&#039;t clear the label. ([https://forums.factorio.com/28610 more])&lt;br /&gt;
* Fixed crash when removing entities that had active alerts. ([https://forums.factorio.com/31247 more])&lt;br /&gt;
* Fixed that sending random garbage to the RCON port could crash Factorio. ([https://forums.factorio.com/31185 more])&lt;br /&gt;
* Fixed GUI size issues with modded recipes that have a ton of effects. ([https://forums.factorio.com/30654 more])&lt;br /&gt;
* Fixed script errors with tight spot level 5. ([https://forums.factorio.com/29724 more])&lt;br /&gt;
* Fixed the market entity not migrating/handling removed items it was offering. ([https://forums.factorio.com/30875 more])&lt;br /&gt;
* Fixed sound settings not applying when pressing escape. ([https://forums.factorio.com/30319 more])&lt;br /&gt;
* Fixed a crash that would happen after changing UI scale with the inventory open. ([https://forums.factorio.com/30983 more])&lt;br /&gt;
* Fixed deconstruction would reset the build rotation value. ([https://forums.factorio.com/31466 more])&lt;br /&gt;
* Fixed copy-paste between inventory sizes applying the inventory restriction oddly. ([https://forums.factorio.com/31473 more])&lt;br /&gt;
* fixed game.regenerate_entitiy() not working at all. ([https://forums.factorio.com/31470 more])&lt;br /&gt;
* Fixed that it was possible to create an assembling machine with zero energy usage. ([https://forums.factorio.com/31465 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fixed crash when trying to connect wires to entities with 0 wire connection distance. ([https://forums.factorio.com/31499 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed LuaSurface::map_gen_settings.shift not working. ([https://forums.factorio.com/31143 more])&lt;br /&gt;
* Fixed chunk positions would get improperly rounded instead of floored. ([https://forums.factorio.com/31092 more])&lt;br /&gt;
* Added LuaConstantCombinatorControlBehavior::enabled read/write.&lt;br /&gt;
* Added upper limit to resolution parameter of LuaGameScript::take_screenshot function. Limit for width and height is 16384.&lt;br /&gt;
* Added LuaStyle::visible read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.13.17 ==&lt;br /&gt;
Date: 17. 08. 2016&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed a crash caused by enemy AI. ([https://forums.factorio.com/31088 more])&lt;br /&gt;
* Fixed crash due to false-positive detection of a save corruption. ([https://forums.factorio.com/31082 more])&lt;br /&gt;
* Fixed circuit network controlled signal penalty once more ([https://forums.factorio.com/31116 more])&lt;br /&gt;
* Fixed crash when removing mod with modded rocket silo. ([https://forums.factorio.com/31093 more])&lt;br /&gt;
&lt;br /&gt;
== 0.13.16 ==&lt;br /&gt;
Date: 16. 08. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Changed the personal roboport so it reacts faster to jobs in range.&lt;br /&gt;
* Added graphics option &amp;quot;Enable tree sprite mipmaps&amp;quot; that should reduce GPU load when drawing large forests.&lt;br /&gt;
* Changed default value of &amp;quot;Lights render resolution&amp;quot; graphics option to 0.25. High values of this setting have negative performance impact on drawing lamps.&lt;br /&gt;
* When the first LUA command is used, players are warned that it would disable achievements.&lt;br /&gt;
* Changed default renderer for AMD GPUs back to DirectX.&lt;br /&gt;
* Rewritten sandbox scenario to work in multiplayer.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed rail signals getting sometimes stuck as reserved. ([https://forums.factorio.com/30093 more])&lt;br /&gt;
* Fixed that the game would crash when trying to load a save that contained unit groups with members in different surfaces. ([https://forums.factorio.com/30541 more])&lt;br /&gt;
* Fixed combinators not drawing lights for the activity led.&lt;br /&gt;
* Reverted the change from Version: 0.13.12 that would disable and hide vsync in some cases. ([https://forums.factorio.com/30246 more])&lt;br /&gt;
* Fix that biters wouldn&#039;t become aggravated when damaged by the flamethrower. ([https://forums.factorio.com/30689 more])&lt;br /&gt;
* Fixed game sometimes not being focused properly on OS X. ([https://forums.factorio.com/30436 more])&lt;br /&gt;
* Fixed that the car could shoot itself. ([https://forums.factorio.com/30782 more])&lt;br /&gt;
* Fixed desync related to fast-replacing filter inserters with other inserters. ([https://forums.factorio.com/30753 more])&lt;br /&gt;
* Don&#039;t remove a wall&#039;s circuit connection when gate is destroyed and ghost is created. ([https://forums.factorio.com/30733 more])&lt;br /&gt;
* Fixed opened machine sound sometimes being high-pitched. ([https://forums.factorio.com/30702 more])&lt;br /&gt;
* Fixed that some keybindings wouldn&#039;t register properly after a game restart. ([https://forums.factorio.com/30690 more])&lt;br /&gt;
* Fixed that it would be possible to manually craft items the player does not have enough ingredients for. ([https://forums.factorio.com/30794 more])&lt;br /&gt;
* Fixed playtime in public game browser being 0 for the first minute the server is up.&lt;br /&gt;
* Fixed train path finding penalty for circuit network disabled signals.&lt;br /&gt;
* Fixed rail planner collision checks for rails in west and south direction. ([https://forums.factorio.com/28638 more])&lt;br /&gt;
* Fixed requester chest was missing vehicle impact sound. ([https://forums.factorio.com/30925 more])&lt;br /&gt;
* Fixed that dragging the research button would drag and move the technology tree. ([https://forums.factorio.com/31049 more])&lt;br /&gt;
* Fixed that the selected slot wouldn&#039;t update properly when the quickbar was rotated. ([https://forums.factorio.com/31058 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fixed crash when mods use tables as key values in prototype data. ([https://forums.factorio.com/30606 more])&lt;br /&gt;
* Added example definition of an electric energy interface.&lt;br /&gt;
* Fixed copy&amp;amp;paste on modded constant combinator would copy also number of item slots. ([https://forums.factorio.com/30908 more])&lt;br /&gt;
* Fixed possible desync caused by inserters putting items directly to loaders.&lt;br /&gt;
* Fixed loader wouldn&#039;t stop loading to chest marked for deconstruction.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed LuaEntityPrototype::resource_category crash. ([https://forums.factorio.com/30626 more])&lt;br /&gt;
* Fixed changing force of construction or logistic robot would cause game state corruption. ([https://forums.factorio.com/30912 more])&lt;br /&gt;
* Added LuaEntity::get_fuel_inventory().&lt;br /&gt;
* Added event on_player_changed_surface.&lt;br /&gt;
* Added LuaInventory::find_item_stack(...).&lt;br /&gt;
* Added LuaControlBehavior::disabled read.&lt;br /&gt;
* Added LuaVirtualSignalPrototype and LuaGameScript::virtual_signal_prototypes read.&lt;br /&gt;
* Changed LuaEntity::get_filter()/set_filter()/filter_slot_count to work on both inserters and loaders.&lt;br /&gt;
* Added an optional Boolean to LuaSurface::spill_item_stack to mark the created items with the to-be-looted flag.&lt;br /&gt;
* Added LuaSurface::get_connected_tiles(...).&lt;br /&gt;
* Added LuaSurface::get_hidden_tile(...).&lt;br /&gt;
* Changed Product::type to string containing &amp;quot;item&amp;quot; or &amp;quot;fluid&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== 0.13.15 ==&lt;br /&gt;
Date: 06. 08. 2016&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that rotating the quickbar would make the headless server crash. ([https://forums.factorio.com/30535 more])&lt;br /&gt;
&lt;br /&gt;
== 0.13.14 ==&lt;br /&gt;
Date: 05. 08. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items.&lt;br /&gt;
** For example, crafting two green circuits will no longer result in two extra copper wires in the player&#039;s inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.&lt;br /&gt;
* Factorio will output to console window in UTF8 on Windows.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when trying to connect copper wire to invalid entities out of range in the latency state. ([https://forums.factorio.com/30201 more])&lt;br /&gt;
* Fixed burner fuel sources would keep their energy when dying and being rebuilt by robots. ([https://forums.factorio.com/30283 more])&lt;br /&gt;
* Fixed inserters would try to grab items from rails instead of chests/entities when build in specific setups. ([https://forums.factorio.com/30286 more])&lt;br /&gt;
* Fixed disconnecting chests or constant combinators not correctly clearing circuit network. ([https://forums.factorio.com/30167 more])&lt;br /&gt;
* Fixed a crash that sometimes happened after canceling manual crafting. ([https://forums.factorio.com/29910 more]).&lt;br /&gt;
* Fixed a bug where canceling a prerequisite product would cancel more than necessary. ([https://forums.factorio.com/29910 more])&lt;br /&gt;
* Fixed crash when trying to connect power switches in map editor. ([https://forums.factorio.com/30260 more])&lt;br /&gt;
* Don&#039;t force Vsync off on OpenGL. ([https://forums.factorio.com/30246 more])&lt;br /&gt;
* Fixed error in tight spot level 5. ([https://forums.factorio.com/29724 more])&lt;br /&gt;
* Fixed a bug where a player&#039;s GUI would be reset when any other player in MP pressed the &amp;quot;switch active quickbar&amp;quot; button. ([https://forums.factorio.com/29116 more])&lt;br /&gt;
* Don&#039;t allow sideloading onto a disabled belt. ([https://forums.factorio.com/29436 more])&lt;br /&gt;
* Fixed game hanging with certain train configurations (loop where last rolling stock touches the first).&lt;br /&gt;
* Fixed chain signal colors not being updated when setting signal states from the circuit network ([https://forums.factorio.com/27985 more])&lt;br /&gt;
* Fixed mod updates sometimes not being found with a large amount of mods.&lt;br /&gt;
* Fixed mods browser not being sorted after searching. ([https://forums.factorio.com/29496 more])&lt;br /&gt;
* Fixed regenerating entities on map ([https://forums.factorio.com/28129 more])&lt;br /&gt;
* Fixed watch-your-step achievement for real this time. ([https://forums.factorio.com/30434 more])&lt;br /&gt;
* Fixed &amp;quot;failed to create display&amp;quot; error when switching to another window immediately after launching Factorio. ([https://forums.factorio.com/30481 more])&lt;br /&gt;
* Fixed issues with saving to NTFS junctions. ([https://forums.factorio.com/28858 more])&lt;br /&gt;
===  Optimizations ===&lt;br /&gt;
* Significantly reduced the high CPU usage caused by the main loop logic from 0.13.10.&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fixed input loader didn&#039;t resume loading after being deactivated due to full target container. ([https://forums.factorio.com/28280 more])&lt;br /&gt;
* Fixed crash when loader connected to splitter is destroyed. ([https://forums.factorio.com/28616 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed map corruption and crashes caused by some API functions allowing entities to be used across surfaces when they aren&#039;t setup to handle it. ([https://forums.factorio.com/30187 more])&lt;br /&gt;
* Fixed evolution_factor could be set to a negative number resulting in base build errors. ([https://forums.factorio.com/30264 more])&lt;br /&gt;
* Fixed crash when using entity of type &#039;flame-thrower-explosion&#039; with &#039;create-entity&#039; trigger effect. ([https://forums.factorio.com/28467 more])&lt;br /&gt;
* Fixed LuaGameScript::take_screenshot() would fail if destination file contained non-English character in its path. ([https://forums.factorio.com/30431 more])&lt;br /&gt;
* Added LuaEntity::filter_slot_count read.&lt;br /&gt;
* Added LuaEntityPrototype::mining_drill_radius read.&lt;br /&gt;
* Added LuaTrain::station read.&lt;br /&gt;
* Added LuaDamagePrototype and LuaGameScript::damage_prototypes read.&lt;br /&gt;
* Added LuaEntity::loader_type read.&lt;br /&gt;
* Added LuaRemote::remove_interface(name).&lt;br /&gt;
* Changed LuaRemote so interface names must be unique to maintain save/load determinism.&lt;br /&gt;
* LuaEntity::revive() will return the revived entity as a second return value if successful and if the ghost was an entity.&lt;br /&gt;
&lt;br /&gt;
== 0.13.13 ==&lt;br /&gt;
Date: 30. 07. 2016&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed OpenSSL launch issues on Linux ([https://forums.factorio.com/30154 more])&lt;br /&gt;
* Fixed crash on Windows after multiple restarts when installing mods&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Added entity prototype flags &amp;quot;not-blueprintable&amp;quot; and &amp;quot;not-deconstructable&amp;quot;.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Changed LuaEntity::order_deconstruction() to return true/false if it did the deconstruction instead of throwing errors.&lt;br /&gt;
* Added LuaPlayer::entity_copy_source - the source entity used during entity settings copy paste.&lt;br /&gt;
* Added LuaEntity::request_slot_count read - the number of request slots on the entity or 0 if none.&lt;br /&gt;
&lt;br /&gt;
== 0.13.12 ==&lt;br /&gt;
Date: 30. 07. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Vsync will be automatically turned off and hidden from the options menu if desktop composition(windows aero) is on.&lt;br /&gt;
===  Small changes ===&lt;br /&gt;
*- Locale additions and improvements.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed auto trash slots were lost when player died in multiplayer. ([https://forums.factorio.com/29853 more])&lt;br /&gt;
* Fixed that the headless server would consume 100% CPU. ([https://forums.factorio.com/29628 more])&lt;br /&gt;
* Fixed that --mod-directory and other command-line arguments would be forgotten on Factorio restart through the mod manager. ([https://forums.factorio.com/29863 more])&lt;br /&gt;
* Fixed that technology name and description locales didn&#039;t work correctly for tiered technologies.&lt;br /&gt;
* Fixed using flamethrower and slowdown capsule at the same time could ignite biter more than once and corrupt save.&lt;br /&gt;
* Fixed modules could end up in the input slot on furnaces. ([https://forums.factorio.com/29992 more])&lt;br /&gt;
* Fixed unsightly message when changing player co lour in singleplayer. ([https://forums.factorio.com/29914 more])&lt;br /&gt;
* Fixed inserter circuit &amp;quot;hold&amp;quot; read mode sending the signal 1 tick too late. ([https://forums.factorio.com/29483 more])&lt;br /&gt;
* Fixed transport belt circuit condition ignoring 1 tick duration signals. ([https://forums.factorio.com/29347 more])&lt;br /&gt;
* Fixed crash when saving the game fails due to the disk being full. ([https://forums.factorio.com/29915 more])&lt;br /&gt;
* Fixed the &amp;quot;watch your step&amp;quot; achievement would get triggered by random source-less damage. ([https://forums.factorio.com/29980 more])&lt;br /&gt;
* Fixed the render layer for turret range visualizations. ([https://forums.factorio.com/30023 more])&lt;br /&gt;
* Fixed that an inserter could hold more items than its stack-size bonus, if it was created by fast-replacing a stack inserter. ([https://forums.factorio.com/29939 more])&lt;br /&gt;
* Fixed automated fuel insertion into cars wouldn&#039;t fill the fuel inventory. ([https://forums.factorio.com/30078 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Fixed crash when technology prerequisites ended up being recursive. ([https://forums.factorio.com/30061 more])&lt;br /&gt;
* Fixed crash caused by destroyer robot beams when compression was enabled for all sprites. ([https://forums.factorio.com/30048 more])&lt;br /&gt;
* Fixed inserters with stack bonus not dropping the item to it&#039;s destination when deactivated. ([https://forums.factorio.com/29411 more])&lt;br /&gt;
* The fluid icon for the storage tank now scales with the size of the storage tank. ([https://forums.factorio.com/29955 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed error when attempting to interact with LuaInventory that has a size &amp;gt; 255. ([https://forums.factorio.com/29834 more])&lt;br /&gt;
* Fixed crash when robots charging would get disabled through mods. ([https://forums.factorio.com/29833 more])&lt;br /&gt;
* Fixed wrong error when setting durability of an item. ([https://forums.factorio.com/29903 more])&lt;br /&gt;
* Added LuaItemPrototype read properties: localised_description, place_as_equipment_result, place_as_tile_result, flags equipment_grid_size, inventory_size_bonus, capsule_action, attack_parameters, inventory_size, item_filters group_filters, sub_group_filters, filter_mode, insertion_priority_mode, localised_filter_message, extend_inventory_by_default, default_label_color, draw_label_for_cursor_render, attack_result, attack_range, category, tier, limitations, limitation_message_key, straight_rail, curved_rail, repair_result, selection_border_color, alt_selection_border_color, selection_mode_flags, alt_selection_mode_flags, selection_cursor_box_type, alt_selection_cursor_box_type, always_include_tiles, durability_description_key, durability.&lt;br /&gt;
* Added LuaItemStack::add_durability()/drain_durability().&lt;br /&gt;
&lt;br /&gt;
== 0.13.11 ==&lt;br /&gt;
Date: 25. 07. 2016&lt;br /&gt;
===  Small changes ===&lt;br /&gt;
* Further locale changes and polish.&lt;br /&gt;
* Horizontal mouse wheel scrolling is now translated to vertical scrolling, because of key binding problems on OS X.&lt;br /&gt;
** OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed that the Linux binaries would crash after handcrafting finishes. ([https://forums.factorio.com/29614 more])&lt;br /&gt;
* Fixed offshore pump could be built on top of other offshore pumps. ([https://forums.factorio.com/29705 more])&lt;br /&gt;
* Fixed pumjack output would show 0.0/s. ([https://forums.factorio.com/29650 more])&lt;br /&gt;
* Fixed that &amp;quot;show pollution on minimap&amp;quot; didn&#039;t work when &amp;quot;show pollution on map&amp;quot; was not enabled. ([https://forums.factorio.com/29651 more])&lt;br /&gt;
* Fixed scrolling on OS X.&lt;br /&gt;
* Fixed exploit of connecting energy producer to more networks and connecting them by switches. ([https://forums.factorio.com/28249 more])&lt;br /&gt;
* Fixed long handed inserters couldn&#039;t pick up from the ends of cargo wagons. ([https://forums.factorio.com/29343 more])&lt;br /&gt;
* Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. ([https://forums.factorio.com/29701 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). ([https://forums.factorio.com/29727 more])&lt;br /&gt;
* Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.&lt;br /&gt;
* Added LuaGroup::order read.&lt;br /&gt;
&lt;br /&gt;
== 0.13.10 ==&lt;br /&gt;
Date: 22. 07. 2016&lt;br /&gt;
===  Minor Features ===&lt;br /&gt;
* Added logistics auto-trash slots: the opposite of logistic request slots.&lt;br /&gt;
* Added --mod-directory: Specifies which mod directory to use&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Increased the size of the curved rail bounding boxes slightly so trains won&#039;t damage things built next to them.&lt;br /&gt;
* Server stdout messages now contain timestamps and message-type tags&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. ([https://forums.factorio.com/29121 more])&lt;br /&gt;
* Fixed crash related to wire rendering after switching to copper wire while dragging wire. ([https://forums.factorio.com/29216 more])&lt;br /&gt;
* Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).&lt;br /&gt;
* Fixed chat message rainbow when the game tick would go past 2147483648. ([https://forums.factorio.com/29307 more])&lt;br /&gt;
* Fixed password field not being focused when connecting to a game. ([https://forums.factorio.com/29175 more])&lt;br /&gt;
* Fixed rocket silo moving slow when using efficiency modules.([https://forums.factorio.com/29108 more])&lt;br /&gt;
* Fixed pressing Escape in multiplayer connect password dialog closed all GUI windows. ([https://forums.factorio.com/29176 more])&lt;br /&gt;
* Fixed gates sometimes not opening soon enough. ([https://forums.factorio.com/28593 more])&lt;br /&gt;
* Fixed side menu buttons being focus-able. ([https://forums.factorio.com/27575 more])&lt;br /&gt;
* Fixed numbers display rounding up when it shouldn&#039;t. ([https://forums.factorio.com/29184 more])&lt;br /&gt;
* Fixed constant combinator GUI slider sometimes showing different value than the number of items.  ([https://forums.factorio.com/28637 more])&lt;br /&gt;
* Fixed assembling machine GUI progress bars not sizing correctly. ([https://forums.factorio.com/28980 more])&lt;br /&gt;
* Fixed tight-spot scenario missing walls around trees. ([https://forums.factorio.com/26922 more])&lt;br /&gt;
* Narrower descriptions with more line breaking opportunities (mod list, roboport). ([https://forums.factorio.com/29348 more])&lt;br /&gt;
* Fixed that cunning cancellation of crafting orders could result in free items. ([https://forums.factorio.com/27459 more])&lt;br /&gt;
** As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading.&lt;br /&gt;
* Fixed crash related to custom units. ([https://forums.factorio.com/29202 more])&lt;br /&gt;
* Fixed mod enabling/disabling sometimes didn&#039;t restart the game. ([https://forums.factorio.com/28738 more])&lt;br /&gt;
* Fixed several issues with build ability checks returning false but entities actually being buildable. ([https://forums.factorio.com/28883 more])&lt;br /&gt;
* Fix that aggroing a huge amount of biters would cause UPS drop for a long time. ([https://forums.factorio.com/29513 more])&lt;br /&gt;
* Fixed freeze when dragging sound sliders in some instances. ([https://forums.factorio.com/29441 more])&lt;br /&gt;
* Fixed bullet shooting speed not working properly. ([https://forums.factorio.com/28707 more])&lt;br /&gt;
===  Optimizations ===&lt;br /&gt;
* Improved performance when building large electric poles in the latency state by click-and-drag. ([https://forums.factorio.com/29104 more])&lt;br /&gt;
* The game&#039;s main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues.&lt;br /&gt;
** For example game freezing when changing system time.&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Starting area is now 1.5x the size in tiles (also affects tier_from_start).&lt;br /&gt;
* Fixed manually defining the localised_name of an item didn&#039;t work correctly. ([https://forums.factorio.com/29148 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.&lt;br /&gt;
* Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn&#039;t defined.&lt;br /&gt;
* Fixed crash when trying to set compound command with missing list of commands. ([https://forums.factorio.com/29164 more])&lt;br /&gt;
* Fixed technology effects are now applied before the research_completed event is fired. ([https://forums.factorio.com/29451 more])&lt;br /&gt;
* Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.&lt;br /&gt;
* Added LuaPlayer::clean_cursor() - acts as if the player pressed the &amp;quot;clean cursor&amp;quot; key.&lt;br /&gt;
* Added LuaEntity::mining_target read.&lt;br /&gt;
* Added properties to LuaSurface::create_entity to make the creation act as fast-replace building.&lt;br /&gt;
* LuaGameScript::take_screenshot now has an additional field &amp;quot;by_player&amp;quot; that when set will cause the screenshot to only be taken on that players local game.&lt;br /&gt;
* Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.&lt;br /&gt;
* Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity.&lt;br /&gt;
&lt;br /&gt;
== 0.13.9 ==&lt;br /&gt;
Date: 15. 07. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Updated demo campaign tips images.&lt;br /&gt;
* Updated/Fixed locale entries.&lt;br /&gt;
* Removed --mp-load-game&lt;br /&gt;
* Default value for &amp;quot;Lights render quality&amp;quot; graphics options was changed to 1.0.&lt;br /&gt;
** If config.ini contains value lower than new minimum (0.25) it will be reset to the default value.&lt;br /&gt;
* Lights are rendered with linear filtering to improve quality for lower &amp;quot;Lights render quality&amp;quot; settings. ([https://forums.factorio.com/28892 more])&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in blueprint book.&lt;br /&gt;
* Mods are now sorted alphabetically in the mods list.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed transport belt madness map showing an empty message dialog out of nowhere.&lt;br /&gt;
* Fixed transport belt madness being impossible. ([https://forums.factorio.com/28703 more])&lt;br /&gt;
* Fixed crash on Linux when stdout was closed after starting Factorio. ([https://forums.factorio.com/28590 more])&lt;br /&gt;
* Fixed trains of other forces could be seen in the Trains GUI. ([https://forums.factorio.com/28799 more])&lt;br /&gt;
* Fixed inserters not saving custom pickup/dropoff when exported through the Lua blueprint interface.&lt;br /&gt;
* Fixed robots delivering modules into the recipe input slots instead of the module inventory. ([https://forums.factorio.com/28722 more])&lt;br /&gt;
* Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled. ([https://forums.factorio.com/28789 more])&lt;br /&gt;
* Items stop correctly before a belt deactivated using the circuit network. ([https://forums.factorio.com/28766 more])&lt;br /&gt;
* Fixed another case where a biter could get stuck. ([https://forums.factorio.com/28893 more])&lt;br /&gt;
* Fixed crash when using --mp-connect to join a game that requires user verification. ([https://forums.factorio.com/28500 more])&lt;br /&gt;
* Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots. ([https://forums.factorio.com/28855 more])&lt;br /&gt;
* Buildings with backer names containing non-ASCII characters are generated properly.&lt;br /&gt;
* Fixed logistic counts when changing stack sizes of items the player was holding.&lt;br /&gt;
* Fixed crash when right-clicking electric pole in Map Editor. ([https://forums.factorio.com/28983 more])&lt;br /&gt;
* Fixed crash when building tiles would result in you dying. ([https://forums.factorio.com/28948 more])&lt;br /&gt;
* Fixed disabled belts would still move the player. ([https://forums.factorio.com/28947 more])&lt;br /&gt;
* Fixed crashes related to changing train conditions in the latency state.&lt;br /&gt;
* Fixed line breaking in description titles. ([https://forums.factorio.com/27128 more])&lt;br /&gt;
* Fixed typo in description of flooring items. ([https://forums.factorio.com/28704 more])&lt;br /&gt;
* Fixed blueprint icons not working as desired when paths where part of the selected area. ([https://forums.factorio.com/28884 more])&lt;br /&gt;
* Fixed that a username change wouldn&#039;t save if the game crashed. ([https://forums.factorio.com/17837 more])&lt;br /&gt;
* Fixed that clicking an alert button could show the wrong alert. ([https://forums.factorio.com/28913 more])&lt;br /&gt;
* Fixed flooring placement preview rendered on top of turret base. ([https://forums.factorio.com/28894 more])&lt;br /&gt;
* Fixed numpad home/end/other keys not working when numlock was off. ([https://forums.factorio.com/28934 more])&lt;br /&gt;
* Fixed that the game password dialog showed the password. ([https://forums.factorio.com/29002 more])&lt;br /&gt;
* Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop. ([https://forums.factorio.com/28964 more])&lt;br /&gt;
* Fixed the difficulty settings for scenarios not working. ([https://forums.factorio.com/27976 more])&lt;br /&gt;
* Fixed alignment of some pipe covers. ([https://forums.factorio.com/28785 more])&lt;br /&gt;
* Fixed the watch-your-step achievement not working. ([https://forums.factorio.com/27710 more])&lt;br /&gt;
* Rocket parts from building rockets in the rocket silo now show in production stats. ([https://forums.factorio.com/29001 more])&lt;br /&gt;
* Fixed tracked achievements scrolling off screen when un-tracking them. ([https://forums.factorio.com/27922 more])&lt;br /&gt;
* Fixed inserter sometimes only dropping one item on the ground before going back. ([https://forums.factorio.com/28046 more]#p183886)&lt;br /&gt;
* Fixed LuaGameScript::active_mods not showing the correct list of mods. ([https://forums.factorio.com/29088 more])&lt;br /&gt;
* Fixed signals letting trains pass when the circuit network changes. ([https://forums.factorio.com/28923 more])&lt;br /&gt;
* Fixed crash when deconstructing an entity with modules to be delivered while hovering the mouse over the entity. ([https://forums.factorio.com/29165 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed SpritePath to recipe that inherits icon from its result would not be considered valid. ([https://forums.factorio.com/28867 more])&lt;br /&gt;
* Fixed crash when setting new research in the on_research_completed event. ([https://forums.factorio.com/28968 more])&lt;br /&gt;
* Fixed error during the research completed event being un-clickable. ([https://forums.factorio.com/27803 more])&lt;br /&gt;
* Added LuaTile::position read.&lt;br /&gt;
&lt;br /&gt;
== 0.13.8 ==&lt;br /&gt;
Date: 11. 07. 2016&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed craftable unit entities desyncing when held over belts. ([https://forums.factorio.com/28730 more])&lt;br /&gt;
* Fixed character inventory size was limited at 255 instead of the correct 65536. ([https://forums.factorio.com/28717 more])&lt;br /&gt;
* Fixed mouse wheel left/right bindings not working.&lt;br /&gt;
** Changed default blueprint book switching shortcut on OS X to Command + Mouse Wheel up/down&lt;br /&gt;
* Fixed aliens getting stuck sometimes. ([https://forums.factorio.com/28653 more])&lt;br /&gt;
* Fixed inserters not putting fuel in modded burner assemblers in some situations ([https://forums.factorio.com/28196 more])&lt;br /&gt;
* Fixed headless server would crash when loading save containing sprite-button. ([https://forums.factorio.com/28736 more])&lt;br /&gt;
* Fixed maps loaded from versions &amp;lt; 0.13.7 not generating any more chunks ([https://forums.factorio.com/28760 more])&lt;br /&gt;
* Fixed First Steps campaign character death error. ([https://forums.factorio.com/27926 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Reverted changes related to 0.13.7 fix for ([https://forums.factorio.com/28564 more]). If entity specified in sprite path&lt;br /&gt;
** doesn&#039;t have an icon, button will be created anyway, but no sprite will be drawn inside of it.&lt;br /&gt;
* Added LuaGui::is_valid_sprite_path() function&lt;br /&gt;
* Fixed that if a land mine got blown up and replaced by a robot, it wouldn&#039;t arm itself. ([https://forums.factorio.com/28761 more])&lt;br /&gt;
* Added LuaPlayer::admin read - if the player is an admin.&lt;br /&gt;
&lt;br /&gt;
== 0.13.7 ==&lt;br /&gt;
Date: 11. 07. 2016&lt;br /&gt;
===  Minor Features ===&lt;br /&gt;
* Holding the &amp;quot;drop item&amp;quot; key will keep dropping items.&lt;br /&gt;
* Rocks can be mined while holding blueprints.&lt;br /&gt;
===  Graphics ===&lt;br /&gt;
* Updated the stack inserter technology icon.&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* Medium and large worms spawn further from the starting area.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Connect game dialog remembers DNS the address as written rather than only IP ([https://forums.factorio.com/27701 more]).&lt;br /&gt;
* Science packs and ammo are now recorded in the items consumed portion of production stats.&lt;br /&gt;
* Fixed the mysterious crash when building rails. ([https://forums.factorio.com/28231 more])&lt;br /&gt;
* Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). ([https://forums.factorio.com/28415 more])&lt;br /&gt;
* Fixed rendering layer of gate wall. ([https://forums.factorio.com/28296 more])&lt;br /&gt;
* Fixed fullscreen toggle in graphics options. ([https://forums.factorio.com/27688 more])&lt;br /&gt;
* Fixed mining drills using slightly too much energy per item mined.&lt;br /&gt;
* Fixed that rail signals connectable to two rails at the same time were marked as buildable even when the build ability was valid only for one of the rails. ([https://forums.factorio.com/28235 more])&lt;br /&gt;
* Fixed burner inserters sometimes getting stuck. ([https://forums.factorio.com/27465 more])&lt;br /&gt;
* Fixed inserters with stack bonus waiting for stacks indefinitely when there&#039;s nothing to take from. ([https://forums.factorio.com/28046 more])&lt;br /&gt;
* Fixed blueprint previews with tiles and rails vs tiles with no rails. ([https://forums.factorio.com/28250 more])&lt;br /&gt;
* Fixed crash that could sometimes happen when a biter couldn&#039;t reach a target for a long time. ([https://forums.factorio.com/28228 more])&lt;br /&gt;
* Fixed on_player_placed_equipment was not called when quick transferring equipment into armor. ([https://forums.factorio.com/28419 more])&lt;br /&gt;
* Fixed map generator problems very far from the start.&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance&lt;br /&gt;
* Fixed clean-cursor with armor not putting it into filtered slots in your quickbar. ([https://forums.factorio.com/28299 more])&lt;br /&gt;
* Fixed that expansion chunk candidates values weren&#039;t updated properly. ([https://forums.factorio.com/27849 more])&lt;br /&gt;
* Fixed landfills could be included in blueprints. ([https://forums.factorio.com/28471 more])&lt;br /&gt;
* Fixed multiple instances of walls blocking movement when they shouldn&#039;t. ([https://forums.factorio.com/28477 more])&lt;br /&gt;
* Fixed that the solaris achievement unobtainable.&lt;br /&gt;
* Fixed flamethrower turret would cause blueprint preview move up and down.&lt;br /&gt;
* Fixed crash when the currently-playing folder can&#039;t be deleted when exiting game. ([https://forums.factorio.com/28316 more])&lt;br /&gt;
* Fixed crash when connection to the mod portal fails ([https://forums.factorio.com/27126 more])&lt;br /&gt;
* Fixed Update Mods button being sometimes disabled ([https://forums.factorio.com/28160 more])&lt;br /&gt;
* Fixed that LuaGameScript::write_file treated data as null-terminated byte string. ([https://forums.factorio.com/28555 more])&lt;br /&gt;
* Fixed entities marked with &amp;quot;not-repairable&amp;quot; still being repairable manually. ([https://forums.factorio.com/28554 more])&lt;br /&gt;
* Attempt to fix &amp;quot;Access is denied&amp;quot; error message during autosaves. ([https://forums.factorio.com/28464 more])&lt;br /&gt;
* Fixed desync caused by transport belt connected to circuit network reading in pulse mode.&lt;br /&gt;
* Fixed save corruption when driving vehicles on transport belts in some instances. ([https://forums.factorio.com/28457 more])&lt;br /&gt;
* Fixed copy-paste not waking up inserters when copying filters between different inserter types. ([https://forums.factorio.com/28620 more])&lt;br /&gt;
* Fixed error when biters tried to expand while evolution factor was 0. ([https://forums.factorio.com/28598 more])&lt;br /&gt;
* Fixed building paths not refilling the cursor in some instances. ([https://forums.factorio.com/28686 more])&lt;br /&gt;
* Fixed unlocked achievements blinking too quickly. ([https://forums.factorio.com/27979 more])&lt;br /&gt;
* Fixed crash when setting the force of a logistic container in ghost form. ([https://forums.factorio.com/28699 more])&lt;br /&gt;
&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Fixed label size issues when using different font sizes or resizing the game window. ([https://forums.factorio.com/27722 more])&lt;br /&gt;
* Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn&#039;t exist. ([https://forums.factorio.com/28564 more])&lt;br /&gt;
** LuaGuiElement::add won&#039;t create sprite-button and returns nil if invalid SpritePath is passed.&lt;br /&gt;
* Added an option to LuaSurface::set_tiles() to disable the correction logic for total control of what the tiles end up as.&lt;br /&gt;
* Added item-group, fluid, tile, virtual-signal and achievement icons to be accessible by the SpritePath used in the sprite-button element.&lt;br /&gt;
** Added SpriteButton to the scripting documentation.&lt;br /&gt;
* Added &amp;quot;grid&amp;quot; to the on_player_placed_equipment event.&lt;br /&gt;
* Added LuaRecipe::localised_name read.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;scroll-pane&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== 0.13.6 ==&lt;br /&gt;
Date: 06. 07. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2.&lt;br /&gt;
** This also solves that stack inserters were available but not buildable in the campaign.&lt;br /&gt;
* Deconstructing and cancel deconstruction can be toggled between by using the modifier key. ([https://forums.factorio.com/28092 more])&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed desync when inserters would insert things directly onto splitters. ([https://forums.factorio.com/28298 more])&lt;br /&gt;
* Fixed that manipulating the fuel inventory of locomotives didn&#039;t count towards the inactivity condition. ([https://forums.factorio.com/28308 more])&lt;br /&gt;
* A train with a circuit condition will now always stay at the station if no wire is connected. ([https://forums.factorio.com/28067 more])&lt;br /&gt;
* Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. ([https://forums.factorio.com/28346 more])&lt;br /&gt;
* Fixed the player getting stuck in some instances when using landfills. ([https://forums.factorio.com/27943 more])&lt;br /&gt;
* Fixed crash when train stop that is in train schedule of some train was opened in the map editor. ([https://forums.factorio.com/28326 more])&lt;br /&gt;
* Fixed crash when the player would equip power armor they currently had open while in the same tick a robot delivered items&lt;br /&gt;
** to the player which would end up in the new slots added by the power armor. ([https://forums.factorio.com/28318 more])&lt;br /&gt;
* Fixed crash when mining tiles you&#039;re standing on that results in you being killed.&lt;br /&gt;
* Fixed load game GUI size issues when trying to load invalid save files. ([https://forums.factorio.com/27396 more])&lt;br /&gt;
* Fixed fuel and water from pumps not being counted in the production stats consumed/produced items. ([https://forums.factorio.com/28220 more])&lt;br /&gt;
&lt;br /&gt;
== 0.13.5 ==&lt;br /&gt;
Date: 05. 07. 2016&lt;br /&gt;
===  Minor Features ===&lt;br /&gt;
* Blueprints with labels will now show the label when holding them to-be-built.&lt;br /&gt;
* Once mining is started over non-resources, resources are ignored until the mine button is released. ([https://forums.factorio.com/3995 more])&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Attempting to mutate the &#039;global&#039; table of a mod in the &#039;on_load&#039; event handler will result in an error.&lt;br /&gt;
** The &#039;on_load&#039; event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables.&lt;br /&gt;
** Use &#039;on_configuration_changed&#039;, &#039;on_init&#039;, and migration scripts in all other instances.&lt;br /&gt;
* When connecting circuit wires, the wire will re-anchor to the last entity clicked. ([https://forums.factorio.com/28096 more])&lt;br /&gt;
* Increased collision box of stone walls slightly, to prevent the player getting stuck. ([https://forums.factorio.com/28226 more])&lt;br /&gt;
* Power switch will not show electric sparks in some situations. ([https://forums.factorio.com/28026 more])&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed the add-trains list treating stations with the same spelling but different case as the same station. ([https://forums.factorio.com/28063 more])&lt;br /&gt;
* Fixed circuit network signals not properly migrating when removing mods. ([https://forums.factorio.com/28117 more])&lt;br /&gt;
* Fixed incorrect pollution rendering. ([https://forums.factorio.com/27970 more])&lt;br /&gt;
* When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.&lt;br /&gt;
* crash when getting killed by a locomotive you currently had the GUI open for (for real this time). ([https://forums.factorio.com/27895 more])&lt;br /&gt;
* When splitting electric networks because switch was turned off, the network with more entities is considered the &amp;quot;master one&amp;quot; which keeps the statistics.&lt;br /&gt;
* Fixed entity power bars in the electric network statistics GUI being sometimes scaled and colored improperly.&lt;br /&gt;
* Fixed the electric network statistics merging when networks are connected by turning power switch on.&lt;br /&gt;
* Fixed that the last train inserter didn&#039;t grab from the cargo wagon sometimes. ([https://forums.factorio.com/28028 more])&lt;br /&gt;
* Fixed crashes related to bad circuit network state caused by old mods. ([https://forums.factorio.com/27523 more])&lt;br /&gt;
* Fixed that biters couldn&#039;t find a path through a thick wall of trains. ([https://forums.factorio.com/28068 more])&lt;br /&gt;
* Fixed that some of the achievements didn&#039;t get reported to steam.&lt;br /&gt;
** All the achievements data are reset when migrated to this version, those reported on steam will get reloaded.&lt;br /&gt;
* Fixed crafting machines using slightly too much energy per recipe crafted. ([https://forums.factorio.com/28128 more])&lt;br /&gt;
* Fixed that the drop item doesn&#039;t consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else.&lt;br /&gt;
* Fixed crashes related to bad circuit network state caused by old mods. ([https://forums.factorio.com/27523 more])&lt;br /&gt;
* Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. ([https://forums.factorio.com/27371 more])&lt;br /&gt;
* Fixed chests in circuit network showing double their contents after fast replace. ([https://forums.factorio.com/27847 more])&lt;br /&gt;
* Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. ([https://forums.factorio.com/28042 more])&lt;br /&gt;
* Fixed crash when 2 or more people would manipulate train schedules at the same time. ([https://forums.factorio.com/27750 more])&lt;br /&gt;
* Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. ([https://forums.factorio.com/28251 more])&lt;br /&gt;
* Fixed tile rendering off by half a tile in blueprint previews. ([https://forums.factorio.com/28250 more])&lt;br /&gt;
* Fixed non ASCII characters didn&#039;t work in train stop names. ([https://forums.factorio.com/27619 more])&lt;br /&gt;
* Fixed of the rail signal/train stop visualization planner in specific cases. ([https://forums.factorio.com/27980 more])&lt;br /&gt;
* Fixed crash when opening train stops in the map editor. ([https://forums.factorio.com/27903 more])&lt;br /&gt;
* Fixed miss-aligned blueprint entities when editing blueprints and removing rails/roboports. ([https://forums.factorio.com/28288 more])&lt;br /&gt;
===  Optimisations ===&lt;br /&gt;
* Improved performance when there are a large (4000+) amount of alerts going off at the same time. ([https://forums.factorio.com/28169 more])&lt;br /&gt;
&lt;br /&gt;
== 0.13.4 ==&lt;br /&gt;
Date: 03. 07. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total&lt;br /&gt;
** of more than 300 entities + tiles.&lt;br /&gt;
* Player names are now shown in the description pane instead of just &amp;quot;player&amp;quot;. ([https://forums.factorio.com/28004 more])&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed the &amp;quot;No such node (application_version)&amp;quot; error when starting a headless server&lt;br /&gt;
* Fixed modules could get into assembling machines that didn&#039;t allow them for the current recipe. ([https://forums.factorio.com/27875 more])&lt;br /&gt;
* Fixed desync when holding most rotatable items for building in the latency state. ([https://forums.factorio.com/27880 more])&lt;br /&gt;
* Fixed build-by-moving logic for underground belts and underground pipes. ([https://forums.factorio.com/27446 more])&lt;br /&gt;
* Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. ([https://forums.factorio.com/27848 more])&lt;br /&gt;
* Fixed killed entities not keeping modules to-be-delivered in some cases. ([https://forums.factorio.com/27937 more])&lt;br /&gt;
* Fixed headless server being counted as a player for the player limit. ([https://forums.factorio.com/27894 more])&lt;br /&gt;
* Fixed crash when belts would die due in some instances. ([https://forums.factorio.com/27868 more])&lt;br /&gt;
* Fixed Lua GUI events getting fired before the actual GUI element was modified. ([https://forums.factorio.com/27536 more])&lt;br /&gt;
* Fixed crash when getting killed by a locomotive you currently had the GUI open for. ([https://forums.factorio.com/27895 more])&lt;br /&gt;
* Fixed fluid temperature restricted recipes didn&#039;t work when fluid flowed in from the left side of the machine.&lt;br /&gt;
* Fixed server crashing when starting a LAN game with no internet connection. ([https://forums.factorio.com/27953 more])&lt;br /&gt;
* Fixed crash when modded walls didn&#039;t have a definition for connected gate visualization.&lt;br /&gt;
* Fixed energy bar on battery equipment. ([https://forums.factorio.com/27983 more])&lt;br /&gt;
* Fixed bonus GUI size issues with lots of entities using the bonuses. ([https://forums.factorio.com/27712 more])&lt;br /&gt;
* Fixed mod hotkeys not working when you&#039;d have more than 1. ([https://forums.factorio.com/28024 more])&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. ([https://forums.factorio.com/27769 more])&lt;br /&gt;
* LuaEntity::recipe can be read off furnaces as well as assembling machines.&lt;br /&gt;
&lt;br /&gt;
== 0.13.3 ==&lt;br /&gt;
Date: 01. 07. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.&lt;br /&gt;
* Increased the distance between items on the belt from 0.28 to 0.28125.&lt;br /&gt;
** This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. ([https://forums.factorio.com/27686 more])&lt;br /&gt;
=== GUI ===&lt;br /&gt;
* Only games with the same application version are displayed in Browse Games screen.&lt;br /&gt;
* Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed mods directory not being created when installing mods ([https://forums.factorio.com/27565 more])&lt;br /&gt;
* Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. ([https://forums.factorio.com/27781 more])&lt;br /&gt;
* Fixed crash related to killed flamethrower turrets in ghost mode. ([https://forums.factorio.com/27757 more])&lt;br /&gt;
* Fixed that the game crashed in the user login dialog when the steam connection was not available.&lt;br /&gt;
* Yet another research window resizing fix.&lt;br /&gt;
* Fixed desync related to building-while-moving underground belts and pipe-to-ground.&lt;br /&gt;
* Fixed Steel chest recipe in New hope mission 02. ([https://forums.factorio.com/27400 more])&lt;br /&gt;
* Fixed projectiles with negative accelerations &#039;hitting&#039; at the incorrect position.&lt;br /&gt;
* Fixed bug related to building/removing poles connected to network with power switch. ([https://forums.factorio.com/27737 more])&lt;br /&gt;
* Fixed that some items seemed to be repairable in multiplayer. ([https://forums.factorio.com/27572 more])&lt;br /&gt;
* Fixed that modules could get lost when upgrading them. ([https://forums.factorio.com/27835 more])&lt;br /&gt;
* Fixed timezone issues with the browse mods GUI.&lt;br /&gt;
&lt;br /&gt;
== 0.13.2 ==&lt;br /&gt;
Date: 30. 06. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. ([https://forums.factorio.com/27486 more])&lt;br /&gt;
* Limited multiplayer game name length to 60 characters.&lt;br /&gt;
* Moved the copper wire back to the intermediate category in the recipes.&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.&lt;br /&gt;
* During biter migration, medium worms can now only spawn if the evolution factor is greater than 0.3, and big worms require evolution factor of 0.5.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed occasional crash when downloading map. ([https://forums.factorio.com/27190 more])&lt;br /&gt;
* Fixed rail signals set to red by circuit network going green in some situations. ([https://forums.factorio.com/27195 more])&lt;br /&gt;
* Fixed rail signals not going back to green when when deselectiog &amp;quot;Close Signal&amp;quot; option.&lt;br /&gt;
* Fixed that running a command via stdin or RCON would crash the game if commands were allowed for admins-only. ([https://forums.factorio.com/27435 more])&lt;br /&gt;
* Localized hard coded strings in power switch GUI. ([https://forums.factorio.com/27483 more])&lt;br /&gt;
* Fixed enemy turrets would show player&#039;s damage bonuses in tooltip.&lt;br /&gt;
* Fixed repair packs (and mergable items in general) under flowing and making millions of items. ([https://forums.factorio.com/27415 more])&lt;br /&gt;
* Added missing Lua defines for the rocket silo rocket inventory.&lt;br /&gt;
* Fixed train minimap preview schedule box not allowing scrolling. ([https://forums.factorio.com/27299 more])&lt;br /&gt;
* Fixed game restarting after installing only one mod.&lt;br /&gt;
* Fixed game crashing when viewing info about a mod with space in its name (hopefully) ([https://forums.factorio.com/27126 more])&lt;br /&gt;
* Fixed checking for mod updates taking very long.&lt;br /&gt;
* Fixed low framerate when pasting long text into console.&lt;br /&gt;
* Fixed filter inserter sometimes taking an extra item after the filter was unset. ([https://forums.factorio.com/27443 more])&lt;br /&gt;
* Fixed inserter arrows in blueprints. ([https://forums.factorio.com/27544 more])&lt;br /&gt;
* Fixed that it wasn&#039;t possible to require verification of user identity in server-settings.json.&lt;br /&gt;
* Fixed migration of internal circuit network signals. ([https://forums.factorio.com/27277 more])&lt;br /&gt;
* Fixed some oddities when using the rail planner and quickbar-selecting other items.&lt;br /&gt;
* Fixed desync when building rail signals in close rail setups. ([https://forums.factorio.com/27605 more])&lt;br /&gt;
* Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. ([https://forums.factorio.com/27608 more])&lt;br /&gt;
* Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. ([https://forums.factorio.com/27652 more])&lt;br /&gt;
* Fixed stack filter inserter sometimes showing more than one filter in alt mode.&lt;br /&gt;
* Research button position fix.&lt;br /&gt;
* Changed the technology prerequisite of solar panel from advanced-electronics to electronics. This also fixes the 2nd mission of the new hope campaign.&lt;br /&gt;
* Fixed that the headless server wouldn&#039;t be able to save the map if started like --start-server save.zip. ([https://forums.factorio.com/27625 more])&lt;br /&gt;
* Fixed unminable rails when migrating saves to 0.13. ([https://forums.factorio.com/27202 more])&lt;br /&gt;
* Fixed that the gate didn&#039;t open when it was on the same rail as the locomotive front joint. ([https://forums.factorio.com/27682 more])&lt;br /&gt;
* Fixed that game name and description in the game browser didn&#039;t wrap.&lt;br /&gt;
* Fixed game did not run on Windows XP. ([https://forums.factorio.com/27168 more])&lt;br /&gt;
* Fixed the ElectricEnergyInterface entity not drawing low power/no power icons.&lt;br /&gt;
* Fixed requester chest filters getting cleared when changing the force of the chest. ([https://forums.factorio.com/27691 more])&lt;br /&gt;
* Fixed rocks not being ignored when rail planner ghost building. ([https://forums.factorio.com/27522 more])&lt;br /&gt;
* Fixed that when a transport belt got destroyed and turned into a ghost, it wouldn&#039;t drop items on ground. ([https://forums.factorio.com/27650 more])&lt;br /&gt;
* Fixed occasional random browse game GUI crash when moving close to the end of the list.&lt;br /&gt;
* Fixed script error in supply challenge. ([https://forums.factorio.com/27689 more])&lt;br /&gt;
* Fixed that rail signal visualization helper was not working properly in some specific cases. ([https://forums.factorio.com/27328 more])&lt;br /&gt;
* Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. ([https://forums.factorio.com/27526 more])&lt;br /&gt;
===  Optimisations ===&lt;br /&gt;
* Optimized rendering of huge pollution clouds on map.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Added LuaEntityPrototype::spawn_cooldown - the spawn cooldown for enemy spawners.&lt;br /&gt;
* Added LuaEntity::power_production and power_usage read/write for the ElectricEnergyInterface type entity.&lt;br /&gt;
&lt;br /&gt;
== 0.13.1 ==&lt;br /&gt;
Date: 29. 06. 2016&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Added /demote to demote players from admins&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed crash when shift right clicking furnace fuel slots. ([https://forums.factorio.com/27125 more])&lt;br /&gt;
* Fixed not being able to rename train stops. ([https://forums.factorio.com/27129 more])&lt;br /&gt;
* Fixed stack filter inserters taking too many filters when building them by fast replace. ([https://forums.factorio.com/27147 more])&lt;br /&gt;
* Fixed automatic insertion of satellites into rocket silos.&lt;br /&gt;
* Fixed flamethrower not unlocking on loading old saves in 0.13.&lt;br /&gt;
* Fixed map corruption and possible crashes when damaged stone rocks migrated from 0.12 saves got destroyed in 0.13. ([https://forums.factorio.com/27214 more])&lt;br /&gt;
* Fixed that saving a map could crash under some circumstances. ([https://forums.factorio.com/27226 more])&lt;br /&gt;
* Fixed that locomotives were not moving enough in reverse.&lt;br /&gt;
* Fixed that --create didn&#039;t work with just a filename. ([https://forums.factorio.com/27139 more])&lt;br /&gt;
* Fixed that disabled and invalid mods were still marking the game as modded for the achievements.&lt;br /&gt;
* Fixed headless server crashed when launched with closed stdin. ([https://forums.factorio.com/27158 more])&lt;br /&gt;
* Fixed that stack transferring (shift clicking) armor off your player could end up deleting the armor if you lost inventory space. ([https://forums.factorio.com/27245 more])&lt;br /&gt;
* Fixed the watch your step achievement.&lt;br /&gt;
* Fixed downloading mods crashed the game ([https://forums.factorio.com/27109 more]).&lt;br /&gt;
* Fixed that starting with modded game still activated achievements from steam. ([https://forums.factorio.com/27313 more])&lt;br /&gt;
* Fixed the kick message. ([https://forums.factorio.com/27310 more])&lt;br /&gt;
* Fixed technology effects translation of worker robot storage and speed.&lt;br /&gt;
* Fixed crash when the game tries to remove old version of mod that is unpacked directory instead of a zip package. ([https://forums.factorio.com/27176 more])&lt;br /&gt;
* Fixed that max player count was ignored when joining multiplayer game.&lt;br /&gt;
* Fixed that attempting to connect with 0.12 client to a 0.13 server wouldn&#039;t display the proper error message for the client and would display &amp;quot;unknown message type received&amp;quot; for the server. ([https://forums.factorio.com/27322 more])&lt;br /&gt;
* Fixed too large capacity of internal pipe in flamethrower turret. ([https://forums.factorio.com/27315 more])&lt;br /&gt;
* Fixed inserters and belts connected to circuit network turning on for one tick when something is disconnected or fast replaced in from the network. ([https://forums.factorio.com/27251 more])&lt;br /&gt;
* Fixed that the technology description didn&#039;t wrap when it was too long, which also made the research button unreachable. ([https://forums.factorio.com/27106 more])&lt;br /&gt;
* Fixed that there were walls over water in the tight spot scenario. ([https://forums.factorio.com/27344 more])&lt;br /&gt;
* Fixed that can_build_entity command didn&#039;t check tile collisions.&lt;br /&gt;
* Fixed that the Research Finished text could flash too fast sometimes. ([https://forums.factorio.com/27170 more])&lt;br /&gt;
* Fixed that failed attempt to determine public IP address crashes the headless server ([https://forums.factorio.com/27166 more]).&lt;br /&gt;
* Fixed graphical issue with lights when light render quality was set to low. ([https://forums.factorio.com/27312 more])&lt;br /&gt;
* Fixed steel chests getting disabled when migrating 0.12 saves to 0.13 when the 0.12 save didn&#039;t have smart chests unlocked. ([https://forums.factorio.com/27208 more])&lt;br /&gt;
* Fixed crash when using LuaForce::entity_build_count_statistics. ([https://forums.factorio.com/27348 more])&lt;br /&gt;
* Possibly fixed hang when closing the Steam overlay on some Linux systems. ([https://forums.factorio.com/27275 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Added mandatory reversing_power_modifier property into locomotive prototype definition.&lt;br /&gt;
* Changed the logistic-robot-storage and logistic-robot-speed modifiers to worker-robot-storage and worker-robot-speed&lt;br /&gt;
&lt;br /&gt;
== 0.13.0 ==&lt;br /&gt;
Date: 27. 06. 2016&lt;br /&gt;
=== Major features ===&lt;br /&gt;
* Improved Multiplayer game UX (see [https://www.factorio.com/blog/post/fff-139 more] and [https://www.factorio.com/blog/post/fff-116 more]).&lt;br /&gt;
** Server games are published to the server and clients can browse existing games.&lt;br /&gt;
** Automatic discovery for the LAN games.&lt;br /&gt;
* Mod Portal integration. Factorio can list and install mods from the mod portal. ([https://mods.factorio.com more])&lt;br /&gt;
* Achievements and Steam Achievements integration. ([https://www.factorio.com/blog/post/fff-125 more])&lt;br /&gt;
** Modded games won&#039;t have the achievements recorded on steam.&lt;br /&gt;
* Rail planner tool simplifies the rail building. ([https://www.factorio.com/blog/post/fff-113 more])&lt;br /&gt;
* Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.&lt;br /&gt;
* Power switch. It can be used to control the energy flow. Power switch can be connected to the circuit network. ([https://www.factorio.com/blog/post/fff-115 more])&lt;br /&gt;
* Added the Stack inserter - an expensive upgrade over fast inserters that can move several more items at a time.&lt;br /&gt;
* Flamethrower turret. Fueled with fluid, shoots a stream of burning oil towards oncoming enemies.&lt;br /&gt;
* Bonus GUI (accessible from sidebar GUI) showing bonuses the force has researched.&lt;br /&gt;
* Train station window contains a list of all trains (each can be opened) that have that station on their schedule.&lt;br /&gt;
* Single train GUI now has an additional panel which shows the minimap/camera view of the given train.&lt;br /&gt;
* Search field to the filter selection and recipes selection windows.&lt;br /&gt;
* Trains GUI. It displays all the trains as small minimaps with schedules, which can be searched.&lt;br /&gt;
* Extension of the train wait conditions. ([https://www.factorio.com/blog/post/fff-114 more])&lt;br /&gt;
* New locomotive, cargo wagon and train stop graphics. Locomotives can be colored. The trains are a consistent size in horizontal and vertical orientations.&lt;br /&gt;
* New technology tree GUI. ([https://www.factorio.com/blog/post/fff-128 more])&lt;br /&gt;
===  Minor Features ===&lt;br /&gt;
* Blueprints can be now edited.&lt;br /&gt;
* Added the Blueprint Book item - an item to manage blueprints. The book can be renamed and only holds blueprints.&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
* Added landfill, it can be used to replace water areas with grass.&lt;br /&gt;
* Added yellow/black striped concrete tile that is rotatable.&lt;br /&gt;
* Small sidebar GUI containing buttons for main menu, production statistics, etc.&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).&lt;br /&gt;
* Underground pipes and belts are placed at max connecting distance apart when built by dragging.&lt;br /&gt;
* --scenario2map: Creates a save from a custom scenario, without initializing the graphics.&lt;br /&gt;
* The lamp can change it&#039;s color based on circuit network signals.&lt;br /&gt;
* Roboport is connectable to the circuit network. It sends the logistic network contents or the robot statistics of the network.&lt;br /&gt;
* Accumulator is connectable to the circuit network. It sends it&#039;s charge level as a percentage.&lt;br /&gt;
* Transport Belt is connectable to the circuit network. It can be turned on or off and it can send it&#039;s contents to the circuit network.&lt;br /&gt;
* Rail Signal is connectable to the circuit network.  It will send the signal&#039;s state and can block trains from passing.&lt;br /&gt;
* Gate can be controlled through the circuit network by connecting to the wall next to it. It can be opened manually or send a signal if the player is nearby.&lt;br /&gt;
* Requester chest&#039;s requested items can be set automatically from the circuit network.&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network. Filter inserters can have their filters set automatically from the circuit network.&lt;br /&gt;
* Most entities that can be turned on or off by the circuit network can also be turned on or off by directly using a logistic condition.&lt;br /&gt;
* Circuit network and logistic network conditions can now be accessed by icons in the top-right corner of the entity&#039;s GUI, for all connectable entities.&lt;br /&gt;
* Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated in the latency hiding.&lt;br /&gt;
* Crafting machine item/fluid total craft counts are recorded per force.&lt;br /&gt;
* Intro sound in the loading screen.&lt;br /&gt;
* Improvements to the statistics GUI (electric network/production info).&lt;br /&gt;
** Added the ability to filter out things.&lt;br /&gt;
** Added the ability to view &amp;quot;all&amp;quot; information recorded.&lt;br /&gt;
** Made the GUI scrollable.&lt;br /&gt;
* Added /ban /kick /bans /admins and /admin commands.&lt;br /&gt;
* Added /color command, so changing color doesn&#039;t require access to Lua commands.&lt;br /&gt;
* When running as a server, Factorio now accepts console commands on standard input.&lt;br /&gt;
* When running as a server, Factorio can be told to listen for RCON connections.&lt;br /&gt;
** To use this, specify both the --rcon-port and --rcon-password parameters on the command line. The network protocol is specified here: [https://developer.valvesoftware.com/wiki/Source_RCON_Protocol link]&lt;br /&gt;
* New parameter to start the headless server: --start-server-load-latest. Instead of accepting a save name, it will automatically load the latest save in the saves folder.&lt;br /&gt;
* The &amp;quot;disallow-commands&amp;quot; flag has been changed to &amp;quot;allow-commands&amp;quot; and accepts &amp;quot;true&amp;quot;, &amp;quot;false&amp;quot;, and &amp;quot;admins-only&amp;quot; for values.&lt;br /&gt;
* It is stored and shown which player built each of the machines.&lt;br /&gt;
* Added cluster grenades and grenade upgrades.&lt;br /&gt;
* Added flamethrower and flamethrower turret damage upgrades.&lt;br /&gt;
* When creating a new map using the --create command-line option, --map-gen-settings can be used to specify the map generation settings.&lt;br /&gt;
* Log file reopening on SIGUSR1 and a commandline option to disable log rotation.&lt;br /&gt;
* The default font looks better (improved hinting for the thinnest weight).&lt;br /&gt;
* Labels and values in descriptions have different colors.&lt;br /&gt;
* Item health bars are rendered green, yellow, red based off the % health remaining like entities.&lt;br /&gt;
* Modules support in blueprints.&lt;br /&gt;
* Equipment can be put in open equipment grids using standard inventory shortcuts (shift + click, ctrl + click).&lt;br /&gt;
=== Ease of use ===&lt;br /&gt;
* Turret displays its range when you hover over it.&lt;br /&gt;
* Rail signal/train stop placement indicator. ([https://www.factorio.com/blog/post/fff-134 more])&lt;br /&gt;
* Indicator of train vehicle positions in a station when building next to track where would the train stop.&lt;br /&gt;
* It is possible to change the module in the slot to different one without having to clear it first.&lt;br /&gt;
* It is possible to upgrade modules to more powerful variant in machine by fast entity transfer.&lt;br /&gt;
* Clear cursor first cancels the current action (rail building, wire dragging, blueprint/deconstruction), and only removes the item from the cursor when pressed again.&lt;br /&gt;
* Saving a game changes selected name and directory for next saves. ([https://forums.factorio.com/19461 more])&lt;br /&gt;
* Clicking different filtered slot in quickbar will try to clear the currently selected quickbar item if possible.&lt;br /&gt;
* Cleaning item in cursor that is taken from quickbar slot will try to refill the slot from the inventory if possible.&lt;br /&gt;
* Clicking on the warning icon will open the location on the map.&lt;br /&gt;
* Pressing E/Escape will close the map mode.&lt;br /&gt;
* It is possible to move the map by clicking and dragging.&lt;br /&gt;
* Hovering mouse over inventory logistic request slots makes matching items in inventory be highlighted.&lt;br /&gt;
* Fixed the zoom to cursor feature introduced in 0.8 that was non functional since 0.10.&lt;br /&gt;
* Improved the rail selection logic in junctions.&lt;br /&gt;
* Stone Rock can now be mined and deconstructed by robots. It gives some stone as resource.&lt;br /&gt;
* Combinators input and output arrows in alt mode. Additional alt mode information can be turned on in the options menu.&lt;br /&gt;
* The constant combinator has an on/off switch.&lt;br /&gt;
* Several non-stackable items can be swapped directly with counterparts (power armor, deconstruction planner, selection tools).&lt;br /&gt;
* Inventory filter slots can be copy-pasted from empty slots onto empty slots using the stack transfer/split controls (shift + left click, shift + right click by default).&lt;br /&gt;
===  Balancing ===&lt;br /&gt;
* The productivity module pollution addition was lowered (30%-&amp;gt;5%, 40%-&amp;gt;7.5%, 50%-&amp;gt;10%), as the pollution generated by the machine is already increased by the additional energy production and time, it doesn&#039;t need to be so high as the modules are quite expensive already.&lt;br /&gt;
* Repair packs have double durability (100-&amp;gt;200) and stack size (50-&amp;gt;100).&lt;br /&gt;
* Changed stack size of raw wood (50-&amp;gt;100) so it doesn&#039;t fill the inventory so quickly.&lt;br /&gt;
* Roboport have decreased transmission power consumption (200kw-&amp;gt;50kw) while the robots (and their recharging) has increased power consumption (200kW per recharge slot to 1Mw per slot)&lt;br /&gt;
** Basically, covering area by roboports is cheaper, but using robots for transport is more expensive. To keep the personal roboport usefulness, energies used in personal roboport have been all multiplied by 10.&lt;br /&gt;
* Inserters are able to squeeze things &amp;quot;slightly&amp;quot; better to belts. more resources.&lt;br /&gt;
* Increased size of several green science and few blue science technologies.&lt;br /&gt;
* Increased inventory size of cargo wagon. (30-&amp;gt;40)&lt;br /&gt;
* Oil yield drains to 10% two times slower.&lt;br /&gt;
* Big and behemoth enemies spawn 50% slower.&lt;br /&gt;
* Armor resistances are applied before the energy shield is used.&lt;br /&gt;
* Increased the ghost time to live when something is destroyed from 5 + 5 minutes to 30 + 30 minutes.&lt;br /&gt;
* Halved the mining time of rails, rail signals and walls.&lt;br /&gt;
* Changed the way evolution factor approaches the maximum (1).&lt;br /&gt;
** The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2&lt;br /&gt;
** This means that the progress gets more slower towards the high values.&lt;br /&gt;
* Balanced train acceleration and top speed, additional wagons no longer slow trains so strongly.&lt;br /&gt;
* Changed the amount of items requested when copy-pasting assembling machines to requester chests for several recipes.&lt;br /&gt;
* Express underground belts require lubricant to match the express belts and express splitters.&lt;br /&gt;
* Increased battery equipment power storage, input, and output by a factor of 20.&lt;br /&gt;
&lt;br /&gt;
===  Changes ===&lt;br /&gt;
* Reduced number of connections drawn between roboports in blueprint and roboports on map.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Virtual signals can be used in blueprint icons.&lt;br /&gt;
* Disabled loading of saves before 0.10.0 version (You can use 0.10.12 to load older saves and re-save them).&lt;br /&gt;
* Removed multiplayer peer-to-peer mode.&lt;br /&gt;
* Ghosts created by player no longer expire and can be placed before researching any technologies.&lt;br /&gt;
* Ghosts are brighter and easier to see.&lt;br /&gt;
* Alert of destroyed entity exists 2 times longer.&lt;br /&gt;
* Quickbar filters are set and unset using the same key.&lt;br /&gt;
* Loading a scenario without control.lua will automatically load the freeplay game mode scripts.&lt;br /&gt;
** This means new maps created in the map editor will get the freeplay game mode.&lt;br /&gt;
* Loading a scenario in the map editor will preserve it&#039;s scripts.&lt;br /&gt;
** This means custom freeplay/sandbox maps can be created in-game.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
* All types of chests can be connected to the circuit network. Smart Chest was removed from the game.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals,&lt;br /&gt;
** instead of copying the count from the condition. This might break some setups. [https://forums.factorio.com/13706 more]&lt;br /&gt;
* Transport belt connectable entities will disconnect from incoming (and all other) belts when marked for deconstruction.&lt;br /&gt;
** The problem is solves is described in this bug report: [https://forums.factorio.com/19038 more]&lt;br /&gt;
* Spaces are now allowed in file names when saving.&lt;br /&gt;
* Changed the fluid color of heavy oil to match the icon color.&lt;br /&gt;
* Alert beep sound is activated only when something is destroyed, not by something damaged.&lt;br /&gt;
* Spitter attack distance is randomized slightly to make them look more organic.&lt;br /&gt;
* Rocket fuel can now be used as fuel.&lt;br /&gt;
* Saves given on command line (to options --start-server, --mp-load-game, --load-game, --create) are always absolute or relative paths.&lt;br /&gt;
** If the path is relative, it is relative to the current directory (where the binary is run from).&lt;br /&gt;
* Main menu background image is scaled proportionally now. ([https://forums.factorio.com/26090 more])&lt;br /&gt;
* Renamed &amp;quot;research-effectivity&amp;quot; to &amp;quot;research-speed&amp;quot;.&lt;br /&gt;
* Removed light entity info background option.&lt;br /&gt;
* Cleaned up freeplay and sandbox scenario scripts.&lt;br /&gt;
* Exiting vehicles now puts you to the left of the vehicle with respect to the orientation of the vehicle.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Health bars are partially visible when obstructed.&lt;br /&gt;
* High resolution in-game indicators.&lt;br /&gt;
* New fire graphics for Stone Furnace, Steel Furnace and Boiler.&lt;br /&gt;
* New icons for rocket fuel, low density structure, rocket control unit, satellite, car and tank.&lt;br /&gt;
* Entities show a circuit connector when connected to the circuit or logistics network.&lt;br /&gt;
* Added compression for some sprites to save video memory. This can be enabled in Graphics options.&lt;br /&gt;
* Added linear filtering for GUI icons. This can be disabled in Graphics options.&lt;br /&gt;
* New combinator graphics.&lt;br /&gt;
===  Optimisations ===&lt;br /&gt;
* Optimised GUI render.&lt;br /&gt;
* Minimap is rendered in 16bit colors to reduce memory usage.&lt;br /&gt;
* Less memory usage for entities that are connectable to the circuit network.&lt;br /&gt;
* Faster map unload on Quit to Main Menu or closing the game.&lt;br /&gt;
* Optimized pollution rendering on map and minimap.&lt;br /&gt;
* Optimised roboport radius rendering.&lt;br /&gt;
* Optimised biter pathfinding. ([https://www.factorio.com/blog/post/fff-117 more] [https://www.factorio.com/blog/post/fff-121 more])&lt;br /&gt;
* Optimised save file times by doing compression in parallel.&lt;br /&gt;
===  Bugfixes ===&lt;br /&gt;
* Fixed recipe ordering when recipes had the same group and group order string.&lt;br /&gt;
* Limited number of explosion sounds for grenade, explosive cannon shells, explosive rockets.&lt;br /&gt;
* Underground belts won&#039;t connect if underground belt ghost is in the way. ([https://forums.factorio.com/22720 more])&lt;br /&gt;
* File saving is done in a safer, more atomic way. This should help prevent some cases where a safe file or the config file can go missing.&lt;br /&gt;
* Building sound is played also for other players in multiplayer.&lt;br /&gt;
* Red/green wires change electric pole orientation the same way normal connections do. ([https://forums.factorio.com/24593 more])&lt;br /&gt;
* Fixed the rotation of train vehicles to be built.&lt;br /&gt;
* Fixed clearing the player cursor stack and then inserting into the player quickbar in the same tick not preferring filtered slots. ([https://forums.factorio.com/24880 more])&lt;br /&gt;
* Fixed unrecognizable item icons when playing on very low graphics settings. ([https://forums.factorio.com/25629 more])&lt;br /&gt;
* Fixed that ghost building on power poles disconnects them, as it is the same shortcut. ([https://forums.factorio.com/25323 more])&lt;br /&gt;
* Fixed multiple construction bots could be sent out to mine single tree. ([https://forums.factorio.com/18807 more])&lt;br /&gt;
* Fixed that LuaGameScript::take_screenshot could take negative values of zoom or resolution. ([https://forums.factorio.com/26046 more])&lt;br /&gt;
* Fixed robots would carry items from active provider chests to storage chests even when requester chest needed those items. ([https://forums.factorio.com/22115 more])&lt;br /&gt;
* Fixed setting the cursor stack from script when having a selection from a filtered slot allowing the wrong item in the slot. ([https://forums.factorio.com/24893 more])&lt;br /&gt;
* Items inserted into assemblers now update tooltips. ([https://forums.factorio.com/25671 more])&lt;br /&gt;
* Map editor save GUI now always fits on the screen.&lt;br /&gt;
* Will explicitly show system mouse cursor when exiting Steam Overlay, just in case Steam forgets to do it. ([https://forums.factorio.com/21540 more])&lt;br /&gt;
* Fixed that commands would still be disabled in single-player after loading a map created in MP with commands disabled. ([https://forums.factorio.com/26126 more])&lt;br /&gt;
* Fixed that a biter could get stuck trying to attack a building in some cases. ([https://forums.factorio.com/25792 more])&lt;br /&gt;
* Fixed unclear error message when attempting to run multiple instances of Factorio with same write-path. ([https://forums.factorio.com/18129 more])&lt;br /&gt;
* Fixed the space key animating buttons. ([https://forums.factorio.com/25727 more])&lt;br /&gt;
* Fixed fluid getting into the wrong inputs on assembling machines. ([https://forums.factorio.com/25941 more])&lt;br /&gt;
* Long tooltip descriptions (below the minimap) won&#039;t stretch the whole right column.&lt;br /&gt;
* Fixed being able to copy settings onto and rotate entities marked as non-operable. ([https://forums.factorio.com/25012 more])&lt;br /&gt;
* Fixed that player names wouldn&#039;t show up on the chart when UI scale was set to 100% or less. ([https://forums.factorio.com/26031 more])&lt;br /&gt;
* Fixed that the same error message could appear twice in multiplayer. ([https://forums.factorio.com/24849 more])&lt;br /&gt;
* Fixed equipment tooltips in equipment grids not showing when putting new equipment into the grid.&lt;br /&gt;
* Command key can be now used as a modifier in controls on Mac OSX([https://forums.factorio.com/14603 more]).&lt;br /&gt;
* Fixed that a peer could kick every other peer from an MP game. ([https://forums.factorio.com/13646 more])&lt;br /&gt;
* Fixed train air resistance calculation.&lt;br /&gt;
* Fixed wire drawing in the right-pane description for electric poles. ([https://forums.factorio.com/170438 more])&lt;br /&gt;
* Fixed freeplay and sandbox scenario initial rocket count. ([https://forums.factorio.com/26584 more])&lt;br /&gt;
* Fixed sandbox scenario wouldn&#039;t recognize rocket launches.&lt;br /&gt;
* Fixed modifying item stacks directly in the player wouldn&#039;t trigger an inventory sort in some instances.&lt;br /&gt;
* Fixed crash when modded locomotive uses other than burner energy source. ([https://forums.factorio.com/26165 more])&lt;br /&gt;
===  Modding ===&lt;br /&gt;
* Mods need to have factorio_version value in their info which specifies major Factorio version they are suited for, default value is 0.12.&lt;br /&gt;
** Mods with non fitting version are not loaded.&lt;br /&gt;
* Added item_pickup_distance and loot_pickup_distance to player definition.&lt;br /&gt;
* Added invalid parameter error for data.extend function.&lt;br /&gt;
* Added the ability to define additional_pastable_entities for an entity which allows copy-paste between that entity type and the defined destination types.&lt;br /&gt;
** Useful in conjunction with the new copy-paste events.&lt;br /&gt;
* Added a new item type &amp;quot;selection-tool&amp;quot; that fires the events on_player_selected_area and on_player_alt_selected_area.&lt;br /&gt;
* Unified prototype names to be consistent with in-game names. (basic-transport-belt-&amp;gt;transport-belt, *transport-belt-to-ground-&amp;gt;*underground-belt, basic-splitter-&amp;gt;splitter,&lt;br /&gt;
** basic-inserter-&amp;gt;inserter, basic-mining-drill-&amp;gt;electric-mining-drill, basic_beacon-&amp;gt;beacon, basic-bullet-magazine-&amp;gt;firearm-magazine, piercing-bullet-magazine-&amp;gt;piercing-rounds-magazine,&lt;br /&gt;
** basic-grenade-&amp;gt;grenade, basic-armor-&amp;gt;light-armor, basic-modular-armor-&amp;gt;modular-armor, basic-laser-defense-equipment-&amp;gt;personal-laser-defense-equipment,&lt;br /&gt;
** basic-exoskeleton-equipment-&amp;gt;exoskeleton-equipment)&lt;br /&gt;
* Construction robots will now use any available repair tool items instead of a fixed single item defined in the prototype for the robot.&lt;br /&gt;
* Various indicator and game icons are defined in the utility-sprites objects, so it is now moddable.&lt;br /&gt;
* Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance,&lt;br /&gt;
** character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus,&lt;br /&gt;
** deconstruction-time-to-live, character-health-bonus&lt;br /&gt;
* Sticker entity can deal damage.&lt;br /&gt;
* Added a new entity type &amp;quot;electric-energy-interface&amp;quot; that can consume, produce, and accept energy while also allowing all of its electric network parameters to be configured runtime.&lt;br /&gt;
* Added flags to energy_source prototypes &amp;quot;render_no_network_icon&amp;quot; and &amp;quot;render_no_power_icon&amp;quot; to prevent rendering those icons when set.&lt;br /&gt;
* Removed &amp;quot;inventory_order&amp;quot; prototype property as it wasn&#039;t actually used and isn&#039;t needed.&lt;br /&gt;
* Removed &amp;quot;radius_visualisation_picture&amp;quot; and &amp;quot;construction_radius_visualisation_picture&amp;quot; from roboport and roboport-equipment prototypes. The pictures were moved to core.&lt;br /&gt;
** If needed you can use &amp;quot;draw_logistic_radius_visualization&amp;quot; and &amp;quot;draw_construction_radius_visualization&amp;quot; Boolean properties to disable drawing radius in your prototype.&lt;br /&gt;
===  Scripting ===&lt;br /&gt;
* Moved LuaGame::daytime/wind/wind_orientation/wind_orientation_change/peaceful_mode to LuaSurface.&lt;br /&gt;
* Added LuaEntity::held_stack_position. It tells you the world position of the inserter arm.&lt;br /&gt;
* Added LuaGame::delete_surface. Deletes the surface passed in if the surface is deletable.&lt;br /&gt;
* Added LuaItemStack::create_blueprint() - sets up a blueprint as if a player did it.&lt;br /&gt;
* Added LuaItemStack::build_blueprint() - builds a blueprint as if the player built it in the world.&lt;br /&gt;
* Added LuaSurface::deconstruct_area() - deconstructs an area as if the player did it.&lt;br /&gt;
* Added LuaSurface::cancel_deconstruct_area() - cancels deconstruction over an area as if the player did it.&lt;br /&gt;
* Added on_pre_entity_settings_pasted and on_entity_settings_pasted events that pass the source and destination entities involved.&lt;br /&gt;
* Added &amp;quot;robot&amp;quot; to the robot related events.&lt;br /&gt;
* Added &amp;quot;chunk_position&amp;quot; to the on_sector_scanned event.&lt;br /&gt;
* Added optional &amp;quot;player_index&amp;quot; to on_marked_for_deconstruction/on_canceled_deconstruction when fired due to player actions.&lt;br /&gt;
** This field is nil when fired from from script/non player action.&lt;br /&gt;
* Added LuaEntity::crafting_progress/bonus_progress write.&lt;br /&gt;
* Added LuaForce:: item/fluid/resource/build counterparts to kill_counts.&lt;br /&gt;
* Added LuaFlowStatistics - used to read/write statistics data related to a given force (production, kills, etc).&lt;br /&gt;
* Removed LuaForce:: set_kill_count/get_kill_count/kill_counts - these are now readable through LuaFlowStatistics.&lt;br /&gt;
* Added LuaGame::disable_replay() - disables the replay for the current save game.&lt;br /&gt;
* Added several player related events: on_player_cursor_stack_changed, on_player_main_inventory_changed, on_player_quickbar_inventory_changed,&lt;br /&gt;
** on_player_tool_inventory_changed, on_player_armor_inventory_changed, on_player_ammo_inventory_changed, on_player_gun_inventory_changed,&lt;br /&gt;
** on_player_placed_equipment, on_player_removed_equipment, on_pre_player_died, on_player_died, on_player_respawned, on_player_joined_game, on_player_left_game&lt;br /&gt;
* Added events for tile building: on_player_built_tile, on_player_mined_tile, on_robot_built_tile, on_robot_mined_tile&lt;br /&gt;
* Added LuaEntity::damage_dealt/kills read/write - usable with turrets.&lt;br /&gt;
* Added LuaGameScript::active_mods - a table of active mod names to mod versions.&lt;br /&gt;
* Added LuaEquipmentGrid::get - gets the equipment at the given equipment grid position or nil if none.&lt;br /&gt;
* Added LuaEntity::player, returns the player connected to the character entity.&lt;br /&gt;
* Added LuaInventory::get_filter, set_filter, has_filters, can_set_filter methods to set/get/clear filters on inventories that support them.&lt;br /&gt;
* Changed LuaEntity::get_filter/set_filter parameters around to match the inventory versions. They also now only work on inserter filters.&lt;br /&gt;
* Added LuaPlayer::get_craftable_count/begin_crafting/cancel_crafting/crafting_queue to read/write crafting information for a player.&lt;br /&gt;
* Added modifiers to the character entity that stack with the force research bonuses but are unique to the character: character_crafting_speed_modifier, character_mining_speed_modifier, character_running_speed_modifier, character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus, character_resource_reach_distance_bonus, character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus, quickbar_count_bonus, character_inventory_slots_bonus, character_logistic_slot_count_bonus, character_trash_slot_count_bonus, character_maximum_following_robot_count_bonus, character_health_bonus&lt;br /&gt;
* Added LuaTilePrototype accessible from LuaTile::prototype and LuaGameScript::tile_prototypes.&lt;br /&gt;
* Added LuaEquipmentPrototype accessible from LuaEquipment::prototype and LuaGameScript::equipment_prototypes.&lt;br /&gt;
* Added LuaGuiElement::tooltip read/write - a localized tooltip for any GUI element.&lt;br /&gt;
* Added LuaCircuitNetwork readable off entities with circuit network connections and through control behaviors.&lt;br /&gt;
* Changed StickerPrototype::magnitude to StickerPrototype::target_movement_modifier. Speed of a Unit is not multiplied by value of target_movement_modifier.&lt;br /&gt;
* Added optional &amp;quot;limit&amp;quot; field to find_entities_filtered and count_entities_filtered to limit the results.&lt;br /&gt;
* Added &amp;quot;force&amp;quot; to the entity_died event when the killing force is known - nil otherwise.&lt;br /&gt;
* Added LuaEntity::unit_number - read - a unique ID field used by all entities having owners.&lt;br /&gt;
* Added LuaInventory::index - the inventory index the inventory reference uses.&lt;br /&gt;
* Added LuaEntity::supports_backer_name() - true when an entity supports a backer name.&lt;br /&gt;
* Added LuaEntityPrototype::belt_speed and underground_belt_distance read.&lt;br /&gt;
* Added LuaEntityPrototype::result_units the result units a biter spawner can spawn.&lt;br /&gt;
* Added LuaItemPrototype::ammo_type read.&lt;br /&gt;
* Multiple stickers (i.e. slowdown capsule + fire) can be applied to a unit entity.&lt;br /&gt;
* Added LuaEntity::get_quickbar() - gets the quickbar of the character or player.&lt;br /&gt;
* Changed LuaEntity::color to work for locomotives, cargo wagons, and characters - it will return nil if used on other entities.&lt;br /&gt;
* Added LuaEntity::mining_progress/bonus_mining_progress read write - for mining drill entities.&lt;br /&gt;
* Added LuaEntityPrototype::attack_result - the attack result for entities using attacks (beams, fire, landmines, projectiles).&lt;br /&gt;
* Added LuaEntityPrototype::final_attack_result - the final attack result of a projectile.&lt;br /&gt;
* Added LuaFluidPrototype::base_color + flow_color read.&lt;br /&gt;
* The Train changed state event now fires when a train goes from stationary to moving or from moving to stationary while under manual control.&lt;br /&gt;
* Prototypes can have the optional properites &amp;quot;localized_name&amp;quot; and &amp;quot;localized_description&amp;quot; to manually define the localized keys instead of using the auto generated keys.&lt;br /&gt;
* Added sprite-button GUI element, works the same way as button, but it can have sprite name assigned.&lt;br /&gt;
* Added sprite GUI element, can have the sprite name assigned/changed and has no interaction logic.&lt;br /&gt;
* Custom sprites can be defined in Lua data definition (type = sprite, the rest is sprite definition).&lt;br /&gt;
* Sprite identifier can either point to custom definition from the data, or have form &amp;lt;type&amp;gt;/&amp;lt;id&amp;gt;, type can be (item, entity, recipe and technology), for example button.sprite = &amp;quot;item/iron-plate&amp;quot;&lt;br /&gt;
* Renamed some defines (groupstate-&amp;gt;group_state, circuitconnector-&amp;gt;circuit_connector, circuitconditionindex-&amp;gt;circuit_condition_index, trainstate-&amp;gt;train_state)&lt;br /&gt;
* Removed game.regenerate_tiles().&lt;br /&gt;
* Removed game.get_player() and game.get_surface(): game.players[] and game.surfaces[] can be used instead.&lt;br /&gt;
* Changed game.players, game.surfaces, game.entity_prototypes, game.item_prototypes, game.fluid_prototypes, force.recipes, force,technologies to use custom access + iterator objects for improved performance.&lt;br /&gt;
* Changed game.players[] to work with both the player index and the player name.&lt;br /&gt;
* Added on_GUI_text_changed and on_gui_checked_state_changed events.&lt;br /&gt;
* Changed &amp;quot;defines&amp;quot; so they&#039;re available by default and removed the defines.lua file.&lt;br /&gt;
* Renamed LuaForce::logistic_robot_storage_modifier -&amp;gt; logistic_robot_storage_bonus to better match what it does&lt;br /&gt;
* LuaEntity has built_by read/write.&lt;br /&gt;
* game.player has been removed (use game.players[#] and associated event.player_index during events).&lt;br /&gt;
* game.local_player has been renamed to game.player and now works through remote calls.&lt;br /&gt;
* Offline players can be teleported anywhere (between surfaces or just around).&lt;br /&gt;
* entity.get_inventory(index) returns nil if it doesn&#039;t have an inventory for the given index instead of giving an error.&lt;br /&gt;
* entity.riding_state can be set on cars without players and the car will act as if it&#039;s being driven by a player (consume fuel).&lt;br /&gt;
* Changed LuaForce::current_research to accept &amp;quot;nil&amp;quot; to stop the current research.&lt;br /&gt;
* Added LuaTrain::front_stock and back_stock the front and back rolling stock entities of the train.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;br /&gt;
[[Category:Version history]]&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Foundry&amp;diff=213152</id>
		<title>Foundry</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Foundry&amp;diff=213152"/>
		<updated>2025-04-01T10:39:27Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Recipes */ split in to Vulcanus only and usable-anywhere recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Foundry}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Foundry&#039;&#039;&#039; is a version of the [[assembling machine]] from [[Vulcanus]]{{SA}} that specializes in metallurgy. It has a built-in 50% [[productivity]] bonus.&lt;br /&gt;
&lt;br /&gt;
The foundry can only be crafted on Vulcanus due to its higher atmospheric pressure, but it can be used on other planets once transported via [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Foundry has twenty available unique recipes, of which one must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Ingredients !! Products !! Technology required&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Only usable on [[Vulcanus]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|10}}{{icon|Molten iron|250}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|15}}{{icon|Molten copper|250}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten carbide|3}}{{icon|Tungsten plate|2}}{{icon|Molten copper|200}}&lt;br /&gt;
| {{icon|Metallurgic science pack|1}}&lt;br /&gt;
| {{imagelink|Metallurgic science pack (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}}&lt;br /&gt;
| {{icon|Time|30}}{{icon|Advanced circuit|10}}{{icon|Electric engine unit|10}}{{icon|Tungsten carbide|20}}{{icon|Electric mining drill|1}}{{icon|Molten iron|200}}&lt;br /&gt;
| {{icon|Big mining drill|1}}&lt;br /&gt;
| {{imagelink|Big mining drill (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}}&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Tungsten plate|5}}{{icon|Express transport belt|1}}{{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Turbo transport belt|1}}&lt;br /&gt;
| {{imagelink|Turbo transport belt (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo underground belt}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Tungsten plate|40}}{{icon|Express underground belt|2}}{{icon|Lubricant|40}}&lt;br /&gt;
| {{icon|Turbo underground belt|2}}&lt;br /&gt;
| {{imagelink|Turbo transport belt (research)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo splitter}}&lt;br /&gt;
| {{icon|Time|2}}{{icon|Processing unit|2}}{{icon|Tungsten plate|15}}{{icon|Express splitter|2}}{{icon|Lubricant|80}}&lt;br /&gt;
| {{icon|Turbo splitter|1}}&lt;br /&gt;
| {{imagelink|Turbo transport belt (research)}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | Usable anywhere&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Iron ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten iron|500}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Copper ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten copper|500}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting steel}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|30}}&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron gear wheel}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron stick}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting low density structure}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Plastic bar|5}}{{icon|Molten iron|80}}{{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete from molten iron}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone brick|5}}{{icon|Molten iron|20}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper cable}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe to ground}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Pipe|10}}{{icon|Molten iron|50}}&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tungsten plate}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten ore|4}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Tungsten plate|1}}&lt;br /&gt;
| {{imagelink|Tungsten steel (research)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the foundry recipe for making [[concrete]] can benefit from [[productivity module|productivity modules]], despite the regular concrete recipe not being able to use them.&lt;br /&gt;
&lt;br /&gt;
Additionally, the foundry can also make other foundries (but only on Vulcanus), all [[Transport belts|belt]] types, and [[holmium plate|holmium plates]]; the recipes are the same as used in assembling machines.&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Most of the foundry&#039;s recipes are more efficient than creating the same items in a [[furnace]] or [[assembling machine]]. However, because of the built-in +50% productivity bonus (which applies even to items like belts that don&#039;t benefit from [[productivity module]]s), and because the same bonus also applies to the recipes for [[molten iron]] and [[molten copper]], the actual efficiency gains from using a foundry are much higher than the value listed in the recipe.&lt;br /&gt;
&lt;br /&gt;
The table below compares the values of the base recipes (with 1 ore = 10 molten metal), and then shows the actual output of the recipe with the default foundry bonuses of 4 crafting speed and 150% productivity (1 ore = 15 molten metal). For example, inserting 200 [[iron ore]] into a foundry with no [[module]]s installed would result in 3,000 [[molten iron]] which could be turned into 450 [[iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 3 | Name !! colspan = 10 | Base recipe values !! colspan = 4 | With foundry bonuses&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 4 | Furnace/Assembler !! colspan = 4 | Foundry !! colspan = 2 | Efficiency !! colspan = 2 | Foundry !! colspan = 2 | Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Time !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Output !! Time !! {{icon|Molten iron}} !! {{icon|Molten copper}} !! Output !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Time !! Output  !! {{icon|Iron ore}} !! {{icon|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Iron plate|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Steel plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|30}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| 167%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Steel plate|1.5}}&lt;br /&gt;
| 375%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron gear wheel}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| 200%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron gear wheel|1.5}}&lt;br /&gt;
| 450%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron stick}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron stick|6}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Concrete}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|2.5}}&lt;br /&gt;
| {{icon|Concrete|15}}&lt;br /&gt;
| 113%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe|1.5}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe to ground}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|50}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe to ground|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Low density structure}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Iron ore|10}}&lt;br /&gt;
| {{icon|Copper ore|20}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Molten iron|80}}&lt;br /&gt;
| {{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| 125%&lt;br /&gt;
| 80%&lt;br /&gt;
| {{icon|Time|3.75}}&lt;br /&gt;
| {{icon|Low density structure|1.5}}&lt;br /&gt;
| 281%&lt;br /&gt;
| 180%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Copper plate|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 225%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper cable}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 200%&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Copper cable|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 450%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alternate recipe chains ===&lt;br /&gt;
Because the foundry can cast iron, steel, and copper plates but can also directly cast various items normally made &#039;&#039;from&#039;&#039; those plates, there exist alternate production chains, where the foundry is used to cast the plates and then another production building is used to create the final product:&lt;br /&gt;
* Steel can be produced by casting iron plates and refining them in an [[electric furnace]]&lt;br /&gt;
* Gears, iron sticks, pipes, and pipes-to-ground can be crafted by casting iron plates and feeding them to an assembler&lt;br /&gt;
* Copper wire can be produced by casting copper plates and feeding them to an assembler or an [[electromagnetic plant]]&lt;br /&gt;
* Low density structures can be produced by casting copper plates and steel plates (or, as mentioned above, casting iron plates and converting them to steel in a furnace) and feeding them to an assembler&lt;br /&gt;
&lt;br /&gt;
These alternate production chains can potentially be more resource-efficient than just casting the result directly, albeit at the cost of considerably more machines (and in some cases more high-level, high-[[quality]] modules) for a given rate of output. In this case, the inherent +50% productivity bonus of the foundry does not matter, nor do any productivity modules the foundry has, because those bonuses also apply when casting the metal plates. Instead, the decision is between any productivity bonus the second production machine can provide verses the fact that most of the &#039;Casting&#039; recipes cost less to begin with. (This inherent advantage is the value listed in the &#039;Efficiency&#039; column under &#039;Base recipe values&#039; in the above table.)&lt;br /&gt;
&lt;br /&gt;
==== Steel plates ====&lt;br /&gt;
&lt;br /&gt;
Initially, it seems like the electric furnace, with just 2 module slots, cannot make up for the 67% inherent efficiency boost from the cast-steel recipe. However, steel production also has an [[Steel_plate_productivity_(research)|infinite research]] which adds a productivity bonus; while this bonus applies to both casting steel and smelting steel (and &#039;&#039;doesn&#039;t&#039;&#039; apply to casting iron plates in order to smelt them into steel), the 50% inherent productivity and more module slots of the foundry give it a higher bonus to start with, meaning that the same &#039;&#039;absolute&#039;&#039; bonus makes for a larger &#039;&#039;relative increase&#039;&#039; in the electric furnace. (For example, with no productivity modules, researching 5 levels of the technology will take the foundry from 150% productivity to 200% productivity, boosting its output by a third, while the furnace will go from 100% productivity to 150% productivity, boosting its output by a half.) With the right combination of high-quality [[productivity module 3]]s and steel plate productivity research, it is possible to make the electric furnace production chain more efficient.&lt;br /&gt;
&lt;br /&gt;
For example, a foundry with 4 legendary productivity module 3s (+25% productivity each) casting iron plates feeding an electric furnace with 2 legendary productivity module 3s and a +50% steel plate productivity has exactly the same overall efficiency as a foundry with 4 legendary productivity module 3s and the same +50% steel plate productivity casting steel plates directly, with both producing exactly 1 steel plate per 10 units of molten iron. Any additional research past that point will make the electric furnace production chain strictly better. If using mere rare productivity module 3s (+16% productivity each) instead, the changeover happens somewhere between +150% and +160% research.&lt;br /&gt;
&lt;br /&gt;
Additionally, with enough levels of steel plate productivity research, it is possible to reach the hard cap of 400% efficiency. Thus the absolute maximum efficiency possible for casting steel is 4/3 steel plates per 10 units of molten iron, while the electric furnace production chain can reach 2 steel plates per 10 units of molten iron.&lt;br /&gt;
&lt;br /&gt;
==== Iron gear wheels ====&lt;br /&gt;
&lt;br /&gt;
It is never possible for gears made in an assembler to be more efficient than those made by casting them directly. The cast gears recipe is &#039;&#039;twice&#039;&#039; as efficient as the normal one and no productivity research applies; the highest efficiency possible from an assembler, 200% from an assembler 3 with 4 legendary productivity module 3s, is only just enough to break even.&lt;br /&gt;
&lt;br /&gt;
==== Iron sticks ====&lt;br /&gt;
&lt;br /&gt;
Conversely, the cast iron stick recipe has no inherent resource efficiency at all, thus casting iron plates and then converting them to sticks using an assembler with &#039;&#039;any productivity modules at all&#039;&#039; is more efficient than using that same foundry to cast them directly.&lt;br /&gt;
&lt;br /&gt;
==== Pipes &amp;amp; Pipes to ground ====&lt;br /&gt;
&lt;br /&gt;
Unlike all the other items with alternate production chains here, [[pipe|pipes]] and [[pipe to ground|pipes to ground]] are not intermediate products. Thus it is not possible to use productivity modules on foundries or assemblers which are producing them. Since it &#039;&#039;is&#039;&#039; possible to use productivity modules on a foundry casting iron plates which are then converted to pipes in an assembler, doing so is more efficient than casting them directly.&lt;br /&gt;
&lt;br /&gt;
==== Copper cables ====&lt;br /&gt;
&lt;br /&gt;
Much like iron gears, copper cables have a 200% efficient casting recipe and no researchable productivity bonus, thus it is not possible to produce them more efficiently using an assembler. However, copper cables can also be produced in the [[electromagnetic plant]], which has &#039;&#039;5&#039;&#039; module slots and an inherent +50% productivity boost of its own. So long as the electromagnetic plant&#039;s total productivity is greater than 100%, this production chain is more efficient than casting directly. 5 productivity 3s of common quality (+10% productivity each) will give a total productivity of exactly 100%; any better quality modules, or productivity 2s of epic quality or better, will make them more efficient.&lt;br /&gt;
&lt;br /&gt;
==== Low density structure ====&lt;br /&gt;
&lt;br /&gt;
Low density structures are notable because the crafting recipe has an efficiency of &#039;&#039;less&#039;&#039; than 100% with respect to copper, and while its efficiency with respect to iron is greater than 100%, it is less than the inherent efficiency of casting steel plates. Thus, even with no productivity modules or productivity research at all, casting the plates and then creating the low density structures in an assembler is more efficient. However, low density structures also require plastic, and since plastic bars cannot be cast, you are losing out on the inherent +50% productivity bonus the foundry offers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Process&lt;br /&gt;
! Raw resources to make {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces + Assemblers&lt;br /&gt;
| {{icon|Iron ore|10}} {{icon|Copper ore|20}} {{icon|Plastic bar|5}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundry Direct&lt;br /&gt;
| {{icon|Iron ore|3.5}} {{icon|Copper ore|11.1}} {{icon|Plastic bar|3.33}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundries + Assemblers&lt;br /&gt;
| {{icon|Iron ore|2.67}} {{icon|Copper ore|8.88}} {{icon|Plastic bar|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that making low density structures is subject to its own [[Low_density_structure_productivity_(research)|productivity research]], and both that, and the use of productivity modules of any kind, will make the use of the alternate production chain more attractive: the efficiency gain for iron and copper will increase, while the efficiency loss in plastic, while not entirely negated, will shrink. For example, with no efficiency boosts, the alternative production chain is 33% more efficient in iron, 25% more efficient in copper, and 33% less efficient in plastic, but with +100% productivity from research, the alternative production chain is 60% more efficient in iron, 50% more efficient in copper, and only 20% less efficient in plastic.&lt;br /&gt;
&lt;br /&gt;
Additionally, the hard cap of 300% productivity applies here, too, and this &#039;&#039;can&#039;&#039; entirely negate the penalty to plastic, though the level of research required to do do is considerable.&lt;br /&gt;
&lt;br /&gt;
The low density structure casting recipe does have one advantage: [[Quality]]. Because the only solid input is plastic, all it takes to make low density structures of a particular quality is to have plastic of that quality.&lt;br /&gt;
&lt;br /&gt;
Furthermore, since low density structures can be [[Recycler|recycled]] back to copper and steel plates, one can use this recipe to generate high quality copper and steel plates from plastic, consuming less molten metal than many other means of producing quality plates. Additionally, if the foundry can get to the 300% low density structures productivity cap (via modules and research), then the plastic will (on average) be completely regenerated, allowing a small amount of quality plastic to produce arbitrary amounts of quality copper and steel plates, given sufficient molten metal.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Discharge_defense&amp;diff=212928</id>
		<title>Infobox:Discharge defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Discharge_defense&amp;diff=212928"/>
		<updated>2025-03-24T10:05:58Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: added EM plants can produce in space age, removed EM plant from base game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = active-defense-equipment&lt;br /&gt;
|internal-name = discharge-defense-equipment&lt;br /&gt;
|total-raw = Time, 460 + Battery, 120 + Copper plate, 300 + Iron plate, 200 + Processing unit, 5 + Steel plate, 220&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = discharge defense preview.gif&lt;br /&gt;
|damage = 100 {{Translation|electric}}&lt;br /&gt;
|stack-size=20&lt;br /&gt;
|rocket-capacity=4 (0.2 {{Translation|stacks}})&lt;br /&gt;
|dimensions = 2×2&lt;br /&gt;
|range = {{Quality|10|11|12|13|15}}&lt;br /&gt;
|shooting-speed = 0.4{{Translation|/s}}&lt;br /&gt;
|area-of-effect-size = 8&lt;br /&gt;
|energy = 800 {{Translation|kW}} electric&lt;br /&gt;
|energy-capacity = 4040 {{Translation|kJ}} electric&lt;br /&gt;
|equipped-in = Tank + Spidertron + Modular armor + Power armor + Power armor MK2 + Mech armor&lt;br /&gt;
|recipe = Time, 10 + Laser turret, 10 + Processing unit, 5 + Steel plate, 20&lt;br /&gt;
|required-technologies = Discharge defense&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Efficiency_module_2&amp;diff=212923</id>
		<title>Infobox:Efficiency module 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Efficiency_module_2&amp;diff=212923"/>
		<updated>2025-03-24T09:59:01Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: added EM plants can produce in space age, not consumed by power armor 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = efficiency-module-2&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = {{Quality|-40%|-52%|-64%|-76%|-100%}} electric&lt;br /&gt;
|recipe = Time, 30 + Advanced circuit, 5 + Efficiency module, 4 + Processing unit, 5&lt;br /&gt;
|total-raw = Time, 352.5 + Copper plate, 155 + Iron plate, 70 + Plastic bar, 50 + Processing unit, 5&lt;br /&gt;
|required-technologies = Efficiency module 2&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Efficiency module 3 + Power armor MK2&lt;br /&gt;
|space-age-consumers = Efficiency module 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Efficiency_module&amp;diff=212922</id>
		<title>Infobox:Efficiency module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Efficiency_module&amp;diff=212922"/>
		<updated>2025-03-24T09:58:37Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: space age consumed by power armor 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = efficiency-module&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = {{Quality|-30%|-39%|-48%|-57%|-75%}} electric&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 5 + Electronic circuit, 5&lt;br /&gt;
|total-raw = Time, 68.75 + Copper plate, 32.5 + Iron plate, 15 + Plastic bar, 10&lt;br /&gt;
|required-technologies = Efficiency module&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Efficiency module 2&lt;br /&gt;
|space-age-consumers = Efficiency module 2 + Power armor MK2&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Efficiency_module&amp;diff=212920</id>
		<title>Infobox:Efficiency module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Efficiency_module&amp;diff=212920"/>
		<updated>2025-03-24T09:56:59Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: added EM plants can produce in space age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = efficiency-module&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = {{Quality|-30%|-39%|-48%|-57%|-75%}} electric&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 5 + Electronic circuit, 5&lt;br /&gt;
|total-raw = Time, 68.75 + Copper plate, 32.5 + Iron plate, 15 + Plastic bar, 10&lt;br /&gt;
|required-technologies = Efficiency module&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Efficiency module 2&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Productivity_module_2&amp;diff=212918</id>
		<title>Infobox:Productivity module 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Productivity_module_2&amp;diff=212918"/>
		<updated>2025-03-24T09:56:10Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: added EM plants can produce in space age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = productivity-module-2&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = +60% electric&lt;br /&gt;
|speed = −10%&lt;br /&gt;
|productivity = {{Quality|+6%|+7%|+9%|+11%|+15%}}&lt;br /&gt;
|pollution = +7%&lt;br /&gt;
|recipe = Time, 30 + Advanced circuit, 5 + Processing unit, 5 + Productivity module, 4&lt;br /&gt;
|total-raw = Time, 352.5 + Copper plate, 155 + Iron plate, 70 + Plastic bar, 50 + Processing unit, 5&lt;br /&gt;
|required-technologies = Productivity module 2&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Productivity module 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Productivity_module&amp;diff=212916</id>
		<title>Infobox:Productivity module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Productivity_module&amp;diff=212916"/>
		<updated>2025-03-24T09:55:37Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: added EM plants can produce in space age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|prototype-type = module&lt;br /&gt;
|internal-name = productivity-module&lt;br /&gt;
|category = Production&lt;br /&gt;
|stack-size = 50&lt;br /&gt;
|energy = +40% electric&lt;br /&gt;
|speed = −5%&lt;br /&gt;
|productivity = {{Quality|+4%|+5%|+6%|+7%|+10%}}&lt;br /&gt;
|pollution = +5%&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 5 + Electronic circuit, 5&lt;br /&gt;
|total-raw = Time, 68.75 + Copper plate, 32.5 + Iron plate, 15 + Plastic bar, 10&lt;br /&gt;
|required-technologies = Productivity module&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Production science pack + Productivity module 2&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Solar_panel&amp;diff=212913</id>
		<title>Infobox:Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Solar_panel&amp;diff=212913"/>
		<updated>2025-03-24T09:50:07Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: removed Satellite from space age consumers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|mining-time = 0.1&lt;br /&gt;
|map-color = 182020&lt;br /&gt;
|prototype-type = solar-panel&lt;br /&gt;
|internal-name = solar-panel&lt;br /&gt;
|category = Production&lt;br /&gt;
|image = solar panel entity&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|stack-size    =50&lt;br /&gt;
|dimensions=3×3&lt;br /&gt;
|power-output  =60 {{Translation|kW}} ({{Translation|full daylight}})&amp;lt;br/&amp;gt; 42 {{Translation|kW}} ({{Translation|average}})&amp;lt;br&amp;gt;&lt;br /&gt;
 {{Quality|100%|130%|160%|190%|250%}}&lt;br /&gt;
|recipe = Time, 10 + Copper plate, 5 + Electronic circuit, 15 + Steel plate, 5&lt;br /&gt;
|total-raw = Time, 28.75 + Copper plate, 27.5 + Iron plate, 15 + Steel plate, 5&lt;br /&gt;
|required-technologies = Solar energy&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|changed-by-space-age-mod=yes&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|consumers = Satellite + Portable solar panel&lt;br /&gt;
|space-age-consumers = Portable solar panel&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=212872</id>
		<title>Infobox:Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Beacon&amp;diff=212872"/>
		<updated>2025-03-22T10:22:50Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|mining-time = 0.2&lt;br /&gt;
|map-color = 004068&lt;br /&gt;
|changed-by-space-age-mod = yes&lt;br /&gt;
|prototype-type = beacon&lt;br /&gt;
|internal-name = beacon&lt;br /&gt;
|category = Production&lt;br /&gt;
|image = beacon_anim.gif&lt;br /&gt;
|health = {{Quality|200|260|320|380|500}}&lt;br /&gt;
|dimensions   =3×3&lt;br /&gt;
|energy  ={{Quality|480 {{Translation|kW}}|400 {{Translation|kW}}|320 {{Translation|kW}}|240 {{Translation|kW}}|80 {{Translation|kW}}}} electric&lt;br /&gt;
|supply-area  =9x9&lt;br /&gt;
|stack-size = 20&lt;br /&gt;
|modules      =2&lt;br /&gt;
|efficiency   = {{Quality|1.5|1.7|1.9|2.1|2.5}}&lt;br /&gt;
|recipe = Time, 15 + Advanced circuit, 20 + Copper cable, 10 + Electronic circuit, 20 + Steel plate, 10&lt;br /&gt;
|total-raw = Time, 232.5 + Copper plate, 135 + Iron plate, 60 + Plastic bar, 40 + Steel plate, 10&lt;br /&gt;
|required-technologies = Effect transmission&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|space-age-producers = Assembling machine + Electromagnetic plant + Player&lt;br /&gt;
|extra2       =Overall effect stacks with multiple beacons covering the same machine.&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=212871</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=212871"/>
		<updated>2025-03-22T10:18:56Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Quality effects */ linked to beacons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Any quality.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. When Space Age itself is enabled, the two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond ([[File:Quality info.png]]) in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +1 robot recharge slot for [[personal roboport]]s (both tiers, but not [[roboport]]s)&lt;br /&gt;
* +30% robot recharge rate (all roboports)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
** The power consumption of inserters is defined as energy per angle of turn. A 30% faster inserter can turn 30% more angles in a given space of time, so it consumes 30% more energy.&lt;br /&gt;
* -16.67% (1/6) resource drain on miners and [[pumpjack]]s&lt;br /&gt;
** This is multiplicative with [[productivity]]&lt;br /&gt;
* +30% [[solar panel]] output&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% capacity on [[personal battery|personal batteries]] (all three tiers)&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* +30% reach and efficiency for lightning [[lightning rod|rods]] and [[lightning collector|collectors]]&lt;br /&gt;
* -16.67% (1/6) power consumption on [[beacon]]s&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
* [[Asteroid collector]]s:&lt;br /&gt;
** +5% arm speed&lt;br /&gt;
** +1 arm&lt;br /&gt;
** +10% active power consumption per arm and +10% drain&lt;br /&gt;
** +2 collection area size (both dimensions)&lt;br /&gt;
** +5 storage size&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[Circuit network]]s and [[Rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality Effects&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that consume items have variations for each quality that the items might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality. Recipes that consume only fluids do not have quality variations. If they produce items, those items will be normal quality unless affected by quality modules. Recipes that fill or empty [[barrel]]s and recipes that produce the same item they consume ([[kovarex enrichment process]] and [[fish breeding]]) do not accept quality modules.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the [[recycler]] only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing units. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3 and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]]&amp;amp;nbsp;quality module 3, and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]]&amp;amp;nbsp;productivity module 3, then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]]&amp;amp;nbsp;electronic circuits and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]]&amp;amp;nbsp;advanced circuits is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]]&amp;amp;nbsp;processing unit.&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see the Wikipedia article [[Wikipedia:Stochastic matrix|Stochastic matrix]]) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* In the below circumstances, quality modules have no useful effects. &lt;br /&gt;
** Placed in a [[Rocket silo]]&lt;br /&gt;
** Placed in a [[Lab]]&lt;br /&gt;
** Placed in a [[Biolab]]&lt;br /&gt;
** Fluid recipes (e.g [[holmium solution]]) &lt;br /&gt;
* [[Barrel]]s cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
* The [[Kovarex enrichment process]] recipe cannot accept quality modules, most likely to stop quality upcycling with no loss.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electromagnetic_plant&amp;diff=212836</id>
		<title>Electromagnetic plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electromagnetic_plant&amp;diff=212836"/>
		<updated>2025-03-21T16:18:10Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Recipes */ Added imagelink so that modules have a corresponding image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electromagnetic plant}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Electromagnetic plant&#039;&#039;&#039; is an [[assembling machine]] type from [[Fulgora]]{{SA}} that specializes in the production of electronics and electromagnets. Its size is 4×4, has a production speed of 2, a built-in [[productivity]] bonus of +50% and 5 module slots.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unique for the built-in productivity bonus, because unlike [[productivity module]]s, this built-in productivity is not restricted to [[Template:IntermediateNav|intermediate products]] only and instead applies to all craftable recipes.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
These recipes are exclusive to electromagnetic plants:&lt;br /&gt;
* {{IconLink|Lightning collector}} {{SA}} only on Fulgora&lt;br /&gt;
* {{IconLink|Superconductor}} {{SA}}&lt;br /&gt;
* {{IconLink|Electrolyte}} {{SA}}&lt;br /&gt;
* {{IconLink|Supercapacitor}} {{SA}}&lt;br /&gt;
* {{IconLink|Quantum processor}} {{SA}} only on [[Aquilo]] {{SA}} or a [[space platform]] {{SA}}&lt;br /&gt;
* {{IconLink|Electromagnetic science pack}} {{SA}} only on Fulgora&lt;br /&gt;
* {{IconLink|Tesla gun}} {{SA}}&lt;br /&gt;
* {{IconLink|Tesla ammo}} {{SA}}&lt;br /&gt;
* {{IconLink|Tesla turret}} {{SA}} &lt;br /&gt;
&lt;br /&gt;
These recipes can also be used by [[assembling machine]]s, but can benefit from the electromagnetic plant&#039;s 50% productivity:&lt;br /&gt;
* {{IconLink|Small electric pole}}&lt;br /&gt;
* {{IconLink|Medium electric pole}}&lt;br /&gt;
* {{IconLink|Big electric pole}}&lt;br /&gt;
* {{IconLink|Substation}}&lt;br /&gt;
* {{IconLink|Solar panel}}&lt;br /&gt;
* {{IconLink|Accumulator}}&lt;br /&gt;
* {{IconLink|Electromagnetic plant}} {{SA}} only on Fulgora&lt;br /&gt;
* {{IconLink|Lightning rod}} {{SA}} only on Fulgora&lt;br /&gt;
* {{IconLink|Beacon}}&lt;br /&gt;
* {{imagelink|Modules (research)|Module|All modules}}&lt;br /&gt;
* {{IconLink|Copper cable}}&lt;br /&gt;
* {{IconLink|Electronic circuit}}&lt;br /&gt;
* {{IconLink|Advanced circuit}}&lt;br /&gt;
* {{IconLink|Processing unit}}&lt;br /&gt;
* {{IconLink|Discharge defense}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The absolute maximum output rate achievable with a single electromagnetic plant is 301 times the standard output rate of its selected recipe. This is achieved by using a legendary electromagnetic plant with five legendary [[productivity module 3]]s, along with 12 legendary [[beacon]]s with two legendary [[speed module 3]]s each; This gives the electromagnetic plant a crafting speed of 109.5 and a productivity bonus of 175%. &amp;lt;!-- Some numbers were rounded for the sake of presentation. My calculator says crafting speed is ~109.50317547305483084531 and output rate factor is ~301.13373255090078482461. All other numbers are exact. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=211829</id>
		<title>Storage chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=211829"/>
		<updated>2025-02-23T17:44:13Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Reworded priority order section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;storage chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s store any items taken out of the [[Player|player&#039;s]] logistic trash slots here, as well as items picked up from [[active provider chest]]s. [[Construction robot]]s will use stored items to repair damaged entities and construct [[ghost]]s, as well as storing items picked up as a result of a [[deconstruction planner|deconstruction order]]; this includes the [[wood]]/[[stone]]/[[coal]] from [[tree]]s &amp;amp; [[rock]]s which were in the way of a ghost placement, and any items in other chests or on belts or inside buildings such as [[assembling machine]]s when they are marked for deconstruction. Storage chests can be filtered to only accept one type of item from the logistic network.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; storage chests, [[buffer chest]]s &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* Logistic robots, and construction robots fulfilling deconstruction orders, will fill storage chests in the following priority: &lt;br /&gt;
*# Storage chests with a matching logistics filter and which already contain the item&lt;br /&gt;
*# Empty storage chests with a matching logistics filter&lt;br /&gt;
*# Unfiltered storage chests which already contain the item&lt;br /&gt;
*# Empty and unfiltered storage chests&lt;br /&gt;
*# Unfiltered storage chests containing other items&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:storage_logistic_robots_anim.gif|frame|none|Logistic robots placing items in storage chests.]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Storage chest gui.png|thumb|none|400px|Storage chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Matching filters are prioritized before matching inventory, bots will no longer ignore filters if a chest contains the item.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Storage chests can be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage, and the last one is passive provider.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Logistic robots try to not mix different items in storage chests if possible.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=199232</id>
		<title>Decider combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=199232"/>
		<updated>2024-08-03T13:09:21Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Function */ split input and output headers to different cells for readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Decider combinator}}&lt;br /&gt;
&lt;br /&gt;
The Decider combinator is part of the circuit network and one of three types of combinators available in the game (with the other two being the [[constant combinator]] and [[arithmetic combinator]]). It is used to make comparisons of signals on the network. Signals can be compared using the following:&lt;br /&gt;
&lt;br /&gt;
[[File:decider_combinator_anim.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;is greater than&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;is less than&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;lt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;greater than or equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;less than or equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&amp;lt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;is equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
*&amp;quot;is not equal to&amp;quot; (&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;!=&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
As shown in the picture below showing the GUI, the signal on the left is being compared to that of the right.&lt;br /&gt;
&lt;br /&gt;
[[File:decider_combinator_gui.png|350px|GUI of the decider combinator.]]&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
# Values for each individual input signal(s) (items of the same name) on the red and green wires are summed within the combinator.&lt;br /&gt;
# The decider combinator GUI specifies a &amp;quot;first&amp;quot; input signal, a comparison (&amp;gt;, &amp;lt;, =, &amp;gt;=, &amp;lt;=, !=), and a &amp;quot;second&amp;quot; input signal or constant.&lt;br /&gt;
# If the comparison returns true, the output is one or more signals with a value of 1 or the unchanged input value(s), or a single signal carrying either a sum of input signals or the number of passed tests. ([[#output_table|see table below]])&lt;br /&gt;
&lt;br /&gt;
The decider combinator can handle [[Circuit network#Logic signals|logic signals]].&lt;br /&gt;
&lt;br /&gt;
Further notes:&lt;br /&gt;
&lt;br /&gt;
* Using the Everything output with &amp;quot;Input count&amp;quot; will pass all non-zero input values to the output as long as the condition is true. Using the Everything output with &amp;quot;1&amp;quot; will output 1 ONLY for all non-zero inputs.&lt;br /&gt;
* The Each input will re-apply the comparison for each input signal individually, and will pass the selected output for each input that passes the conditional.&lt;br /&gt;
* The Everything input functions as a logical AND, and will return true only if ALL non-zero inputs pass the conditional, and returns true if there are no inputs at all (so &amp;quot;everything ≠ 0&amp;quot; always passes).&lt;br /&gt;
* The Anything input functions as a logical OR, and will return true if ANY non-zero input passes the conditional, and returns false if there are no inputs at all (so &amp;quot;anything = 0&amp;quot; always fails). If used for output, Anything will return one of the signals that matched.&lt;br /&gt;
* When &amp;quot;Input Count&amp;quot; is selected the output will match the input for the selected signal if the first parameter is not Each. If the first parameter is Each then &amp;quot;Input Count&amp;quot; refers to the value of the input signal that is currently being iterated, so the result will be the sum of all inputs if the output signal is not Each. If the output signal is also Each then every input signal that passes the test is simply forwarded while those that fail the test are discarded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;output table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;The following table shows how different combinations of the first input parameter and the output can be used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Different output results when the test passes&lt;br /&gt;
|-&lt;br /&gt;
! align=right | Input&amp;amp;nbsp;→ !! rowspan=2 | &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; !! rowspan=2 | &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;, or a specific signal&lt;br /&gt;
|-&lt;br /&gt;
! align=left | ↓&amp;amp;nbsp;Output&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;: 1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - || every input signal is forwarded but set to 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;: Input count&lt;br /&gt;
| every input signal is forwarded&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| Specific signal: 1&lt;br /&gt;
| number of input signals&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || the specific signal with value 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| Specific signal: Input count&lt;br /&gt;
| sum of inputs&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || the specific signal is forwarded&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;: 1&lt;br /&gt;
| each input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded but set to 1 ||rowspan=&amp;quot;2&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;: Input count&lt;br /&gt;
| each input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;: 1&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| - || one input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded but set to 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;: Input count&lt;br /&gt;
| one input signal&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; is forwarded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† signals that passed the test only&lt;br /&gt;
&lt;br /&gt;
With both the arithmetic and decider combinator, there is one tick (60th of a second) of latency before the output signal is ready to be used as an input into a circuit network.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|1.1.13|&lt;br /&gt;
* Decider combinator can output an Anything signal, which returns exactly one matching signal.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Tutorial:Combinator tutorial|Combinator tutorial]] (description of combinator logic gates)&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=197224</id>
		<title>Construction robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=197224"/>
		<updated>2024-04-23T10:28:08Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Mechanics */ have tested construction bots deconstructing items where a requester chest has an open request for said item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Construction robot}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction robots&#039;&#039;&#039; are autonomous floating devices capable of repairing or building the [[Player|player&#039;s]] structures. They are one of two type of floating robotic devices, the other being the [[logistic robot]]s. They run on electricity from [[roboport]]s, or a [[personal roboport]].&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Construction robots accomplish various tasks, including:&lt;br /&gt;
&lt;br /&gt;
* They repair damaged entities using [[Repair pack|repair packs]].&lt;br /&gt;
* They replace destroyed entities as long as they are available in a [[provider chest]] or [[storage chest]].&lt;br /&gt;
* They remove entities marked with the [[deconstruction planner]]. Removed entities are transported into storage chests; if a [[Requester chest|requester]]/[[Buffer chest|buffer]] chest has an unfulfilled logistics request for the item being deconstructed then construction bots will prioritise placing items directly in to these chests. This includes environmental entities such as [[Raw fish|fish]] and [[Tree|trees]]; [[Cliff|cliffs]] can be &amp;quot;deconstructed&amp;quot; if a construction robot has access to [[Cliff explosives|cliff explosives]] in a provider or storage chest in their network, or in the player&#039;s inventory.&lt;br /&gt;
* They add entities marked with a [[blueprint]] or placed as [[Ghost|ghosts]] as long as these entities are available.  Entities are fetched from the closest logistic chest.&lt;br /&gt;
* They can carry and build up to four [[tile|tiles]] at once, depending on the researched [[worker robot cargo size (research)|worker robot cargo size]].&lt;br /&gt;
&lt;br /&gt;
Construction robots have no means of defending themselves and do not run when they encounter enemies. Because they often operate at the &amp;quot;front&amp;quot;, they are in high danger to be destroyed. Despite being a floating entity, ground units using melee are still capable of destroying them.&lt;br /&gt;
&lt;br /&gt;
Researching [[Worker robot cargo size (research)|more cargo]] or [[Worker robot speed (research)|more speed]] for the logistic bots are also valid for the construction robots.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:construction_robot_demo.gif|thumb|none|282px|Construction robots building on ghost entites.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.75|&lt;br /&gt;
* Construction robots will attempt to batch build tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Construction robots can blow up cliffs.&lt;br /&gt;
* Landfill can be built by construction robots and be included in blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fish can be collected by construction robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Construction robots when used by the player will take primarily from the player&#039;s inventory, then the hotbar.&lt;br /&gt;
* Construction robots will check if their target is still in the network area when they return to personal roboport for charging.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Construction robots can now be used by the player via a [[personal roboport]] embedded into a type of modular armor.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* AI of the construction robots improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Construction robots take as many [[repair pack]]s as they can when going to repair.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Construction robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* The [[deconstruction planner]] can be used to order bots to destroy buildings/trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.6|&lt;br /&gt;
* Robots can rebuild [[land mine]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Construction robots now use the durability of the [[repair pack]]s when using them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=196813</id>
		<title>Construction robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=196813"/>
		<updated>2024-04-09T12:43:53Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Mechanics */ expanded on deconstructing cliffs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Construction robot}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction robots&#039;&#039;&#039; are autonomous floating devices capable of repairing or building the [[Player|player&#039;s]] structures. They are one of two type of floating robotic devices, the other being the [[logistic robot]]s. They run on electricity from [[roboport]]s, or a [[personal roboport]].&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Construction robots accomplish various tasks, including:&lt;br /&gt;
&lt;br /&gt;
* They repair damaged entities using [[repair pack]]s.&lt;br /&gt;
* They replace destroyed entities as long as they are available in a [[provider chest]] or [[storage chest]].&lt;br /&gt;
* They remove entities marked with the [[deconstruction planner]]. Removed entities are transported into storage chests. This includes environmental entities such as [[raw fish|fish]] and [[tree]]s; [[cliff]]s can be &amp;quot;deconstructed&amp;quot; if a construction robot has access to [[Cliff explosives|cliff explosives]] in a provider or storage chest in their network, or in the player&#039;s inventory.&lt;br /&gt;
* They add entities marked with a [[blueprint]] or placed as [[ghost]]s as long as these entities are available.  Entities are fetched from the closest logistic chest.&lt;br /&gt;
* They can carry and build up to four [[tile]]s at once, depending on the researched [[worker robot cargo size (research)|worker robot cargo size]].&lt;br /&gt;
&lt;br /&gt;
Construction robots have no means of defending themselves and do not run when they encounter enemies. Because they often operate at the &amp;quot;front&amp;quot;, they are in high danger to be destroyed. Despite being a floating entity, ground units using melee are still capable of destroying them.&lt;br /&gt;
&lt;br /&gt;
Researching [[Worker robot cargo size (research)|more cargo]] or [[Worker robot speed (research)|more speed]] for the logistic bots are also valid for the construction robots.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:construction_robot_demo.gif|thumb|none|282px|Construction robots building on ghost entites.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-cleanup}}&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.75|&lt;br /&gt;
* Construction robots will attempt to batch build tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Construction robots can blow up cliffs.&lt;br /&gt;
* Landfill can be built by construction robots and be included in blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fish can be collected by construction robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Construction robots when used by the player will take primarily from the player&#039;s inventory, then the hotbar.&lt;br /&gt;
* Construction robots will check if their target is still in the network area when they return to personal roboport for charging.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Construction robots can now be used by the player via a [[personal roboport]] embedded into a type of modular armor.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* AI of the construction robots improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Construction robots take as many [[repair pack]]s as they can when going to repair.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Construction robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* The [[deconstruction planner]] can be used to order bots to destroy buildings/trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.6|&lt;br /&gt;
* Robots can rebuild [[land mine]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Construction robots now use the durability of the [[repair pack]]s when using them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=196671</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=196671"/>
		<updated>2024-03-04T12:39:06Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Devices */ Clarified that Stack Filter Inserter can only filter 1 item at a time, not 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Filter inserter}} || [[Filter inserter]] ||rowspan=2| Same as above. || The filter inserters can additionally set their filters from the circuit network: up to 5 items whose corresponding signal has a positive value are whitelisted. ||rowspan=2| Same as above.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Stack filter inserter}} || [[Stack filter inserter]] || As above but this is limited to 1 item at a time.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests automatically send their contents to the [[logistic network]]. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} || [[Requester chest]] || Can send its contents to the circuit network. Does &#039;&#039;not&#039;&#039; send its content to the [[logistic network]]. || Its requested items can be set by the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || Train stops can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. The amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Train Count (en route) = [[File:Signal-C.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Stopped Train ID = [[File:Signal-T.png|16px]]&lt;br /&gt;
|| Train stops can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself. The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Limit = [[File:Signal-L.png|16px]]&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color. || The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition. || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual Signals dialog box.png|thumb|Virtual Signals available for use in the circuit network]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
48 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z, a check-mark, dot and info icon, and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return one of the signals that matched.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper&amp;quot; and &amp;quot;iron&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is NOT implicitly excluded. So if you e.g. have &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Inserters&lt;br /&gt;
* Train stop&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Power switch&lt;br /&gt;
* Lamp&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Pump&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=195794</id>
		<title>Storage chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=195794"/>
		<updated>2024-01-03T11:13:11Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: expanded on costruction bot use of storage chests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;storage chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s store any items taken out of the [[Player|player&#039;s]] logistic trash slots here, as well as items picked up from [[active provider chest]]s. [[Construction robot]]s will use stored items to repair damaged entities and construct [[ghost]]s, as well as storing items picked up as a result of a deconstruction order; this includes the wood/stone/coal from trees &amp;amp; rocks which were in the way of a ghost placement, and any items in other chests or on belts or inside buidings such as assembly machines when they are marked for deconstruction. Storage chests can be filtered to only accept one type of item from the logistic network.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; storage chests, [[buffer chest]]s &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* Logistic robots, and construction robots fulfilling deconstruction orders, will fill storage chests in the following priority: &lt;br /&gt;
*# Storage chests with a matching inventory&lt;br /&gt;
*# Storage chests with a matching filter &lt;br /&gt;
*# Storage chests with no filter and no inventory &lt;br /&gt;
*# Storage chests with no filter and a mismatched inventory&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:storage_logistic_robots_anim.gif|frame|none|Logistic robots placing items in storage chests.]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Storage chest gui.png|thumb|none|400px|Storage chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Storage chests can be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage, and the last one is passive provider.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Logistic robots try to not mix different items in storage chests if possible.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=195793</id>
		<title>Storage chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=195793"/>
		<updated>2024-01-03T11:07:33Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: /* Notes */ added that construction bots use the same storage chest selection order as logistics bots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;storage chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s store any items taken out of the [[Player|player&#039;s]] logistic trash slots here, as well as items picked up from [[active provider chest]]s. [[Construction robot]]s will use stored items to repair damaged entities and construct [[ghost]]s. Storage chests can be filtered to only accept one type of item from the logistic network.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; storage chests, [[buffer chest]]s &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* Logistic robots, and construction robots fulfilling deconstruction orders, will fill storage chests in the following priority: &lt;br /&gt;
*# Storage chests with a matching inventory&lt;br /&gt;
*# Storage chests with a matching filter &lt;br /&gt;
*# Storage chests with no filter and no inventory &lt;br /&gt;
*# Storage chests with no filter and a mismatched inventory&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:storage_logistic_robots_anim.gif|frame|none|Logistic robots placing items in storage chests.]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Storage chest gui.png|thumb|none|400px|Storage chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Storage chests can be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage, and the last one is passive provider.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Logistic robots try to not mix different items in storage chests if possible.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Personal_roboport_MK2&amp;diff=195628</id>
		<title>Personal roboport MK2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Personal_roboport_MK2&amp;diff=195628"/>
		<updated>2023-12-14T16:54:52Z</updated>

		<summary type="html">&lt;p&gt;Joeykins: Clarified construction area formula for mixed MK2 &amp;amp; MK1 equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Personal roboport MK2}}&lt;br /&gt;
The &#039;&#039;&#039;personal roboport MK2&#039;&#039;&#039; allows construction bots to work from the [[player|player&#039;s]] inventory. The personal roboport MK2 supports significantly more robots than the [[personal roboport]] (25, versus 10 for the MK1), a larger construction area (40×40 rather than 30×30), and extra charging ports (4 instead of 2). Inserting multiple of either roboport into the player&#039;s [[modular armor]] or the [[spidertron]] increases the number of supported robots, size of construction area and number of charging ports on a linear scale.&lt;br /&gt;
&lt;br /&gt;
It can be toggled on or off via a button in the [[shortcut bar]]. The roboport&#039;s internal energy buffer must be 20% full to allow [[construction robot]]s to deploy. If the personal roboport is disabled via the shortcut bar while any of the player&#039;s robots already out of the inventory and performing a task, they will continue to finish their tasks before returning to the player.&lt;br /&gt;
&lt;br /&gt;
If a personal robot runs out of energy it will reduce its speed and continue to try and catch up with the player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Scaling Personal roboport MK2&lt;br /&gt;
|-&lt;br /&gt;
! Equipped Roboports !! Available Robots !! Construction Area !! Charging Stations&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 25 || 40×40 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 50 || 57×57 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 75 || 69×69 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 80×80 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 125 || 89×89 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 150 || 98×98 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 175 || 106×106 || 28&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 200 || 113×113 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 225 || 120×120 || 36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the total construction area is:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;sqrt((num_mk2roboports x mk2_construction_area) + (num_mk1roboports x mk1_construction_area))&amp;lt;/code&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
For example, 3 MK2 roboports: &amp;lt;code&amp;gt;sqrt(3 x 1600)&amp;lt;/code&amp;gt; = 69.282, ie. 69x69; 2 MK2 roboports &amp;amp; 2 MK1 roboports: &amp;lt;code&amp;gt;sqrt(2 x 1600 + 2 x 900)&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;sqrt(5000)&amp;lt;/code&amp;gt; = 70.711, ie 70x70.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Toggle personal roboport&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added shortcut bar that allows toggling personal roboport on and off.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Joeykins</name></author>
	</entry>
</feed>