<?xml version="1.0"?>
<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=Jon8RFC</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=Jon8RFC"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Jon8RFC"/>
	<updated>2026-08-21T16:27:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Military_units_and_structures&amp;diff=179102</id>
		<title>Military units and structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Military_units_and_structures&amp;diff=179102"/>
		<updated>2020-04-29T05:31:06Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Some units and structures are marked as &#039;&#039;&#039;Military units&#039;&#039;&#039; or &#039;&#039;&#039;Military structures&#039;&#039;&#039; and are high priority targets for enemy forces. They will be attacked on sight by:&lt;br /&gt;
&lt;br /&gt;
* [[Enemies#Biters|Biters]], [[Enemies#Spitters|spitters]], and [[Enemies#Worms|worms]].&lt;br /&gt;
* [[Gun_turret|Turrets]], [[Combat_robot_capsules|combat robots]], and [[personal laser defense]].&lt;br /&gt;
* The [[player]], when holding down &amp;quot;shoot enemy&amp;quot; (spacebar).&lt;br /&gt;
&lt;br /&gt;
There are a few exceptions:&lt;br /&gt;
* [[Artillery turret]]s and [[Artillery wagon]]s will not attack units automatically, they only attack structures automatically.&lt;br /&gt;
* Biters and spitters do &#039;&#039;not&#039;&#039; prioritize [[construction robot]]s or [[logistic robot]]s over other targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
Military units and structures are identified by a hard coded flag on certain prototypes. This cannot be changed by [[modding]]. The military prototypes are listed in the table below.&lt;br /&gt;
&lt;br /&gt;
== Military units ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Default&amp;lt;br&amp;gt;force !! Prototype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Player.png|center]]&lt;br /&gt;
| [[Player]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/Character|character]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defender_capsule.png|center|32px]]&lt;br /&gt;
| [[Defender capsule]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/CombatRobot|combat-robot]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Distractor_capsule.png|center|32px]]&lt;br /&gt;
| [[Distractor capsule]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/CombatRobot|combat-robot]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Destroyer_capsule.png|center|32px]]&lt;br /&gt;
| [[Destroyer capsule]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/CombatRobot|combat-robot]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Construction_robot.png|center|32px]]&lt;br /&gt;
| [[Construction robot]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/ConstructionRobot|construction-robot]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Logistic_robot.png|center|32px]]&lt;br /&gt;
| [[Logistic robot]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/LogisticRobot|logistic-robot]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Land_mine.png|center|32px]]&lt;br /&gt;
| [[Land mine]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/LandMine|land-mine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center|64px]]&lt;br /&gt;
| [[Enemies#Biters|Small biter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center|72px]]&lt;br /&gt;
| [[Enemies#Spitters|Small spitter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center|64px]]&lt;br /&gt;
| [[Enemies#Biters|Medium biter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center|72px]]&lt;br /&gt;
| [[Enemies#Spitters|Medium spitter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center|64px]]&lt;br /&gt;
| [[Enemies#Biters|Big biter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center|72px]]&lt;br /&gt;
| [[Enemies#Spitters|Big spitter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|64px]]&lt;br /&gt;
| [[Enemies#Biters|Behemoth biter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center|72px]]&lt;br /&gt;
| [[Enemies#Spitters|Behemoth spitter]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Compilatron.png|center]]&lt;br /&gt;
| Compilatron&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Unit|unit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military structures ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Default&amp;lt;br&amp;gt;force !! Prototype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gun_turret.png|center|32px]]&lt;br /&gt;
| [[Gun turret]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/AmmoTurret|ammo-turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flamethrower_turret.png|center|32px]]&lt;br /&gt;
| [[Flamethrower turret]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/FluidTurret|fluid-turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser_turret.png|center|32px]]&lt;br /&gt;
| [[Laser turret]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/ElectricTurret|electric-turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Artillery_turret.png|center|32px]]&lt;br /&gt;
| [[Artillery turret]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/ArtilleryTurret|artillery-turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Radar.png|center|32px]]&lt;br /&gt;
| [[Radar]]&lt;br /&gt;
| player&lt;br /&gt;
| [[Prototype/Radar|radar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small_worm.png|center|50px]]&lt;br /&gt;
| [[Enemies#Worms|Small worm]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Turret|turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium_worm.png|center|50px]]&lt;br /&gt;
| [[Enemies#Worms|Medium worm]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Turret|turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big_worm.png|center|50px]]&lt;br /&gt;
| [[Enemies#Worms|Big worm]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Turret|turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth_worm.png|center|50px]]&lt;br /&gt;
| [[Enemies#Worms|Behemoth worm]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/Turret|turret]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biter_nest.png|center|50px]]&lt;br /&gt;
| [[Enemies#Nests|Biter spawner]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/EnemySpawner|enemy-spawner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitter_nest.png|center|50px]]&lt;br /&gt;
| [[Enemies#Nests|Spitter spawner]]&lt;br /&gt;
| enemy&lt;br /&gt;
| [[Prototype/EnemySpawner|enemy-spawner]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[Prototype/PlayerPort|Player port]]&lt;br /&gt;
| &lt;br /&gt;
| [[Prototype/PlayerPort|player-port]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[Prototype/SimpleEntityWithForce|SimpleEntityWithForce]]&lt;br /&gt;
| &lt;br /&gt;
| [[Prototype/SimpleEntityWithForce|simple-entity-with-force]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=179101</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=179101"/>
		<updated>2020-04-29T05:19:27Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Solar panels and accumulators */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Electricity has to be produced before it can be transferred to consumers over the [[electric system]]. There are multiple methods to produce electricity:&lt;br /&gt;
&lt;br /&gt;
== Steam engine power ==&lt;br /&gt;
Each [[steam engine]] needs 0.5 [[boiler]]s when running at full capacity. One [[offshore pump]] can supply 20 boilers and 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
The above ratio can be calculated from information available in-game: One boiler consumes 1.8MW of fuel and produces energy stored in [[steam]] at 100% efficiency. One steam engine consumes 900kW of energy stored in steam, so each boiler can supply 2 steam engines: &amp;lt;code&amp;gt;1.8MW ÷ 0.9MW = 2&amp;lt;/code&amp;gt;. One steam engine consumes 30 steam per second, and one offshore pump produces 1200 water per second, so each offshore pump produces enough water to supply 40 steam engines: &amp;lt;code&amp;gt;1200 unit/s ÷ 30 units/s = 40&amp;lt;/code&amp;gt;. The number of boilers can be derived from the number of steam engines: &amp;lt;code&amp;gt;40 ÷ 2 = 20&amp;lt;/code&amp;gt;. This produces the 1:20:40 ratio.&lt;br /&gt;
&lt;br /&gt;
[[File:SteamSetupExample.png|center|600px|thumb|A possible setup]]&lt;br /&gt;
&lt;br /&gt;
== Solar panels and accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the &amp;quot;close enough&amp;quot; ratio and the optimal ratio increases as you add more solar panels). &lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
[[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 setup demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[Time#Days|day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels =&lt;br /&gt;
    (day + dawn) × (night + dawn × (day + dawn) / game_day) / game_day&lt;br /&gt;
    × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 12500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s × Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s × game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168 Perfectly optimal solar network (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394 Solar ratios (Factorio forums)]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619 1 solar panel produces 42KW after factoring in the night (Factorio forums)]&lt;br /&gt;
&lt;br /&gt;
== Nuclear power ==&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat can be used to convert [[water]] to [[steam]] using a [[heat exchanger]] and the steam can be consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
&lt;br /&gt;
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 291 || 12 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 20 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify [[Glossary#B|brownouts/blackouts]].&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any power pole will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [[Pipe to ground|underground pipes]] are connected together.&lt;br /&gt;
* Is the factory producing enough fuel (coal, solid fuel, uranium fuel cells)?&lt;br /&gt;
* Are there enough steam generators (boilers, heat exchangers)?&lt;br /&gt;
* Are there enough steam engines/turbines?&lt;br /&gt;
&lt;br /&gt;
See also the [[Tutorial:Applied_power_math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=179100</id>
		<title>Steam engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=179100"/>
		<updated>2020-04-29T05:17:26Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* History */ added to history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam engine}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam engines&#039;&#039;&#039; are the most basic [[Electric system|electricity]] generator, available to the player at the start of the game. They produce electricity by consuming [[steam]], using [[water]] pumped from an [[offshore pump]] that was heated to 165°C steam with [[Boiler|boilers]] or to 500°C steam with [[heat exchanger]]s. Steam that has a higher temperature than the maximum temperature of the steam engine (165°C) is consumed at the normal rate (30 units/s), and does not yield more electricity. This means the energy that was put into the steam to heat it to a higher temperature is wasted.&lt;br /&gt;
&lt;br /&gt;
Steam engines will automatically adjust their power production and steam usage based on the current demands of the electricity network. Hovering the mouse over a steam engine will display their current power production (&#039;&#039;&#039;Performance&#039;&#039;&#039;) and their possible power production (&#039;&#039;&#039;Available Performance&#039;&#039;&#039;), in a display on the right.&lt;br /&gt;
&lt;br /&gt;
Steam engines have two ports, allowing excess steam to flow through. This allows steam engines to be chained together. The current optimal ratio is 1 [[offshore pump]] to 20 [[boiler]]s to 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
Using steam engines for power does not produce [[pollution]], unless [[Boiler|boilers]] are used to heat up the water.&lt;br /&gt;
&lt;br /&gt;
When producing power, the steam engine will display a working animation:&lt;br /&gt;
&lt;br /&gt;
[[File:steam engine animation.gif]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.18|&lt;br /&gt;
* Adjusted steam engine and [[Steam_turbine|turbine]] collision boxes so player can walk between two steam engines.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* [[Steam]] is now internally a separate fluid from hot [[water]].&lt;br /&gt;
* Added high graphics quality option for the steam engine. &lt;br /&gt;
* Increased the maximum [[power production]] of the steam engine from 510kW to 900kW.&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Made bounding box smaller.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* New sounds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
** [[Power production]]&lt;br /&gt;
* [[Steam]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=179099</id>
		<title>Steam turbine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_turbine&amp;diff=179099"/>
		<updated>2020-04-29T05:17:20Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* History */ added to history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam turbine}}&lt;br /&gt;
The &#039;&#039;&#039;steam turbine&#039;&#039;&#039; consumes [[steam]] to create electric energy. It is usually used together with [[heat exchanger]]s and a [[nuclear reactor]]. &lt;br /&gt;
&lt;br /&gt;
While designed for the 500°C steam of a nuclear reactor, turbines can still be connected to [[boiler]]s for use in conventional 165°C steam power. At this mode, the steam turbine acts equal to two separate [[Steam engine|steam engines]], producing 1800 kW and consuming 60 steam/sec. However, actual power production is based on the temperature of the steam, not the building itself. This means that using a steam turbine is no more fuel-efficient than using two steam engines. Unless saving space within a large build, it is not necessary to use the more costly turbines for boiler steam.&lt;br /&gt;
&lt;br /&gt;
== Power output ==&lt;br /&gt;
&lt;br /&gt;
Each Steam turbine takes a maximum input of 60 units of 500°C [[steam]] per second and outputs 5.82MW of electricity; the 5.8MW listed on the tooltip is rounded.&lt;br /&gt;
&lt;br /&gt;
* [[Heat exchanger]] heats 15°C [[water]] to 500°C [[steam]];&lt;br /&gt;
* It takes 0.2 kJ of [[Fuel|burner]] energy to raise 1 water 1°C;&lt;br /&gt;
* Steam is consumed by steam turbines at a rate of 60 units of water per second;&lt;br /&gt;
* (500°C - 15°C) × 0.2 kJ × 60 units = 5820 kW, or 5.82 MW.&lt;br /&gt;
* On the other hand, the calculation for the Boiler-generated steam is: (165°C - 15°C) × 0.2 kJ × 60 units = 1800 kW, or 1.8 MW.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.18.18|&lt;br /&gt;
* Adjusted [[Steam_engine|steam engine]] and turbine collision boxes so player can walk between two steam engines.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production#Nuclear power|Power production]]&lt;br /&gt;
* [[Heat pipe]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear ratios]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=179098</id>
		<title>Steam engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=179098"/>
		<updated>2020-04-29T05:10:23Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: remove superfluous (and redirecting) link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Steam engine}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam engines&#039;&#039;&#039; are the most basic [[Electric system|electricity]] generator, available to the player at the start of the game. They produce electricity by consuming [[steam]], using [[water]] pumped from an [[offshore pump]] that was heated to 165°C steam with [[Boiler|boilers]] or to 500°C steam with [[heat exchanger]]s. Steam that has a higher temperature than the maximum temperature of the steam engine (165°C) is consumed at the normal rate (30 units/s), and does not yield more electricity. This means the energy that was put into the steam to heat it to a higher temperature is wasted.&lt;br /&gt;
&lt;br /&gt;
Steam engines will automatically adjust their power production and steam usage based on the current demands of the electricity network. Hovering the mouse over a steam engine will display their current power production (&#039;&#039;&#039;Performance&#039;&#039;&#039;) and their possible power production (&#039;&#039;&#039;Available Performance&#039;&#039;&#039;), in a display on the right.&lt;br /&gt;
&lt;br /&gt;
Steam engines have two ports, allowing excess steam to flow through. This allows steam engines to be chained together. The current optimal ratio is 1 [[offshore pump]] to 20 [[boiler]]s to 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
Using steam engines for power does not produce [[pollution]], unless [[Boiler|boilers]] are used to heat up the water.&lt;br /&gt;
&lt;br /&gt;
When producing power, the steam engine will display a working animation:&lt;br /&gt;
&lt;br /&gt;
[[File:steam engine animation.gif]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* [[Steam]] is now internally a separate fluid from hot [[water]].&lt;br /&gt;
* Added high graphics quality option for the steam engine. &lt;br /&gt;
* Increased the maximum [[power production]] of the steam engine from 510kW to 900kW.&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Made bounding box smaller.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* New sounds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
** [[Power production]]&lt;br /&gt;
* [[Steam]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tree&amp;diff=179097</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tree&amp;diff=179097"/>
		<updated>2020-04-29T05:07:59Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: added history section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Tree}}&lt;br /&gt;
&#039;&#039;&#039;Trees&#039;&#039;&#039; are plants in Factorio. They can be mined for [[wood]], and are the only source of it.  Trees are obstacles to construction and must be cleared to provide building space, but they also reduce [[pollution]], so take care not to remove more than necessary. Currently, trees cannot be replanted.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
{{Achievement|pyromaniac}}&lt;br /&gt;
&lt;br /&gt;
== Good methods to remove trees ==&lt;br /&gt;
&lt;br /&gt;
* Mining by hand (*)&lt;br /&gt;
* Shooting swaths of trees with a [[shotgun]] or [[combat shotgun]]&lt;br /&gt;
* Using [[grenade]]s to blow them up&lt;br /&gt;
* Using [[Poison capsule|poison]] to kill them&lt;br /&gt;
* Having construction robots harvest them using a [[deconstruction planner]] (*)&lt;br /&gt;
* Knocking them down by driving a [[tank]] over them&lt;br /&gt;
* Burning them with a [[flamethrower]], causing a forest fire&lt;br /&gt;
* Burning them with a flamethrower while in a tank&lt;br /&gt;
* Using [[atomic bomb]]s to blow them up&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;(*) Usable to collect wood. Dead trees will give 2 wood and have a mining time of 0.5. Live trees will give 4 wood and have a mining time of 0.55. All other methods just destroy the tree and wood.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fires ==&lt;br /&gt;
[[File:ForestFireBegins.gif|frame|A forest fire spreads rapidly after a few moments.]]&lt;br /&gt;
Trees can be set on fire by [[flamethrower]]s and [[flamethrower turret]]s. The fire will spread from tree to tree, releasing high amounts of [[pollution]] and leaving stumps and charred trees behind.&lt;br /&gt;
&lt;br /&gt;
Once on fire, trees cannot be extinguished, but the spread of the fire can be limited by creating a [[wikipedia:Firebreak|fire break]].&lt;br /&gt;
&lt;br /&gt;
== Pollution removal ==&lt;br /&gt;
&lt;br /&gt;
Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree.&amp;lt;br&amp;gt;&lt;br /&gt;
A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. As the grayness and leave stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around.&amp;lt;br&amp;gt;&lt;br /&gt;
The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object !! Stage !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -0.00067&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -0.00033&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Min leaf density) || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead grey trunk.png|120px]] Dead gray trunk || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Added animation to trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Tanks no longer take miniscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Damaging a tree with impact or physical damage generates some leaves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&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;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Trees degenerate slowly when there high pollution levels.&lt;br /&gt;
* Trees regenerate health slowly.&lt;br /&gt;
* Trees have generally smaller bounding boxes, so it is easier to walk through forest.&lt;br /&gt;
* New tree graphics. Trees have 4 levels of leaves and the leaves are colorable.&lt;br /&gt;
* Trees emit leaves (based on the tree color) when being mined and destroyed.&lt;br /&gt;
* Trees emit branches when mined or destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Changed the amount of wood in dry tree from 1 -&amp;gt; 4.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* New graphics: 10 types of trees that replace the outdated 2 types.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New tree graphics (8 dry trees  12  big trees).}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=179096</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=179096"/>
		<updated>2020-04-29T04:10:45Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* History */ update history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
A basic capsule that creates a large, long-lasting cloud of at the target area, dealing 320 [[Damage|poison damage]] over 20s, the damage from multiple poison capsules stacks. This is one of the most effective ways of removing [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
Poison capsules can be used to effectively kill [[Enemies|worms]] as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 3 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm&#039;s spitting range. Since [[Enemies#Nests|spawners]] are not affected by poison damage, poison capsules are useless against them.&lt;br /&gt;
&lt;br /&gt;
Poison capsules do not harm the player&#039;s structures, robots or vehicles, but do harm players themselves unless they are in a vehicle. Poison capsules are particularly effective when deployed from the [[tank]], as the tank can park inside a cloud of poison to lure enemies to their death.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
&lt;br /&gt;
The poison cloud deals 8 poison damage twice a second and lasts for 20s, a maximum of 320 damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Poison-usage.gif|frame|none|Poison capsule being deployed against some trees. Note the size of the cloud created, and damage taken.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.7|&lt;br /&gt;
* New visuals for poison capsule effect.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Tooltips are now generated automatically for some items, including capsules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Green coral is now affected by the poison capsule. This is controlled by the &amp;quot;breaths-air&amp;quot; entity flag.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Poison capsules can now damage [[Enemies|worms]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Capsules can be used in god mode. ([[player]] without character)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capsule is less expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=179095</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=179095"/>
		<updated>2020-04-29T04:09:15Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
A basic capsule that creates a large, long-lasting cloud of at the target area, dealing 320 [[Damage|poison damage]] over 20s, the damage from multiple poison capsules stacks. This is one of the most effective ways of removing [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
Poison capsules can be used to effectively kill [[Enemies|worms]] as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 3 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm&#039;s spitting range. Since [[Enemies#Nests|spawners]] are not affected by poison damage, poison capsules are useless against them.&lt;br /&gt;
&lt;br /&gt;
Poison capsules do not harm the player&#039;s structures, robots or vehicles, but do harm players themselves unless they are in a vehicle. Poison capsules are particularly effective when deployed from the [[tank]], as the tank can park inside a cloud of poison to lure enemies to their death.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
&lt;br /&gt;
The poison cloud deals 8 poison damage twice a second and lasts for 20s, a maximum of 320 damage.&lt;br /&gt;
&lt;br /&gt;
[[File:Poison-usage.gif|frame|none|Poison capsule being deployed against some trees. Note the size of the cloud created, and damage taken.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Tooltips are now generated automatically for some items, including capsules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Green coral is now affected by the poison capsule. This is controlled by the &amp;quot;breaths-air&amp;quot; entity flag.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Poison capsules can now damage [[Enemies|worms]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Capsules can be used in god mode. ([[player]] without character)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capsule is less expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievement_file_format&amp;diff=179094</id>
		<title>Achievement file format</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievement_file_format&amp;diff=179094"/>
		<updated>2020-04-29T04:08:09Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* File Format */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} [[Category:Technical]]&lt;br /&gt;
This is a technical description of the achievement file format, used by Factorio to store player&#039;s achievement progress in the files &amp;quot;achievements.dat&amp;quot; and &amp;quot;achievements-modded.dat&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Yes - this information can be used to &amp;quot;cheat&amp;quot; Factorio by simply writing to the achievement file(s) in such a way as if you had met all the achievement requirements, open up Factorio, and then suddenly have all achievements unlocked. The goal of this document is to share how to _read_ the achievement file(s) - so that third party applications can do new and interesting things with that information. Enjoy!&lt;br /&gt;
&lt;br /&gt;
See the page on [[Data_Types|data types]] for an explanation of the different types of data used in this document.&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
&lt;br /&gt;
The overall file format is as follows. Note that in this file, [[Data_Types#array|array]] length is stored as a [[Data_Types#short|short]], not an [[Data_Types#int|int]]!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#short|short]][4]&lt;br /&gt;
| The [[Version_string_format|version string]] of Factorio that generated this file.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#array|array]]&amp;lt;[[#Achievement Header Info|bytes]]&amp;gt;&lt;br /&gt;
| [[#Achievement Header Info|Achievement header info]]. Variable length. See the section for more information.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#array|array]]&amp;lt;[[#Achievement Content Info|bytes]]&amp;gt;&lt;br /&gt;
| [[#Achievement Content Info|Achievement content info]]. Variable length. See the section for more information.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#short|short]][*]&lt;br /&gt;
| Currently tracked achievements, given as a series of [[Data_Types#short|shorts]] up until the end of the file, with each representing the index number of an achievement. The order of achievements in this series matches the order of which the player has them tracked in game.&lt;br /&gt;
|}&lt;br /&gt;
This format has been valid since at least version 0.14.x.&lt;br /&gt;
&lt;br /&gt;
== Achievement Header Info ==&lt;br /&gt;
&lt;br /&gt;
The header contains information about what type of data fields each achievement has.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#string|string]]&lt;br /&gt;
| Achievement type. This determines what kind of data fields this achievement contains in the content array.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#string|string]]&lt;br /&gt;
| Achievement string id - the one used internally by Factorio.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#short|short]]&lt;br /&gt;
| Achievement index number. This number is used to map achievements between this header info array, the content info array, and the tracked achievements list in this file. These index numbers are non-normative, so they won&#039;t always match up with the same achievement.&amp;lt;br&amp;gt; Note: the mapping of index numbers to achievement ids are continuous, but start at index 1 (there is no index 0) - because LUA tables start at 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievement Content Info ==&lt;br /&gt;
&lt;br /&gt;
This contains the actual data of each achievement. It&#039;s important to note that not every achievement listed in the header has a matching content section here.&lt;br /&gt;
&lt;br /&gt;
Also note that this array always ends with an index number of 0. When reading, either ignore this, or manually add in a blank achievement into your meta table at index zero with no fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Data_Types#short|short]]&lt;br /&gt;
| Achievement index number. This matches up with the index number in the [[#Achievement Header Info|Achievement header info]].&lt;br /&gt;
|-&lt;br /&gt;
| byte[*]&lt;br /&gt;
| The achievement&#039;s progress information. The structure and length of this is determined by the [[#Achievement Types|achievement&#039;s type]]. See the table below for a list of achievement types.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievement Types ==&lt;br /&gt;
&lt;br /&gt;
If new achievement types are added in the future, the achievement files will be unparse-able. Please add any new types you find here, thanks!&lt;br /&gt;
&lt;br /&gt;
See the [[Prototype/Achievement]] base prototype page for more information about achievement structure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Achievement&amp;lt;br&amp;gt;Type !! Binary&amp;lt;br&amp;gt;Fields(s) !! Field(s) Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/BuildEntityAchievement|build-entity-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* byte[4]&lt;br /&gt;
|&lt;br /&gt;
* Unknown format, 4 bytes long.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/CombatRobotCountAchievement|combat-robot-count]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#int|int]]&lt;br /&gt;
|&lt;br /&gt;
* The greatest number of combat robots you&#039;ve had following you.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/ConstructWithRobotsAchievement|construct-with-robots-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#int|int]]&lt;br /&gt;
* byte[4]&lt;br /&gt;
|&lt;br /&gt;
* Total number of objects constructed using robots.&lt;br /&gt;
* Unknown format, 4 bytes long.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/DeconstructWithRobotsAchievement|deconstruct-with-robots-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#int|int]]&lt;br /&gt;
|&lt;br /&gt;
* Total number of objects deconstructed using robots.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/DeliverByRobotsAchievement|deliver-by-robots-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* byte[8]&lt;br /&gt;
|&lt;br /&gt;
* Unknown format, 8 bytes long.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/DontBuildEntityAchievement|dont-build-entity-achievement]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;TODO&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;TODO&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/DontCraftManuallyAchievement|dont-craft-manually-achievement]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;TODO&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;TODO&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/DontUseEntityInEnergyProductionAchievement|dont-use-entity-in-energy-production-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#double|double]]&lt;br /&gt;
|&lt;br /&gt;
* Maximum number of Joules produced per hour, only including power produced from entities listed under &amp;quot;[[Prototype/DontUseEntityInEnergyProductionAchievement#included|included]]&amp;quot;, and excluding those listed under &amp;quot;[[Prototype/DontUseEntityInEnergyProductionAchievement#excluded|excluded]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/FinishTheGameAchievement|finish-the-game-achievement]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;TODO&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;TODO&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/GroupAttackAchievement|group-attack-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* byte[4]&lt;br /&gt;
|&lt;br /&gt;
* Unknown format, 4 bytes long.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/KillAchievement|kill-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#double|double]]&lt;br /&gt;
|&lt;br /&gt;
* The greatest number of an entity killed (e.g. trees, spawners).&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/PlayerDamagedAchievement|player-damaged-achievement]]&lt;br /&gt;
| &lt;br /&gt;
* [[Data_Types#float|float]]&lt;br /&gt;
* [[Data_Types#bool|bool]]&lt;br /&gt;
|&lt;br /&gt;
* The maximum amount of damage you&#039;ve taken in a single hit.&lt;br /&gt;
* True if the you survived that hit, False if you died.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/ProduceAchievement|produce-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#double|double]]&lt;br /&gt;
|&lt;br /&gt;
* The total number of the item you&#039;ve produced.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/ProducePerHourAchievement|produce-per-hour-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#double|double]]&lt;br /&gt;
|&lt;br /&gt;
* The maximum amount of the item produced per hour.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/ResearchAchievement|research-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* byte[4]&lt;br /&gt;
|&lt;br /&gt;
* Unknown format, 4 bytes long.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prototype/TrainPathAchievement|train-path-achievement]]&lt;br /&gt;
|&lt;br /&gt;
* [[Data_Types#double|double]]&lt;br /&gt;
|&lt;br /&gt;
* The longest path (in tiles) planned by a train.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;combat-robot-count&amp;quot; is currently the only achievement type that doesn&#039;t end in &amp;quot;-achievement&amp;quot;. This is not an error.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_exchange_string_format&amp;diff=179093</id>
		<title>Map exchange string format</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_exchange_string_format&amp;diff=179093"/>
		<updated>2020-04-29T04:07:47Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Factorio 0.14 and Beyond */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} [[Category:Technical]]&lt;br /&gt;
This is a technical description of the map exchange string format, used to share map generating configurations with other users. This format is also used to store these settings inside save files for future chunk generation.&lt;br /&gt;
&lt;br /&gt;
Factorio line wraps the entire map exchange string after 57 characters during export (55 code characters + &#039;\r\n&#039;, which is fairly standard), but ignores all whitespace during import. The outer layer of the map exchange string format includes three angle brackets on either side: &amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;quot; and &amp;quot;&amp;lt;&amp;lt;&amp;lt;&amp;quot;, which must be present for Factorio to accept the string. Between those two tokens is the map exchange data, encoded using base 64 as defined by [https://tools.ietf.org/html/rfc4648#section-4 RFC 4648] (or [https://tools.ietf.org/html/rfc3548#section-3 3548], [https://tools.ietf.org/html/rfc2535#page-42 2535], [https://tools.ietf.org/html/rfc2045#section-6.8 2045], [https://tools.ietf.org/html/rfc1421#section-4.3.2.4 1421], et al).&lt;br /&gt;
&lt;br /&gt;
See the page on [[Data types|data types]] for an explanation of the different types of data used in this document.&lt;br /&gt;
&lt;br /&gt;
== Factorio 0.16 and Beyond ==&lt;br /&gt;
&lt;br /&gt;
Beginning with Factorio 0.16.0, two important changes are made to the encoding of the map exchange string data:&lt;br /&gt;
&lt;br /&gt;
# The map exchange data inside the Base 64 encoding is further encoded using the [https://en.wikipedia.org/wiki/Zlib zlib] compression algorithm. The best way to determine the encoding is to first attempt to parse the map exchange string using zlib, and if that fails, try again using the 0.14+ rules.&lt;br /&gt;
# All numeric data fields longer than 1 byte are encoding using a custom-built variable length integer format described by Factorio developer [[User:Rseding91|Rseding]] at [[Data_types#Space_Optimized]]. For appropriate Factorio versions, &#039;&#039;&#039;all&#039;&#039;&#039; such data types (int, short, dict, etc) used in this document represent values encoded using this approach, &#039;&#039;unless otherwise specifically noted&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After taking these considerations into your codec, proceed using the 0.14+ rules below. &lt;br /&gt;
&lt;br /&gt;
== Factorio 0.14 and Beyond ==&lt;br /&gt;
&lt;br /&gt;
This is the base map exchange string format for all Factorio versions 0.14.x and greater. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#short|short]][4]&lt;br /&gt;
| The [[Version_string_format|version string]] of Factorio that generated this string, used to determine encoding format. This field is never [[Data_types#Space_Optimized|space optimized]].&lt;br /&gt;
|-&lt;br /&gt;
| byte[*]&lt;br /&gt;
| [[#Map_Gen_Settings|Map Gen Settings]]. Variable length. See linked section for information on how to parse. &lt;br /&gt;
|-&lt;br /&gt;
| byte[*]&lt;br /&gt;
| [[#0.15 Map Settings|0.15.x Map Settings]]. If present, this chunk consists of the remainder of the data (minus the checksum).&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#uint|uint]]&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Cyclic_redundancy_check CRC32 checksum] of all preceding data, as defined by ANSI X3.66 / FIPS 71 / ITU-T V.42 (the same one used by [https://en.wikipedia.org/wiki/Zlib zlib], ethernet, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map Gen Settings ==&lt;br /&gt;
&lt;br /&gt;
This format matches [http://lua-api.factorio.com/latest/Concepts.html#MapGenSettings MapGenSettings].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;From&amp;quot; column denotes the earliest Factorio version in which that field is present. Most of them are currently labeled as &amp;quot;≤0.14&amp;quot;, which means the field was present from &#039;&#039;at least&#039;&#039; 0.14. If you have more specific information, please edit this page!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! LUA key !! From !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]]&lt;br /&gt;
| terrain_segmentation&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| [[Water]] [[#Map_Gen_Size|frequency]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]]&lt;br /&gt;
| water&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| [[Water]] [[#Map_Gen_Size|size]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#dict|dict]]&amp;lt;[[Data types#string|string]], [[#Autoplace_Control|byte[3]]]&amp;gt;&lt;br /&gt;
| autoplace_controls&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| An dictionary of [[#Autoplace_Control|Autoplace Controls]], with string keys, where the key represents the resource name.  Factorio doesn’t care what order this dictionary is in, but it always alphabetizes during export. Vanilla has seven resources: [[Coal|coal]], [[Copper ore|copper-ore]], [[Crude oil|crude-oil]], [[Enemies|enemy-base]], [[Iron ore|iron-ore]], [[Stone|stone]], and [[Uranium ore|uranium-ore]]. Unknown ores are ignored and missing ores are set to their defaults.&lt;br /&gt;
Factorio 0.16.x adds addition terrain related autoplace features: desert, dirt, grass, sand, trees. With the exception of trees, these resources ignore their richness and as such are not configuration using the map gen GUI, and always have a richness value of 3 (&amp;quot;Regular&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]][2]&lt;br /&gt;
| TODO&lt;br /&gt;
| 0.16.0&lt;br /&gt;
| TODO...&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|uint]]&lt;br /&gt;
| seed&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| [[World generator#Map Seed|Map seed]]. This field is never [[Data_types#Space_Optimized|space optimized]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;none&#039;&#039;&lt;br /&gt;
| shift&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| This field isn&#039;t present in the binary format! But it is part of the LUA structure - by default it&#039;s derived from the map seed. I&#039;ll slap the algorithm here soon(tm).&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|uint]]&lt;br /&gt;
| width&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| [[World generator#Map-width and -height|Map width]]. This field is never [[Data_types#Space_Optimized|space optimized]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|uint]]&lt;br /&gt;
| height&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| [[World generator#Map-width and -height|Map height]]. This field is never [[Data_types#Space_Optimized|space optimized]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]]&lt;br /&gt;
| starting_area&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| [[World generator#Starting area|Starting area]] [[#Map_Gen_Size|size]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#bool|boolean]]&lt;br /&gt;
| peaceful_mode&lt;br /&gt;
| ≤0.14&lt;br /&gt;
| [[World generator#Peaceful mode|Peaceful mode]]. Enabled if set to 1, disabled otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 0.15 Map Settings ==&lt;br /&gt;
&lt;br /&gt;
All of the following data fields (until noted at the end) have a special encapsulation format. Preceding each value is a single byte that states whether or not the value is present. If the byte is equal to zero, then the field value is not present. Otherwise, then the field&#039;s value follows. &lt;br /&gt;
&lt;br /&gt;
In the LUA structure, this information is stored in the &amp;quot;[http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.map_settings game.map_settings]&amp;quot; table, which is created by the &amp;quot;[http://lua-api.factorio.com/latest/Concepts.html#MapSettings MapSettings]&amp;quot; prototype. Each section in the table below represents a nested sub-table in &amp;quot;map-settings&amp;quot;, where the LUA key listed is the key of the table, and all subsequent fields are part of the sub-table. See data/base/prototypes/map-settings.lua for a description of all attributes (some of that information has now been copied to this page).&lt;br /&gt;
&lt;br /&gt;
Fields marked with a check (✓) in the &amp;quot;GUI&amp;quot; column are configurable in the [[World_generator#How_it_works|new game map generator GUI]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | GUI !! LUA key !! Description&lt;br /&gt;
|-&lt;br /&gt;
! * !! ✓ !! pollution !! Pollution&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#bool|boolean]] || ✓ || enabled || Pollution enabled.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || ✓ || diffusion_ratio || The amount of pollution that is diffused into neighboring chunk per second.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || min_to_diffuse || This many PUs must be on the chunk to start diffusing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || ✓ || ageing || [Modifier of] the pollution eaten by a chunks tiles.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || expected_max_per_chunk || Anything bigger than this is visualised as this value.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || min_to_show_per_chunk || Anything lower than this (but &amp;gt; 0) is visualised as this value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || ✓ || min_pollution_to_damage_trees || Any pollution above this amount starts to damage trees.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || pollution_with_max_forest_damage || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || pollution_per_tree_damage || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || ✓ || pollution_restored_per_tree_damage || The amount of pollution absorbed by a tree when it is damaged by pollution.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || max_pollution_to_restore_trees || ???&lt;br /&gt;
|-&lt;br /&gt;
! * !! !! steering.default !! Steering (Default)&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || ??? || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || ??? || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || separation_force || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#bool|boolean]] || || force_unit_fuzzy_goto_behavior || ???&lt;br /&gt;
|-&lt;br /&gt;
! * !! !! steering.moving !! Steering (Moving)&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || ??? || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || ??? || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || || separation_force || ???&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#bool|boolean]] || || force_unit_fuzzy_goto_behavior || ???&lt;br /&gt;
|- &lt;br /&gt;
! * !! ✓ !! enemy_evolution !! Evolution&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#bool|boolean]] || ✓ || enabled || Evolution enabled.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || ✓ || time_factor || Percent increase in the evolve factor for every second.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || ✓ || destroy_factor || Percent increase in the evolve factor for every destroyed spawner.&lt;br /&gt;
|- &lt;br /&gt;
| [[Data types#double|double]] || ✓ || pollution_factor || Percent increase in the evolve factor for every 1000 PU [produced].&lt;br /&gt;
|- &lt;br /&gt;
! * !! ✓ !! enemy_expansion !! Enemy Expansion&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#bool|boolean]] || ✓ || enabled || Enemy expansion enabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || ✓ || max_expansion_distance || Distance in chunks from the furthest base around.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || friendly_base_influence_radius || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || enemy_building_influence_radius || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || building_coefficient ||+ rowspan=4 | Expansion algorithm. See LUA file for details.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || other_base_coefficient &lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || neighbouring_chunk_coefficient &lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || neighbouring_base_chunk_coefficient&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || max_colliding_tiles_coefficient || A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || ✓ || settler_group_min_size ||+ rowspan=2 | Size of the group that goes to build new base (in game this is multiplied by the evolution factor).&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || ✓ || settler_group_max_size&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || ✓ || min_expansion_cooldown || Minimum cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || ✓ || max_expansion_cooldown || Maximum cooldown.&lt;br /&gt;
|- &lt;br /&gt;
! * !! !! unit_group !! Unit Group&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || min_group_gathering_time ||+ rowspan=2 | A pollution triggered group&#039;s waiting time is a random time between min and max gathering time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || max_group_gathering_time &lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || max_wait_time_for_late_members || After the gathering is finished the group can still wait for late members, but it doesn&#039;t accept new ones anymore.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || max_group_radius ||+ rowspan=2 | Limits for group radius.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || min_group_radius&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || max_member_speedup_when_behind || When a member falls behind the group he can speedup up till this much of his regular speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || max_member_slowdown_when_ahead || When a member gets ahead of its group, it will slow down to at most this factor of its speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || max_group_slowdown_factor || When members of a group are behind, the entire group will slow down to at most this factor of its max speed.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || max_group_member_fallback_factor || If a member falls behind more than this times the group radius, the group will slow down to max_group_slowdown_factor.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || member_disown_distance || If a member falls behind more than this time the group radius, it will be removed from the group.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || tick_tolerance_when_member_arrives || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || max_gathering_unit_groups || Maximum number of automatically created unit groups gathering for attack at any time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || max_unit_group_size || Maximum size of an attack unit group. This only affects automatically-created unit groups.&lt;br /&gt;
|- &lt;br /&gt;
! * !! !! path_finder !! Path Finder&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || fwd2bwd_ratio || Defines whether we prefer forward (&amp;gt;1) or backward (&amp;lt;-1) or symmetrical (1) search.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || goal_pressure_ratio || When comparing nodes in open which one to check next, heuristic value is multiplied by this ratio. The higher the number the more is the search directed directly towards the goal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#bool|boolean]] || || use_path_cache || ???&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || max_steps_worked_per_tick || When this is exhausted no more requests are allowed. At the moment the first path to exhaust this will be finished (even if it is hundreds of steps).&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || short_cache_size ||+ rowspan=2 | Number of elements in the cache.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || long_cache_size&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || short_cache_min_cacheable_distance || Minimal distance to goal for path to be searched in short path cache.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || short_cache_min_algo_steps_to_cache || Minimal number of algorithm steps for path to be inserted into the short path cache.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || long_cache_min_cacheable_distance || Minimal distance to goal for path to be searched in long path cache.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || cache_max_connect_to_cache_steps_multiplier || When searching for connection to path cache path, search at most for this number of steps times the initial estimate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || cache_accept_path_start_distance_ratio || When looking for path from cache make sure it doesn&#039;t start too far from requested start in relative distance terms.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || cache_accept_path_end_distance_ratio || When looking for path from cache make sure it doesn&#039;t end too far from requested end. This is typically higher than accept value for the start because the end target can be moving.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || negative_cache_accept_path_start_distance_ratio || Same as cache_accept_path_start_distance_ratio, but used for negative cache queries.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || negative_cache_accept_path_end_distance_ratio || Same as cache_accept_path_end_distance_ratio, but used for negative cache queries.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || cache_path_start_distance_rating_multiplier || When assigning rating to the best path this * start distances is considered.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || cache_path_end_distance_rating_multiplier || When assigning rating to the best path this * end distances is considered. This is typically higher than value for the start to achieve better path end quality.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || stale_enemy_with_same_destination_collision_penalty || Somewhere along the path is stuck enemy we need to avoid. This is mainly to handle situations when units have arrived and are attacking the target, then units further in the back will use this and run around the target.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || ignore_moving_enemy_collision_distance || If there is a moving unit further than this we don&#039;t really care.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || enemy_with_different_destination_collision_penalty || Enemy is not moving/or is too close and has different destination.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || general_entity_collision_penalty || Simplification for now - collision with everything else is this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || general_entity_subsequent_collision_penalty || Collision penalty for successors of positions that require destroy to reach.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || max_clients_to_accept_any_new_request || Uptil this amount any client will be served by the path finder (no estimate on the path length).&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || max_clients_to_accept_short_new_request || From max_clients_to_accept_any_new_request till this one only those that have a short estimate will be served.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || direct_distance_to_consider_short_request || This is the &amp;quot;threshold&amp;quot; to decide what is short and what is not.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || short_request_max_steps || If a short request takes more than this many steps, it will be rescheduled as a long request.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || short_request_ratio || How many steps will be allocated to short requests each tick, as a ratio of all available steps per tick.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || min_steps_to_check_path_find_termination || Absolute minimum of steps that will be performed for every path find request no matter what.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || || start_to_goal_cost_multiplier_to_terminate_path_find || If the amount of steps is higher than this times estimate of start to goal then path finding is terminated.&lt;br /&gt;
|-&lt;br /&gt;
| colspan = 4 | &#039;&#039;&#039;Note:&#039;&#039;&#039; The following fields do not use the special encapsulation method.&lt;br /&gt;
|-&lt;br /&gt;
! byte[4] !! !! . (root) !! Other&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#int|int]] || || max_failed_behavior_count || If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters stuck within their own base.&lt;br /&gt;
|-&lt;br /&gt;
! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | GUI !! LUA key !! Description&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Settings ===&lt;br /&gt;
&lt;br /&gt;
This information is instead stored in the LUA structure at [http://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.difficulty_settings game.difficulty_settings], which is prototyped by [http://lua-api.factorio.com/latest/Concepts.html#DifficultySettings DifficultySettings]. These fields do not use the special encapsulation method noted above.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!+ style=&#039;writing-mode:vertical-lr;vertical-align:bottom;font-size:90%&#039; | GUI !! LUA key !! Description&lt;br /&gt;
|-&lt;br /&gt;
! byte[10] !! ✓ !! difficulty_settings !! Difficulty Settings&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]] || ✓ || recipe_difficulty || Recipe difficulty. 0 for Normal, 1 for Expensive.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]] || ✓ || technology_difficulty || Technology difficulty. 0 for Normal, 1 for Expensive.&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#double|double]] || ✓ || technology_price_multiplier || Technology price multiplier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: these values are typically defined using the constants at [http://lua-api.factorio.com/latest/defines.html#defines.difficulty_settings defines.difficulty_settings].&lt;br /&gt;
&lt;br /&gt;
== Autoplace Control ==&lt;br /&gt;
See the page on [[World generator#Settings on the top row|world generation]] for more information on frequency, size, and richness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! LUA key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]]&lt;br /&gt;
| frequency&lt;br /&gt;
| Ore [[#Map_Gen_Size|frequency]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]]&lt;br /&gt;
| size&lt;br /&gt;
| Ore [[#Map_Gen_Size|size]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Data types#byte|byte]]&lt;br /&gt;
| richness&lt;br /&gt;
| Ore [[#Map_Gen_Size|richness]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map Gen Size ==&lt;br /&gt;
These are the values used for the frequencies, sizes, and richnesses of ores, water, and the starting area size. None is a valid value for all three options. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 0&lt;br /&gt;
| None / None /None&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Very Low / Small / Poor&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Low / Small / Poor&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Normal / Medium / Regular&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| High / Big / Good&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Very High / Big / Good&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each of the values in a triplet (such as &amp;quot;low&amp;quot;, &amp;quot;small&amp;quot;, and &amp;quot;poor&amp;quot;) are synonymous.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=179092</id>
		<title>Burner mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=179092"/>
		<updated>2020-04-29T04:04:28Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Method 1 */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Burner mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;burner mining drill&#039;&#039;&#039; is the first type of drill accessible to the player. It burns [[fuel]] to [[mining|mine]] the ore underneath the 2×2 area it is placed on.&lt;br /&gt;
&lt;br /&gt;
It mines about 7 items per single unit of coal used to fuel it, producing 0.25 items/s for [[copper ore]], [[coal]], [[iron ore]] or [[stone]]. Burner miners create a lot of [[pollution]] per item.&lt;br /&gt;
&lt;br /&gt;
Burner drills are usually used until the player has built an [[electric system|electrical network]], at which point the larger and faster [[electric mining drill]] becomes more useful, though they can still provide some use as extra drills that take up less space.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
[[File:Interface_of_Burner-Mining-Drill.png|upright=2]]&lt;br /&gt;
# Amount of [[fuel]] in the mining drill&lt;br /&gt;
# Depletion of 1 unit of [[fuel]]&lt;br /&gt;
# Progress of mining&lt;br /&gt;
# Product&lt;br /&gt;
==Self-Sustaining Coal Mines==&lt;br /&gt;
Both methods require no electricity.&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Two burner mining drills can refuel each other when placed next to each other on a coal deposit as long as they&#039;re facing each other. Each drill fuels the other and coal gradually accumulates in their [[stack]]s, so you have effectively a storage of 100 coal (2 stacks, 50 coal, one in each burner miner, together 100). You can do this also for 4 or any other even number of miners.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_1.png‎|200px]]&lt;br /&gt;
&lt;br /&gt;
Note that it takes slightly less than 3 minutes for the mining drills to completely fill each other&#039;s fuel inventory. Once full, the drills will sit idle until the accumulated coal is removed. It&#039;s possible to extend that time by having the drills output their coal into a buffer [[Chests|chest]] rather than directly into another drill&#039;s fuel stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_1b.png‎|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
This method can be used for any number of burner mining drills in a coal deposit. Place a burner mining drill, then place at least three [[transport belt]]s from the output in a mirrored &amp;quot;L&amp;quot; like shape so that the third belt has a gap between it and the miner. Fill the gap with a [[burner inserter]] in a way that the inserter can insert coal to the miner. When placing this array of entities opposite of each other, ensure that no two burner inserters are trying to take coal from the same piece of belt or one of them might run out of fuel.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_3.png‎|400x400px|upright=2]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.0|&lt;br /&gt;
* Updated sound effects.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Mining speed for all ores except uranium is now 0.25/s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player starts with one burner mining drill and one furnace in the freeplay.&lt;br /&gt;
* Increased mining speed of burner mining drill.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in it&#039;s area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Utility_science_pack&amp;diff=179091</id>
		<title>Utility science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Utility_science_pack&amp;diff=179091"/>
		<updated>2020-04-29T04:03:34Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* History */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Utility science pack}}&lt;br /&gt;
The &#039;&#039;&#039;Utility science pack&#039;&#039;&#039; is one of three late-game [[science pack]]s, the other two being the [[Production science pack]], and the [[Space science pack]].&lt;br /&gt;
&lt;br /&gt;
== Ratio ==&lt;br /&gt;
The following shows the minimum ratio of assemblers/machines and items required to produce utility science packs such that all number of assemblers/machines are whole numbers. Items per min is calculated using [[assembling machine 3]] with no [[module]]s or [[beacon]]s and all assemblers running at full speed. The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). This table was produced using normal recipe difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Items/min&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;| {{Icon|Utility science pack|225}} using {{Icon|Assembling machine 3|21}}&lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Flying robot frame|75}} using {{Icon|Assembling machine 3|20}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Battery|150}} using {{Icon|Chemical plant|10}}&lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Iron plate|150}} &lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Copper plate|150}} &lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Sulfuric acid|3000}} &lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Electric engine unit|75}} using {{Icon|Assembling machine 3|10}}&lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Engine unit|75}} using {{Icon|Assembling machine 3|10}}&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Pipe|150}}&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Iron gear wheel|75}} &lt;br /&gt;
|-&lt;br /&gt;
| || || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Steel plate|75}} &lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Electronic circuit|150}}&lt;br /&gt;
|-&lt;br /&gt;
| || || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Lubricant|1125}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Electronic circuit|225}} &lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Steel plate|75}} &lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Low density structure|225}} using {{Icon|Assembling machine 3|60}}&lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Steel plate|450}} &lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Copper plate|4500}} &lt;br /&gt;
|-&lt;br /&gt;
| || ||colspan=&amp;quot;10&amp;quot;| {{Icon|Plastic bar|1125}} &lt;br /&gt;
|-&lt;br /&gt;
| ||colspan=&amp;quot;10&amp;quot;| {{Icon|Processing unit|150}} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;width:40px;&amp;quot;|&lt;br /&gt;
||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Raw Components ==&lt;br /&gt;
The total raw section counts items that can&#039;t be crafted by hand as raw ingredients.  The volume of &#039;&#039;&#039;raw&#039;&#039;&#039; materials per pack is as follows:&lt;br /&gt;
{{Icon|Iron plate|33.3}}&lt;br /&gt;
{{Icon|Copper plate|49.8}}&lt;br /&gt;
{{Icon|Coal|3.8}}&lt;br /&gt;
{{Icon|Crude oil|115.7}}&lt;br /&gt;
{{Icon|Water|178.1}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Changed name from &amp;quot;High tech science pack&amp;quot; to &amp;quot;Utility science pack&amp;quot;.&lt;br /&gt;
* Changed recipe to 21 [[Time]] + 1 [[Flying robot frame]] + 3 [[Low density structure]] + 2 [[Processing unit]] &amp;amp;rarr; 3 [[Utility science pack]]. (Previously 14 [[Time]] + 1 [[Battery]] + 30 [[Copper_cable|Copper wire]] + 3 [[Processing unit]] + 1 [[Speed module]] &amp;amp;rarr; 2 [[Utility science pack]].)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gate/ru&amp;diff=179090</id>
		<title>Gate/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gate/ru&amp;diff=179090"/>
		<updated>2020-04-29T03:46:29Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gate}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ворота&#039;&#039;&#039; представляют собой вариант стен, добавленных в Alpha 0.11.0 версии. Для [[Vehicle/Train|поездов]] существует отдельный вариант графики, который перекрывает дорожную дорогу. Так же ворота можно ставить рядом с друг другом, и они будут объединяться в одни большие ворота.&lt;br /&gt;
&lt;br /&gt;
== Механика ==&lt;br /&gt;
Ворота открываются только для тех, кто состоит в одной той же группировке. Враги же должны уничтожить ворота, чтобы пройти дальше. Ворота имеют такие же показатели Здоровья/[[Damage|Сопротивление урону], как и у [[Wall/ru|стен]]&lt;br /&gt;
&lt;br /&gt;
Существует несколько режимов работы ворот:&lt;br /&gt;
* Ворота открываются почти перед игроком, который не путешествует на [[Vehicle/ru|транспорте]], при его приближении.&lt;br /&gt;
* Ворота открываются в зависимости от скорости передвижение игрока, который едет на [[Vehicle/ru|транспорте]].&lt;br /&gt;
* Ворота открываются сильно заранее, когда сквозь них проходит [[Railway|поезд]], который [[Railway/Automated_transport|функционирует в автоматическом режиме]].&lt;br /&gt;
&lt;br /&gt;
== Смотрите также ==&lt;br /&gt;
* [[Wall/ru|Стены]]&lt;br /&gt;
* [[Enemies/ru|Враги]]&lt;br /&gt;
* [[Defense/ru|Оборона]]&lt;br /&gt;
* [[Vehicle/ru|Транспорт]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Turret&amp;diff=179089</id>
		<title>Turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Turret&amp;diff=179089"/>
		<updated>2020-04-29T03:42:10Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: correct grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Disambiguation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Turret&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Gun turret}}&lt;br /&gt;
* {{imagelink|Laser turret}}&lt;br /&gt;
* {{imagelink|Flamethrower turret}}&lt;br /&gt;
* {{imagelink|Artillery turret}}&lt;br /&gt;
&lt;br /&gt;
Although not a turret in the standard sense, [[Enemies#Worms|worms]] act as turrets in their method of attacking.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Turret&amp;diff=179088</id>
		<title>Turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Turret&amp;diff=179088"/>
		<updated>2020-04-29T03:41:16Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: Fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Disambiguation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Turret&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Gun turret}}&lt;br /&gt;
* {{imagelink|Laser turret}}&lt;br /&gt;
* {{imagelink|Flamethrower turret}}&lt;br /&gt;
* {{imagelink|Artillery turret}}&lt;br /&gt;
&lt;br /&gt;
Although not a turret in the standard sense, [[Enemies#Worms|worms]] acts as turrets in their method of attacking.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=176798</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=176798"/>
		<updated>2019-11-07T12:45:45Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Belt properties */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The [[belt transport system]] in Factorio is among the most detailed simulations in the game. Items in chests and other containers are stored simply as summed totals, and items on uninterrupted stretches of belts are [https://www.factorio.com/blog/post/fff-176 moved in aggregate] as an optimization, but in the end items on belts are simulated individually, especially when they get picked up or put down by inserters. This leads to some intricate behaviors, in particular when it comes to [[Inserters#Inserter_Throughput|inserter throughput]].&lt;br /&gt;
&lt;br /&gt;
== Belt properties ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. How many items fit onto a certain length of belt, measured in items per [[Map_structure#Tile|tile]] per belt lane. This is 4 on a straight belt, regardless of the type of item and type of belt. The item density on belts can be different from what they take up when just dropped on the ground (using the Z key).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles per second. Note that internally it is measured in positions (1/256 tile) per tick (1/60 sec). More on that below. The speed of a basic [[transport belt]] is 1.875 tiles per [[Time#Seconds|game-second]]. [[Fast transport belt]] is twice as fast, and [[express transport belt]] is three times as fast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per second that are moved from one tile to the next. That is density (items per tile) multiplied by speed (tiles per second), e.g. for a basic belt it is 4 * 1.875 = 7.5 items per second, for one belt lane. For both lanes it is doubled, i.e. 15 items per second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compression&#039;&#039;&#039;. If there is no empty space between items on the belt it is called &#039;&#039;fully compressed&#039;&#039;, otherwise its compression is only partial and it does not have optimal throughput. Entities that put items onto belts - [[inserters]], [[splitters]], other belts coming from the side, mining drills, etc - make room for their item by [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=57993 enlarging a small gap] until it is exactly big enough for the item. That means belts naturally become fully compressed before items start to back up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lanes&#039;&#039;&#039;. Belts have two parallel lanes, and the density and speed of each lane is constant and independent of the other one, regardless of twists and turns. So items in the inner lane of a turn exit it before those in the outer lane, since their speeds are equal and the inner lane is shorter than the outer one.&lt;br /&gt;
&lt;br /&gt;
== Belt speeds ==&lt;br /&gt;
&lt;br /&gt;
Given the values above we can calculate the speed and throughput of the three types of belts. Measurements confirm these values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Belt type || colspan=2 | Speed || colspan=4 | Throughput&lt;br /&gt;
|-&lt;br /&gt;
! Factor || Tiles/sec || Single lane, items/sec || Single lane, items/min || Both lanes, items/sec || Both lanes, items/min&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Transport belt|Transport belt}} || 1 || 1.875 || 7.5 || 450 || 15 || 900&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Fast transport belt|Fast transport belt}} || 2 || 3.75 || 15 || 900 || 30 || 1800&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Express transport belt|Express transport belt}} || 3 || 5.625 || 22.5 || 1350 || 45 || 2700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items on belts ==&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, items take space on belts in terms of density and compression. However, every item on a belt is logically &#039;&#039;on&#039;&#039; exactly one belt tile at any moment in time.&lt;br /&gt;
&lt;br /&gt;
For example, even though in a screenshot it might look like an item is halfway out from one tile and halfway onto the next, it will be accounted to exactly one of the two tiles:&lt;br /&gt;
* If you stop the belt tile the item is on, it stops; else it continues moving - there are no in-between states.&lt;br /&gt;
* If you connect the two belt tiles to a circuit network and get them to [[Belt_transport_system#Circuit_network|report statistics]] about the items they carry, you will see the item being accounted to exactly one of them.&lt;br /&gt;
* An inserter can only pick up items that are logically on the tile in front of it, not items butting in from the neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
In this sense it is useful to think of items as points with a certain minimum distance between them, rather than things with an area lying next to each other. For belt calculations and circuit networks involving belts it doesn&#039;t really matter where those &amp;quot;center points&amp;quot; are within the graphic of the item, but they appear to be in the middle:&lt;br /&gt;
&lt;br /&gt;
[[Image:Belts-with-one-tick-offsets.png|center]]&lt;br /&gt;
&lt;br /&gt;
In the image above the belts have been started at 1 tick offsets, then all the top row tiles have been stopped at once, causing the front-most stopped items to poke out by varying amounts. The items on the leftmost belt are almost halfway into the next tile, which means their center points are the closest to the edge of the upper stopped tile.&lt;br /&gt;
&lt;br /&gt;
Below is a schematic example showing some items moving over two straight [[fast transport belt]] tiles and what their read signals would be at each tick. Their center points are marked with &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt;. (The space between belt tile 1 and 2 is only for visualisation - in the game there are no such gaps between tiles.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Tick  Belt tile 1                      Belt tile 2                       Read belt tile 1  Read belt tile 2&lt;br /&gt;
      |------------------------------| |------------------------------|    Pulse   Hold      Pulse   Hold&lt;br /&gt;
  0         &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;---*-- &amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;         0       3         0       2&lt;br /&gt;
  1           &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;---* --&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;       0       3         0       2&lt;br /&gt;
  2             &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;-- -*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--      0       2         1       3&lt;br /&gt;
  3               &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt; ---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*      0       2         0       3&lt;br /&gt;
  4   -&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;--      0       2         0       2&lt;br /&gt;
  5   *--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;---*- -&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;      1       3         0       2&lt;br /&gt;
  6   --*--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;--- *--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;                 0       2         1       3&lt;br /&gt;
  7   &amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;- --*--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;               0       2         0       3&lt;br /&gt;
  8     &amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;   &amp;lt;---*--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;             0       2         0       3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Belt positions and lengths ==&lt;br /&gt;
&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=70055 Careful measurement] shows that the outer lane of a turn is exactly 1.15234375 times longer than a straight belt, or 295/256 in fractional format. That means each straight belt tile has 256 &#039;&#039;positions&#039;&#039; an item can be in, even though measuring the position with that precision can only be done indirectly.&lt;br /&gt;
&lt;br /&gt;
Here are the speeds and lengths of the various types of belt tiles in terms of these positions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | What || Number of positions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Basic [[transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Fast transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Express transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of an item on a belt (of any speed) || align=&amp;quot;center&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of one lane of a straight belt tile, underground belt, and splitter || align=&amp;quot;center&amp;quot; | 256&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of the inner lane of a turn || align=&amp;quot;center&amp;quot; | 106&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of the outer lane of a turn || align=&amp;quot;center&amp;quot; | 295&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 0px&amp;quot; | Length travelled by an item sideloaded late on a straight belt or underground exit&lt;br /&gt;
| style=&amp;quot;border-left: 0px&amp;quot; | [[Image:Sideload-late.gif]] || align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 0px&amp;quot; | Length travelled by an item sideloaded early on a straight belt or underground entrance&lt;br /&gt;
| style=&amp;quot;border-left: 0px&amp;quot; | [[Image:Sideload-early.gif]] || align=&amp;quot;center&amp;quot; | 188&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, given the figures above, we can deduce the speed of a basic belt:&lt;br /&gt;
&lt;br /&gt;
: 8 (positions per tick) / 256 (positions per straight belt tile) * 60 (ticks per second) = 1.875 tiles per second&lt;br /&gt;
&lt;br /&gt;
Its throughput per belt lane is:&lt;br /&gt;
&lt;br /&gt;
: 8 (positions per tick) / 64 (positions per item) * 60 (ticks per second) = 7.5 items per second&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* Jan 04 FFF #276: [https://www.factorio.com/blog/post/fff-276 Belt item spacing &amp;amp; Script rendering]&lt;br /&gt;
* Feb 03 FFF #176: [https://www.factorio.com/blog/post/fff-176 Belts optimization for 0.15]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=70055 Accurate belt segment measurements] (discusses 0.17)&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=176797</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=176797"/>
		<updated>2019-11-07T12:44:32Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen]]&lt;br /&gt;
A preset may be chosen in the top left dropdown instead of manually configuring the generation.&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings. The recommended way to play Factorio.&lt;br /&gt;
&lt;br /&gt;
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.&lt;br /&gt;
&lt;br /&gt;
All other settings are set to their defaults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion            !! Default !! Evolution        !! Default&lt;br /&gt;
|-                                      &lt;br /&gt;
| Enabled                    || Yes     || Enabled          || Yes    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum expansion distance || 7       || Time factor      || 40     &lt;br /&gt;
|-                                      &lt;br /&gt;
| Minimum group size         || 5       || Destroy factor   || 200    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum group size         || 20      || Pollution factor || 9      &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || 4      &lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || 60     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Recipes/Technology          !! Default&lt;br /&gt;
|-                                        &lt;br /&gt;
| Enabled                   || Yes     || Recipe difficulty           || Normal &lt;br /&gt;
|-                                        &lt;br /&gt;
| Absorption modifier       || 100%    || Technology difficulty       || Normal &lt;br /&gt;
|-                                        &lt;br /&gt;
| Attack cost modifier      || 100%    || Technology price multiplier || 1&lt;br /&gt;
|-                                        &lt;br /&gt;
| Minimum damage to trees   || 60      || Research queue availability || After the game is finished&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 10      || &lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || 2%      || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have 200% richness instead of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Recipes and technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Expensive recipes and technology, technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: 200% enemy base frequency and 200% enemy base size, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption modifier is set to 50% instead of 100%, same goes for the attack cost modifier.&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Recipes and technologies are expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot; with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: All resources are set to 33% frequency and 300% size. Water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Map height is limited to 128. All resources are set to 300% frequency, 50% size and 200% richness. Water is set to 25% coverage and size. Starting area size is increased to 300%. &lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
A large island in an endless ocean.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Terrain map type is set to island.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page.&lt;br /&gt;
&lt;br /&gt;
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed.&lt;br /&gt;
&lt;br /&gt;
All resources and terrain features can be disabled by unchecking the checkbox in front of them.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.&lt;br /&gt;
&lt;br /&gt;
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness  increases by distance.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.&lt;br /&gt;
&lt;br /&gt;
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.&lt;br /&gt;
&lt;br /&gt;
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.&lt;br /&gt;
&lt;br /&gt;
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs.&lt;br /&gt;
&lt;br /&gt;
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.&lt;br /&gt;
&lt;br /&gt;
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
[[File:MapGeneratorEnemy.png|thumb|right|400px|The enemy tab]]&lt;br /&gt;
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled.&lt;br /&gt;
&lt;br /&gt;
When peaceful mode is turned on, the [[enemies]] don&#039;t begin fights, only responding if the player hits them. Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
&lt;br /&gt;
The starting area is the an almost circular radius around the spawn point that does not contain enemy bases. Increasing its size pushes the bases further out, decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effects.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Expansions|Enemy expansion]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion setting    !! Description&lt;br /&gt;
|-                           &lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-                           &lt;br /&gt;
| Minimum group size         || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size         || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Evolution|Evolution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolution setting !! Description&lt;br /&gt;
|-                  &lt;br /&gt;
| Time factor       || Controls how fast evolution increases over time.&lt;br /&gt;
|-                  &lt;br /&gt;
| Destroy factor    || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-                  &lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&lt;br /&gt;
The [[Replay system|replay]] can record all the actions that the player(s) perform during the game, so that they can later be played back as essentially a timelapse of the save file.&lt;br /&gt;
&lt;br /&gt;
The map width and height allows to generate maps with finite resources and area. It is possible to limit generation in only direction, alike the [[#Ribbon world|ribbon world]].&lt;br /&gt;
&lt;br /&gt;
The difficulty settings allow to change the [[Crafting#Recipe difficulties|recipe]]/technology difficulty and multiply the [[research|technology cost]]. Currently, setting the technology difficulty does not have an effect in vanilla. Furthermore, it can be controlled when the research queue is available: From the start, after launching a [[rocket silo|rocket]] or never.&lt;br /&gt;
&lt;br /&gt;
[[Pollution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution setting         !! Description&lt;br /&gt;
|-                       &lt;br /&gt;
| Absorption modifier       || Modifier of how much pollution is absorbed by trees and tiles.&lt;br /&gt;
|-&lt;br /&gt;
| Attack cost modifier      || Modifier of how much pollution is absorbed by enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map exchange string ===&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz&lt;br /&gt;
   WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4&lt;br /&gt;
   p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P&lt;br /&gt;
   leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE&lt;br /&gt;
   WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD&lt;br /&gt;
   dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9&lt;br /&gt;
   ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7&lt;br /&gt;
   ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr&lt;br /&gt;
   lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/&lt;br /&gt;
   jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG&lt;br /&gt;
   40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9&lt;br /&gt;
   3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ&lt;br /&gt;
   2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A&lt;br /&gt;
   dl73Kk=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Starting area ===&lt;br /&gt;
&lt;br /&gt;
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one path of [[coal]], [[iron ore]], [[copper ore]], and [[stone]] each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [[Uranium ore]] and [[crude oil]] do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[https://forums.factorio.com/viewtopic.php?p=432592#p432592]&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[Map_structure#Chunk|chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[Time#Seconds|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.44|&lt;br /&gt;
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&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;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=176796</id>
		<title>Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=176796"/>
		<updated>2019-11-07T12:43:07Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Notes */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Accumulator}}&lt;br /&gt;
The &#039;&#039;&#039;Accumulator&#039;&#039;&#039; stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The accumulator can store up to 5 MJ of energy. Its maximum charge/discharge rate is 300 kW. If connected to a [[circuit network]], an accumulator will output its level of charge, as an integer from 0 to 100, to a specified signal.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 5MJ of stored energy takes approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read [[Time#Seconds]] for further time related calculations.&lt;br /&gt;
* It takes 20 accumulators (100MJ) to maintain 1MW through the night, because the accumulators don&#039;t immediately start discharging at the beginning of dusk, see the graph in [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=5594 this post.]&lt;br /&gt;
* When discharged above maximum speed by multiple unconnected poles, energy will not be distributed equally (some loads may get 100% demand, others 0%)&lt;br /&gt;
* May be used to provide a limited amount of power (multiples of maximum charge rate) to a section of the grid.&lt;br /&gt;
* Produces light when charging and discharging.&lt;br /&gt;
* Can act as an emergency backup for the factory in case of blackout, until main power supply is restored.&lt;br /&gt;
* Can be used to power the base at night if it relies heavily on [[solar panel]]s.&lt;br /&gt;
* Can act to satisfy surging demands of certain loads. If the power usage of one device exceeds production for a few seconds or so, the accumulator can provide power to the grid until said device shuts down or requires a lesser power requirement.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
Note that if throughput should not be limited, a [[power switch]] can be used instead.&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric system#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png|thumb|left|550px|Example of accumulators sharing two separate networks. &#039;&#039;(Click to enlarge)&#039;&#039;]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300 kW, power flow between the two networks will be limited to 300 kW times the number of accumulators (1.5 MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduction of Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300 kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption of the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.3|&lt;br /&gt;
* Reduced collision box of [[big electric pole]] to allow squeezing between it and an accumulator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Heavy optimisations by merging them into groups.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Drastically slowed crafting to 10 secs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capacity doubled, increase I/O to 300 watts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Added charging animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Solar panel]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=176795</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=176795"/>
		<updated>2019-11-07T12:42:19Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Methods of increasing */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; (also commonly called &#039;&#039;&#039;biters&#039;&#039;&#039;) are creatures that want to harm the [[player]]. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, spitters and worms. The species are further distinguished in four stages of growth, and thus strength. Enemies and nests show up on the map as red dots. Much like the player, enemies can slowly regain lost health.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_biter.png|center]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 43.2km/h &lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_biter.png|center]] || Medium Biter&lt;br /&gt;
| Stronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 51.8km/h&lt;br /&gt;
* Range: 1&lt;br /&gt;
* Pollution to join attack: 20&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_biter.png|center]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30 Physical&lt;br /&gt;
* Attack speed: 1.71/s&lt;br /&gt;
* Speed: 49.7km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 80&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_biter.png|center]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90 Physical&lt;br /&gt;
* Attack speed: 1.2/s&lt;br /&gt;
* Speed: 64.8km/h&lt;br /&gt;
* Range: 2&lt;br /&gt;
* Pollution to join attack: 400&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters&#039; predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[https://factorio.com/blog/post/fff-279] Both the stream and the puddle of acid deal damage of time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), so spitters are effectively more potent against the player and his factories. Their behaviour and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:small_spitter.png|center]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 12 Acid&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1&lt;br /&gt;
* Speed: 40.0km/h&lt;br /&gt;
* Range: 13&lt;br /&gt;
* Pollution to join attack: 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medium_spitter.png|center]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 24 Acid&lt;br /&gt;
* Attack speed: 0.6 /s&lt;br /&gt;
* Area of effect size: 1.25&lt;br /&gt;
* Speed: 35.6km/h&lt;br /&gt;
* Range: 14&lt;br /&gt;
* Pollution to join attack: 12&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_spitter.png|center]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 36 Acid&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.35&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
* Range: 15&lt;br /&gt;
* Pollution to join attack: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:behemoth_spitter.png|center]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 60 Acid&lt;br /&gt;
* Attack speed: 0.6/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Speed: 32.4km/h&lt;br /&gt;
* Range: 16&lt;br /&gt;
* Pollution to join attack: 200&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.&lt;br /&gt;
&lt;br /&gt;
Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Small worm.png|center]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 36 Acid&lt;br /&gt;
* Attack speed: 15/s&lt;br /&gt;
* Area of effect size: 1.4&lt;br /&gt;
* Range: 25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medium worm.png|center]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 48 Acid&lt;br /&gt;
* Attack speed: 15/s&lt;br /&gt;
* Area of effect size: 1.55&lt;br /&gt;
* Range: 30&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Big worm.png|center]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 72 Acid&lt;br /&gt;
* Attack speed: 15/s&lt;br /&gt;
* Area of effect size: 1.75&lt;br /&gt;
* Range: 38&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Behemoth worm.png|center]] || Behemoth Worm&lt;br /&gt;
| Behemoth worms are the most dangerous of worms. They are just as resilient as Big worms, with much greater range.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 96 Acid&lt;br /&gt;
* Attack speed: 15/s&lt;br /&gt;
* Area of effect size: 2&lt;br /&gt;
* Range: 48&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Acid: 0/100%&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || A worm&#039;s attack animation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
&lt;br /&gt;
The spawn points of biters and spitters. While nests themselves are generally defenseless, the enemies they release over time effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by worms. Nests exposed to pollution will use it to send enemies to join attacks. Enemies not engaged in combat may seek out the nearest nest for protection.&lt;br /&gt;
&lt;br /&gt;
The nests are highly resistant to fire and otherwise generally more resilient than a medium worm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biter_nest.png]] || Biter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:spitter_nest.png]] || Spitter&#039;s nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expansions ===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.&lt;br /&gt;
&lt;br /&gt;
Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [https://gist.github.com/Bilka2/aa88490c23124a6f214c02c73a368aa7]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
Nests spawn biters and spitters &amp;quot;for free&amp;quot;. However, biters and spitters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[wall]]s).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of the player, [[turret]]s or [[radar]]s, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor.]]&lt;br /&gt;
[[File:Evolution Weights.png|thumb|right|400px|Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase.&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Time#Seconds|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pollution unit || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.00009% &lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.027%.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are &#039;&#039;very&#039;&#039; slow and the number never actually reaches 1.0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
&lt;br /&gt;
The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;evoChecker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced: Evolution factor components and computation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:calc(100%-400px); overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Evolution_factor_by_time.png|400px|thumb|right|1. Single-component evolution factor increase with time]]&lt;br /&gt;
[[File:Evolution_factor_by_pollution.png|400px|thumb|right|2. Single-component evolution factor increase with pollution]]&lt;br /&gt;
[[File:Evolution_factor_by_spawners.png|400px|thumb|right|3. Single-component evolution factor increase with destroyed spawners]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Data from version 0.16.51.&lt;br /&gt;
&lt;br /&gt;
* All charts end at approximately an evolution factor of 0.99.&lt;br /&gt;
&lt;br /&gt;
*To simplify calculation, the time and pollution charts are calculated using steps of 1,000 seconds / 1,000,000 pollution units - in both cases 1,000 times larger than the unit the game uses for the calculation. Because of the recursive nature of the calculation, this makes the values in the charts somewhat &#039;&#039;&#039;higher&#039;&#039;&#039; than those the game would obtain in the same calculation; however, the difference is fairly minimal (less than 1 percentage point). The spawners chart is calculated 1-to-1 and therefore accurate.&lt;br /&gt;
&lt;br /&gt;
*While time passed is shown on save files and spawners destroyed can be retrieved from player statistics, the game does not currently report the total pollution released by the player. Also, none of the well-known Factorio calculators show pollution generated by a particular factory. Therefore, to make use of the pollution chart the player&#039;s pollution output would need to be manually estimated.&lt;br /&gt;
&lt;br /&gt;
*Given that the game reports the actual evolution factor (console: &amp;lt;code&amp;gt;/evolution&amp;lt;/code&amp;gt;) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the &#039;&#039;only&#039;&#039; component contributing to the evolution factor in that entire game. They are therefore &#039;&#039;&#039;not realistic&#039;&#039;&#039;, as in a typical game all three components will contribute, some at varying times and intensities.&lt;br /&gt;
&lt;br /&gt;
Because of how contributions to the evolution factor (hereinafter, EF) are calculated (multiplied by &amp;lt;code&amp;gt;(1 - current EF)&amp;lt;/code&amp;gt;), it is &#039;&#039;&#039;not&#039;&#039;&#039; possible to simply add the values indicated by these charts for a game&#039;s time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.&lt;br /&gt;
&lt;br /&gt;
For example, if 20 hours have passed (single-component EF =~ 0.25), 10 million pollution units were released (single-component EF =~ 0.15), and 200 spawners were destroyed (single-component EF =~ 0.35), the actual evolution factor will &#039;&#039;&#039;not&#039;&#039;&#039; be (0.25 + 0.15 + 0.35 =) ~0.85.&lt;br /&gt;
&lt;br /&gt;
However, the evolution factor will always be &#039;&#039;&#039;less&#039;&#039;&#039; than the sum of all individual components as indicated by these charts, and &#039;&#039;&#039;at least&#039;&#039;&#039; as high as the highest individual component. Thus, using the values from above, the EF will be &#039;&#039;at least&#039;&#039; 0.35 and &#039;&#039;less than&#039;&#039; 0.85. A smarter approach is required to compute the amount of pollution released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation of actual evolution factor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The actual EF can be computed as follow :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; 1 - EF = (1 - E[t]) * (1 - E[p]) * (1 - E[s])&amp;lt;/code&amp;gt;, where &#039;&#039;E[t]&#039;&#039;, &#039;&#039;E[p]&#039;&#039;, and &#039;&#039;E[s]&#039;&#039; are the single-component values from the pollution, time, and spawner charts, in that order.&lt;br /&gt;
&lt;br /&gt;
A key observation in understanding where this formula comes from is that each increpmental change of the evolution factor is effectively a multiplication of &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt; by a constant (depending on the nature of the change). For example, an other way of saying that killing a biter nest augment evolution by 0.2% of &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt;, is to say that killing a biter nest multiplies &amp;lt;code&amp;gt;1 - EF&amp;lt;/code&amp;gt; by 0.998.&lt;br /&gt;
&lt;br /&gt;
So like multiplication, evolution is, barring rounding errors, associative and commutative. The commutativity means that the order in which you make actions increasing evolution do not matter, and along the assossiativity grounds the formula above.&lt;br /&gt;
&lt;br /&gt;
That knowledge can also be applied to compute the above charts exactly, or to compute a component of evolution without having to refer to the chart at all. For example, pollution as a function of time only is &amp;lt;code&amp;gt;1 - 0.999996 ^ t&amp;lt;/code&amp;gt; where t is the time in seconds.&lt;br /&gt;
&lt;br /&gt;
For the values from above, we can deduce the evolution factor &amp;lt;code&amp;gt;1 - EF = (1 - 0.25) * (1 - 0.15) * (1 - 0.35) = 0.75 * 0.85 * 0.35 = 0.41&amp;lt;/code&amp;gt;, which gives an evolution factor of &amp;lt;code&amp;gt;0.59&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This formula can also be used to estimate impact of future player activities on the EF : a set of actions that is known to bring the evolution factor of a world from 0 to EF(2) (eg using the above chart and formula) will bring it from EF(1) to &amp;lt;code&amp;gt;1 - (1-EF(1)) * (1-EF(2))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, if the player planned to spend the next 20 hours building up their base, releasing 10 million pollution and destroying 200 spawners in the meantime (i.e., the same numbers as in the example above), and the EF at the start of the project were, say, 0.55, then the estimated EF at project end will be &amp;lt;code&amp;gt;1 - (1 - 0.55) * (1 - 0.59) = 0.81&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=270px heights=140px&amp;gt;&lt;br /&gt;
File:player_near_enemy_nests.png|The player near some enemy nests and worms.&lt;br /&gt;
File:player_worms_acid.png|The player among acid puddles created by attacking worms.&lt;br /&gt;
File:player_attacked_by_biters.png|Both the player and some buildings getting attacked by biters.&lt;br /&gt;
File:enemy_nests_mapgen.png|Enemy nests seen in a map generation preview (deathworld setting).&lt;br /&gt;
File:turret_wall_biters.png|Line of gun turrets defending against biters.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Behemoth worm added.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Decreased the range of medium worm from 25 to 20.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pollution&amp;diff=176794</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pollution&amp;diff=176794"/>
		<updated>2019-11-07T12:41:33Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
[[File:Pollution.png|300px|thumb|Example of in-game pollution (red squares) in the map]]&lt;br /&gt;
[[File:pollution_gui.png|300px|thumb|Pollution tab in the production GUI.]]&lt;br /&gt;
&lt;br /&gt;
Pollution is represented as an abstract &amp;quot;cloud&amp;quot;, updated [[Map_structure#Chunk|per chunk]] every game second (60 ticks) and visible on the map, when &amp;quot;alt-view&amp;quot; is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud.&lt;br /&gt;
&lt;br /&gt;
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.&lt;br /&gt;
&lt;br /&gt;
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player&#039;s [[Pollution#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won&#039;t attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.&lt;br /&gt;
&lt;br /&gt;
Pollution settings can be changed via [[World_generator|map generation]] settings, or can be disabled entirely.&lt;br /&gt;
&lt;br /&gt;
== Pollution spread ==&lt;br /&gt;
&lt;br /&gt;
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per [[Time#Seconds|game-second]] (60 ticks). Pollution can generate new chunks if it needs to spread to them.&lt;br /&gt;
&lt;br /&gt;
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution &amp;quot;back&amp;quot; to the center chunk, so it only loses 24.0 + [[Pollution#De-polluters|absorbed value]].&lt;br /&gt;
&lt;br /&gt;
== Pollution dissipation==&lt;br /&gt;
&lt;br /&gt;
* Every [[Map_structure#Chunk|chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution#Chunks]]). So the more the pollution spreads, the more is absorbed.&lt;br /&gt;
* [[Tree]]s also absorb some pollution (See [[Pollution#Trees]]).&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to assign enemies to attacks.&lt;br /&gt;
&lt;br /&gt;
== Native life ==&lt;br /&gt;
Pollution attracts [[Enemies#Biters|biters]] to the Player&#039;s factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.&lt;br /&gt;
&lt;br /&gt;
If a chunk&#039;s pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk&#039;s pollution] every game second (60 ticks), otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. &lt;br /&gt;
&lt;br /&gt;
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.&lt;br /&gt;
&lt;br /&gt;
Required pollution to add an additional biter/spitter to the attack wave:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Pollution&amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 130px;&amp;quot; | Type&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;amp;nbsp; || Small biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 20&amp;amp;nbsp; || Medium biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 80&amp;amp;nbsp; || Big biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 400&amp;amp;nbsp; || Behemoth biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;amp;nbsp; || Small spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 12&amp;amp;nbsp; || Medium spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 30&amp;amp;nbsp; || Big spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 200&amp;amp;nbsp; || Behemoth spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[Module]]s that list &amp;quot;+x% pollution&amp;quot; increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.&lt;br /&gt;
&lt;br /&gt;
== Production/Absorption ==&lt;br /&gt;
These tables contain information about the levels of pollution produced/absorbed by items in the game.&lt;br /&gt;
=== Polluters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Structure !! Pollution per minute at full power&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel furnace}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric furnace}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 1}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 2}} || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 3}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Boiler}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Centrifuge}} || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fire on the ground and burning trees produce 0.005 pollution per second.&lt;br /&gt;
&lt;br /&gt;
=== De-polluters ===&lt;br /&gt;
&lt;br /&gt;
==== Spawner ====&lt;br /&gt;
If a chunk&#039;s pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk&#039;s pollution] every game second (60 ticks), otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. &lt;br /&gt;
&lt;br /&gt;
==== Chunks ====&lt;br /&gt;
Every chunk has a natural absorption rate per second which is determined by the sum of the pollution absorption of its floor tiles.&lt;br /&gt;
&lt;br /&gt;
Following numbers are the pollution reduction for a single tile per second.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| Grass 1-4 || -0.0000075&lt;br /&gt;
|-&lt;br /&gt;
| Dirt 1-7, dry dirt || -0.0000066&lt;br /&gt;
|-&lt;br /&gt;
| Sand 1-3 || -0.0000058&lt;br /&gt;
|-&lt;br /&gt;
| Red desert 0-3 || -0.0000066&lt;br /&gt;
|-&lt;br /&gt;
| Water, green water, deep water, deep green water, shallow water, mud water  || -0.000005&lt;br /&gt;
|-&lt;br /&gt;
| Path tiles (Stone bricks, concrete etc), landfill || 0&lt;br /&gt;
|-&lt;br /&gt;
| Out of map || -0.00001&lt;br /&gt;
|-&lt;br /&gt;
| Special tiles (Lab tiles, tutorial grid) || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in that chunk is above 60 units, trees lose their leaves for every 10 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object !! Stage !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -0.00067&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -0.00033&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Min leaf density) || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Pollution is directly connected to the following achievement:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.12|&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Optimized rendering of huge pollution clouds on the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Large amounts of pollution is created when burning fires.&lt;br /&gt;
* Pollution creation of the productivity module was reduced drastically.&lt;br /&gt;
* Optimized pollution rendering on map and minimap.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Added option to turn off pollution visibility even when detailed info is on. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed modules no longer produce extra pollution.&lt;br /&gt;
* Added missing pollution descriptions.&lt;br /&gt;
* Pollution is only shown on the minimap with alt mode on.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced concept of pollution.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Enemies]]&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upgrade_planner&amp;diff=176793</id>
		<title>Upgrade planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upgrade_planner&amp;diff=176793"/>
		<updated>2019-11-07T12:38:33Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Upgrade planner}}&lt;br /&gt;
The &#039;&#039;&#039;upgrade planner&#039;&#039;&#039; is a tool for mass updating entities to alternative entities of the same size and type. It can be used on both placed structures and [[ghost]]s. It can also modify the contents of a [[blueprint]]. While most commonly used to upgrade entities to their higher tier equivalents - for example to replace [[transport belt]]s with [[fast transport belt]]s or [[fast inserter]]s with [[stack inserter]]s - the upgrade planner is able to change a wide range of entities including [[transport belts]], [[underground belts]], [[splitters]], [[inserters]], [[assembling machine]]s, [[chests]], [[electric system|power poles]], [[rail signal]]s, [[module]]s, [[furnace]]s and more. &lt;br /&gt;
&lt;br /&gt;
Using an upgrade planner in the game world is similar to the operation of the [[deconstruction planner]] and blueprint, in that the player drags a rectangular area in which the upgrade planner will function and this results in orders being queued for [[construction robot]]s. Upgrade planners can be used blank (unfiltered) to automatically apply a limited set of common upgrades. Alternatively they can be configured  (filtered) to make specific replacements. This can include downgrading higher tier, later-game entities to lower tier equivalents.&lt;br /&gt;
&lt;br /&gt;
== Basic operation ==&lt;br /&gt;
&lt;br /&gt;
=== Getting an upgrade planner ===&lt;br /&gt;
&lt;br /&gt;
A blank planner can be obtained by:&lt;br /&gt;
&lt;br /&gt;
* Clicking the green upgrade planner icon ( [[File:upgrade_planner_button.png|20px]] ) on the [[shortcut bar]] (available once [[Construction robotics (research)|construction robotics]] has been researched in at least one game.)&lt;br /&gt;
* Opening the blueprint library and clicking &#039;&#039;&#039;New Upgrade planner&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will result in a blank upgrade planner appearing in the hand. It can be used immediately or placed in the inventory. It must be placed in the inventory before a filter can be applied and before it can be pinned to a [[quickbar]] slot.&lt;br /&gt;
&lt;br /&gt;
=== Using a planner in the game world ===&lt;br /&gt;
&lt;br /&gt;
With a planner held in the hand the player can click-drag it ({{Keybinding|lmb}} is held down while moving the mouse) over existing structures to mark them for upgrade. A tooltip appears indicating which entities will be changed and to what.&lt;br /&gt;
&lt;br /&gt;
Once {{Keybinding|lmb}} is released yellow circles will appear over any existing structures that are now queued for update. These update operations will be performed by [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
Upgrade planners can also affect ghost entities. Any ghost eligible for update will immediately change to the new entity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=260px&amp;gt;&lt;br /&gt;
File:UpgradePlanner-DraggingAPlanner.png|thumb|none|250px|Dragging an upgrade planner.&lt;br /&gt;
File:UpgradePlanner-DraggingAPlannerTooltip.png|thumb|none|250px|The tooltip shows which upgrades will occur.&lt;br /&gt;
File:UpgradePlanner-PendingUpgradeOperationCircles.png|thumb|none|250px|Yellow circles indicate pending update operations.&lt;br /&gt;
File:UpgradePlanner-GhostsDemo.gif|Ghost entities update immediately.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cancelling updates ===&lt;br /&gt;
&lt;br /&gt;
Pending upgrade operations can be cancelled by holding {{Keybinding|Shift}} while click-dragging the upgrade planner over the affected area.&lt;br /&gt;
&lt;br /&gt;
=== Updating blueprints ===&lt;br /&gt;
&lt;br /&gt;
Upgrade planners can also be used to change the contents of a blueprint. This allows the player to keep using the same blueprints as they research progressively better entities. As upgrade planners can also downgrade entities this further provides a way for a player to adjust late-game blueprints to make them suitable for re-use in subsequent games.&lt;br /&gt;
&lt;br /&gt;
* The blueprint to be updated must reside in an inventory. It is not currently possible to use an upgrade planner in the blueprint library.&lt;br /&gt;
* With a planner held in the hand, the edit window for a blueprint should be opened by clicking {{Keybinding|rmb}} on it.&lt;br /&gt;
* The upgrade planner can be applied by clicking {{Keybinding|lmb}} on the grey upgrade planner slot in the top right corner of the blueprint.&lt;br /&gt;
* The entities in the blueprint will immediately update according to the filters in the planner. If a blank planner is used an automatic set of common upgrades is applied, as described in the next section.&lt;br /&gt;
* The update is immediate and cannot be undone, except by applying another upgrade planner with filters set to change back the affected entities.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[File:UpgradePlanner-BlueprintExample.gif|border]]&lt;br /&gt;
&lt;br /&gt;
== Upgrade planner filters ==&lt;br /&gt;
&lt;br /&gt;
A new upgrade planner is blank, meaning it lacks any configuration and will operate on a pre-defined set of upgrade rules. The planner can optionally be edited to provide a custom list of update rules that control which entities will be updated and what to.&lt;br /&gt;
&lt;br /&gt;
=== Using a blank upgrade planner (unfiltered) ===&lt;br /&gt;
&lt;br /&gt;
When a blank upgrade planner is used it operates on a specific list of entities considered automatically upgradable to the next highest tier. The list of entity types that can be affected by a blank planner are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Transport belts|Belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Assembling machine]]s&lt;br /&gt;
* [[Furnace]]s&lt;br /&gt;
&lt;br /&gt;
Entities of the above types will be upgraded to the next highest tier where one exists. A complete list of the entities eligible for upgrade by a blank planner is found in [[#Valid entities|Valid entities]].&lt;br /&gt;
&lt;br /&gt;
=== Filtering an upgrade planner ===&lt;br /&gt;
&lt;br /&gt;
The planner must be in an inventory in order for it to be editable.  The filter window can be accessed by clicking {{Keybinding|rmb}} on an upgrade planner, either in the inventory or on a [[quickbar]] link.&lt;br /&gt;
&lt;br /&gt;
==== The filter window ====&lt;br /&gt;
&lt;br /&gt;
The filter window consists of 24 entity slot pairs.&lt;br /&gt;
&lt;br /&gt;
In each pair the entity to be updated goes in the left slot and the entity it will be changed to goes in the right slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px&amp;gt;&lt;br /&gt;
File:UpgradePlanner-Blank.png|300px|A blank planner.&lt;br /&gt;
File:UpgradePlanner-Example1.png|300px|A simple configuration example.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Editing the filters ====&lt;br /&gt;
&lt;br /&gt;
A filter is applied by first clicking {{Keybinding|lmb}} on the left-hand slot of any slot pair. This brings up the &#039;&#039;&#039;Select upgrade&#039;&#039;&#039; window. This is similar to the [[Items|item selection]] window but is limited to displaying the entities an upgrade planner is able to change.&lt;br /&gt;
&lt;br /&gt;
The right-hand slot is then selected in the same way, choosing the target entity. The select upgrade window for the right slot will only show entities that are a valid update target for the entity in the left slot.&lt;br /&gt;
&lt;br /&gt;
When there is only one possible update target the right slot will be filled in automatically.&lt;br /&gt;
&lt;br /&gt;
Filters can be removed by clicking {{Keybinding|rmb}} on the slot.&lt;br /&gt;
&lt;br /&gt;
== Valid entities ==&lt;br /&gt;
[[File:UpgradePlanner-DowngradeExampleCropped.png|thumb|right|200px|An example of downgrading. This could be helpful to make a blueprint usable from the beginning of a game.]]&lt;br /&gt;
The upgrade planner can operate on the entities listed below. It can swap any entity in a given category to any other entity in the same category. For example a [[transport belt]] can be changed to a [[fast transport belt|fast]] or [[express transport belt]] and also to any kind of [[underground belt]], but not to a [[splitters|splitter]] or a [[chests|chest]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blank upgrade planner&#039;&#039;&#039; column indicates which entities will be automatically upgraded when a blank (unfiltered) upgrade planner is used. These entities will upgrade to the entity following them in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Category&lt;br /&gt;
!Entity&lt;br /&gt;
!Blank upgrade planner&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Transport belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Fast transport belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Express transport belt]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Underground belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Fast underground belt]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Belts and undergrounds || [[Express underground belt]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Splitters || [[Splitter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Splitters || [[Fast splitter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Splitters || [[Express splitter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Burner inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Inserter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Fast inserter]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Stack inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Filter inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Inserters || [[Stack filter inserter]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Pipes || [[Pipe]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Pipes || [[Pipe to ground]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Wooden chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Iron chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Steel chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Active provider chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Passive provider chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Storage chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Buffer chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Chests || [[Requester chest]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Power poles || [[Small electric pole]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Power poles || [[Medium electric pole]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Rail signals || [[Rail signal]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Rail signals || [[Rail chain signal]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Steam Engine/Turbine || [[Steam engine]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Steam Engine/Turbine || [[Steam turbine]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces || [[Stone furnace]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces || [[Steel furnace]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Assembling machines || [[Assembling machine 1]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assembling machines || [[Assembling machine 2]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assembling machines || [[Assembling machine 3]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Speed module]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Speed module 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Speed module 3]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Productivity module]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Productivity module 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Productivity module 3]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Efficiency module]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Efficiency module 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Modules || [[Efficiency module 3]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Wall/Gate || [[Wall]] || No&lt;br /&gt;
|-&lt;br /&gt;
| Wall/Gate || [[Gate]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modded entities ===&lt;br /&gt;
&lt;br /&gt;
[[modding|Modded]] entities can also be valid entities for an upgrade planner. The filter selection window will expand to automatically include any modded entities compatible with the above categories.&lt;br /&gt;
&lt;br /&gt;
This can also result in extra categories being available for update, beyond those listed above. For example if a mod is installed that adds new types of [[lamp]], it may become possible to update the vanilla lamp to one of the new modded lamps using an upgrade planner.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make upgrade planner&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quickbar&amp;diff=176792</id>
		<title>Quickbar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quickbar&amp;diff=176792"/>
		<updated>2019-11-07T12:37:46Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Quickbar-example.png|thumb|right|450px|An example of a quickbar layout. Two visible bars containing various items plus an [[upgrade planner]] and two [[blueprint book]]s.]]&lt;br /&gt;
The &#039;&#039;&#039;quickbar&#039;&#039;&#039; is a user interface component for creating shortcut links to items, [[blueprint]]s, [[blueprint book]]s, [[deconstruction planner]]s and [[upgrade planner]]s. Once created they can be quickly selected at any time without needing to open the inventory. The quickbar is always visible at the bottom of the screen. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player&#039;s hand if available in the inventory. It can also be configured to provide a [[ghost]] of any item the player is not currently carrying. The quickbar also allows blueprints and books to be pinned directly from the blueprint library, providing quick access to these blueprints without cluttering the inventory.&lt;br /&gt;
&lt;br /&gt;
== A shortcut to items, not an inventory  ==&lt;br /&gt;
&lt;br /&gt;
The quickbar replaces the toolbelt found in previous versions of the game. The toolbelt also functioned as inventory space; the quickbar does not. It contains links to items regardless of whether they are in the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
== Ten quickbars available ==&lt;br /&gt;
&lt;br /&gt;
In total the player has 10 different quickbars available for use, providing space to shortcut up to 100 different items. To see all the quickbars, the number against any visible bar can be clicked.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar-View10Bars.gif]]&lt;br /&gt;
&lt;br /&gt;
== Basic Usage ==&lt;br /&gt;
[[File:Quickbar-ConfigureVisibleNumber.png|thumb|right|331x33px|Configuring the number of visible quickbars.]]&lt;br /&gt;
=== Setting the number of visible quickbars ===&lt;br /&gt;
&lt;br /&gt;
The game defaults to showing two quickbars. This can be changed to between one and four visible at a time, configured with the &#039;&#039;&#039;Active quickbars&#039;&#039;&#039; option in &#039;&#039;&#039;Settings-&amp;gt;Interface&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is no research connected to the quickbar; the player can access all quickbars from the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
=== What can be placed on a quickbar ===&lt;br /&gt;
&lt;br /&gt;
* Any type of item, including modded items. Items can be added regardless of whether they are currently being carried.&lt;br /&gt;
* Any [[blueprint]], [[blueprint book]], [[deconstruction planner]] or [[upgrade planner]] in the player&#039;s inventory.&lt;br /&gt;
* Blueprints and blueprint books directly from the blueprint library.&lt;br /&gt;
&lt;br /&gt;
=== Adding and removing items ===&lt;br /&gt;
&lt;br /&gt;
* Clicking {{Keybinding|lmb}} on an empty slot opens the [[Items|item selection]] window, allowing the selection of the item to be linked in that slot.&lt;br /&gt;
* With an item in the hand, clicking {{Keybinding|lmb}} or {{Keybinding|mmb}} on an empty slot creates a link to that item.&lt;br /&gt;
* Existing links can be removed by clicking {{Keybinding|mmb}} on the slot.&lt;br /&gt;
** On macOS the default binding is instead {{Keybinding|Command-Right-Click}}.&lt;br /&gt;
* A slot must be cleared before a new item can be placed in it.&lt;br /&gt;
&lt;br /&gt;
=== Accessing items ===&lt;br /&gt;
&lt;br /&gt;
* Clicking {{Keybinding|lmb}} on a filled slot will, when that item is carried in the inventory, place one [[stack]] in the hand.&lt;br /&gt;
[[File:Quickbar-InventoryItemvsGhostItem.png|frame|right|The player is carrying 300 [[Express transport belt|express belts]] but no [[Fast transport belt|fast belts]].]]&lt;br /&gt;
* Clicking {{Keybinding|rmb}} will place half a stack in the hand.&lt;br /&gt;
* If a slot is clicked while another item is in the hand, the held item will change to the newly clicked item.&lt;br /&gt;
* If a given item is not available in the inventory the game can optionally give an entity ghost. This feature can be enabled by selecting &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039; in &#039;&#039;&#039;Settings-&amp;gt;Interface&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Inventory counts ===&lt;br /&gt;
&lt;br /&gt;
Items that the player is carrying in their inventory will show a number underneath indicating the total amount carried. Items not present in the inventory will have no number and appear dimmed.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is the [[artillery targeting remote]], which will show you how many artillery turrets, that have shells, are in range of your current position.&lt;br /&gt;
&lt;br /&gt;
== Accessing multiple quickbars ==&lt;br /&gt;
[[File:Quickbar-SwapBarsExample.png|thumb|right|400px|The player has three visible quickbars and has changed the second bar to bar 5 and the third to bar 4.]]&lt;br /&gt;
=== With the mouse ===&lt;br /&gt;
&lt;br /&gt;
Clicking on the number next to any visible quickbar will bring up a list of all 10 quickbars. Then clicking the number against any other bar will move it into the position originally selected. &lt;br /&gt;
&lt;br /&gt;
=== With the keyboard ===&lt;br /&gt;
&lt;br /&gt;
Three different methods are provided for manipulating the visible quickbars using the keyboard:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Select quickbar&#039;&#039;&#039; shortcuts, defaulting to {{Keybinding|Shift-1}} through {{Keybinding|Shift-0}}.  &lt;br /&gt;
## Changes the top visible quickbar to the bar selected by the shortcut.&lt;br /&gt;
# &#039;&#039;&#039;Next active quickbar&#039;&#039;&#039; and &#039;&#039;&#039;Previous active quickbar&#039;&#039;&#039; shortcuts. Not bound by default.  &lt;br /&gt;
## &#039;&#039;&#039;Next active quickbar&#039;&#039;&#039; will change the top quickbar to the next highest number. For example if bar 3 is in the top position it will change to bar 4. Bar 10 will change to bar 1.&lt;br /&gt;
## &#039;&#039;&#039;Previous active quickbar&#039;&#039;&#039; does the opposite; bar 3 would change to bar 2. Bar 1 will change to bar 10.&lt;br /&gt;
# &#039;&#039;&#039;Rotate active quickbars&#039;&#039;&#039;, defaulting to {{Keybinding|X}}.&lt;br /&gt;
## Rotates all the visible quickbars down to the next position. The bottom bar goes to the top. It does not change which quickbars are visible, only their relative positions.&lt;br /&gt;
&lt;br /&gt;
== Selecting quickbar items with the keyboard ==&lt;br /&gt;
&lt;br /&gt;
In addition to using the mouse to click on an item slot it is also possible to use keyboard shortcuts. Combined with the &#039;&#039;&#039;Select quickbar&#039;&#039;&#039; shortcuts for accessing specific bars, this provides the ability to select any one of up to 100 different items with at most two successive keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Two sets of 10 hotkeys are available: one set for accessing items on the top visible bar, the second set for the second visible bar.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut 1-10 (top bar) ===&lt;br /&gt;
&lt;br /&gt;
* The keyboard shortcuts named &#039;&#039;&#039;Shortcut 1&#039;&#039;&#039; to &#039;&#039;&#039;Shortcut 10&#039;&#039;&#039; access the items on the top bar currently visible.&lt;br /&gt;
* The default bindings are {{Keybinding|1}} through {{Keybinding|0}} for items 1 to 10 respectively.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Shortcut 1-10 (second bar) ===&lt;br /&gt;
&lt;br /&gt;
* The keyboard shortcuts named &#039;&#039;&#039;Secondary Shortcut 1&#039;&#039;&#039; to &#039;&#039;&#039;Secondary Shortcut 10&#039;&#039;&#039; access the items on the second bar currently visible.&lt;br /&gt;
* These are not bound by default. An example binding could be {{Keybinding|Control-1}} through {{Keybinding|Control-0}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints, blueprint books and planners on the quickbar ==&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar-BlueprintsPlanners.png|thumb|right|240px|Planners, a blueprint and a blueprint book pinned from the inventory to the Quickbar.]]&lt;br /&gt;
It is possible to pin blueprints, blueprint books, deconstruction planners and upgrade planners to any quickbar slot.&lt;br /&gt;
&lt;br /&gt;
=== From the inventory ===&lt;br /&gt;
&lt;br /&gt;
Any blueprint, blueprint book or planner currently in the inventory can be pinned to a quickbar slot. If the item in question is deleted or destroyed, the quickbar link for it will be automatically removed. If the item is removed from the inventory, for example by being placed in a chest, the quickbar link will remain but will not function until the blueprint or planner returns to the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
{{Keybinding|rmb}} on a quickbar slot containing a blueprint, blueprint book or planner will open that item&#039;s edit window.&lt;br /&gt;
&lt;br /&gt;
=== Direct from the blueprint library ===&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar-BlueprintsFromLibrary.png|thumb|right|180x80px|Two blueprint books and a blueprint pinned directly from the blueprint library to the quickbar.]]&lt;br /&gt;
&lt;br /&gt;
It is also possible to pin blueprints and blueprint books directly from the blueprint library. These appear differently to blueprints pinned from the player&#039;s inventory - they have a darker background and no dotted border. There is no visual distinction between a blueprint book and a blueprint unless the tooltip is viewed. &lt;br /&gt;
&lt;br /&gt;
The advantage of pinning from the library is that it provides permanent and quick access to the blueprints in question without the player needing to keep copies in their inventory. This saves inventory space for other purposes.&lt;br /&gt;
&lt;br /&gt;
Clicking with {{Keybinding|rmb}} on the quickbar link for a library blueprint or book will directly access the library copy. This can usually be noticed as the blueprint library UI will also appear in the background, behind the UI for the blueprint or book itself. The player should be careful when accessing library blueprints in this way - clicking the delete button will permanently remove them from the library!&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/8VZ_TsXVv3U Quickbar Hotkey Demo (Video demonstration/tutorial)]&lt;br /&gt;
* [[Shortcut bar]]&lt;br /&gt;
&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=176791</id>
		<title>Construction robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=176791"/>
		<updated>2019-11-07T12:36:59Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Mechanics */ fix redirect&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&#039;s structures. They are one of two type of robotic floating devices, the other being the [[logistic robot]]s. They run on electricity from [[roboport]]s.&lt;br /&gt;
&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. As of 0.15, this includes [[raw fish|fish]].&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 place up to four [[tile]]s at once, as of 0.17.75.&lt;br /&gt;
&lt;br /&gt;
Construction robots are priority targets of [[enemies]], meaning Biters/spitters will engage them even if there are [[pollution]]-producing buildings around. 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.&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>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=176790</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=176790"/>
		<updated>2019-11-07T12:35:09Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are items that contain building layouts. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be stored in a [[blueprint book]]. This can store an unlimited amount of blueprints while taking only one inventory spot.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the &#039;new blueprint&#039; button in the blueprints dialog, or the ( [[File:Blueprint_button.png|20px]] ) button in the [[shortcut bar]].&lt;br /&gt;
This dialog is opened by pressing {{Key|B}} or clicking the blueprint icon above the mini-map.&lt;br /&gt;
&lt;br /&gt;
The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed.&lt;br /&gt;
All buildings which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots.&lt;br /&gt;
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.&lt;br /&gt;
This can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;.&lt;br /&gt;
The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation.&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom the &#039;Total&#039; number of buildings included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
Finally, create the blueprint if everything is fine or cancel it.&lt;br /&gt;
Canceling does not consume the blueprint item.&lt;br /&gt;
The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory.&lt;br /&gt;
The whole building setup of the blueprint will be shown at your mouse cursor.&lt;br /&gt;
In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.&lt;br /&gt;
The blueprint can be placed anywhere inside the green (or orange) 110×110 tiles area of a [[roboport]], or within range of a [[personal roboport]] installed in [[modular armor]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
The required items need to be in the network in an [[active provider chest]], a [[passive provider chest]] or a [[storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to can view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting blueprints ==&lt;br /&gt;
&lt;br /&gt;
It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy.&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the blueprint edit window will pop up a window containing the &#039;&#039;&#039;Blueprint string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a blueprint, the player can click the &#039;&#039;&#039;Import string&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ) or choose the same option from the blueprint library. A dialogue box will appear into which the string can be pasted. This will result in a blueprint appearing on the hand with the same setup as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.&lt;br /&gt;
&lt;br /&gt;
A complete explanation of the blueprint JSON can be found on the [[blueprint string format]] page.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark rocks and trees for deconstruction.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.&lt;br /&gt;
* The size limit of blueprints is 10k by 10k [[Map_structure#Tile|tiles]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Trains can be blueprinted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.24|&lt;br /&gt;
* In multiplayer, admins are allowed to modify other players&#039; blueprints in the library, including deleting them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprints can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Blueprint string format]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=176789</id>
		<title>Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=176789"/>
		<updated>2019-11-07T12:33:12Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Movement speed increase */ fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Exoskeleton}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exoskeleton&#039;&#039;&#039; enhances the movement speed of the player by 30% when fully powered.  It consumes 200kW (200kJ/s) of power when used. They can be toggled on and off in the [[shortcut bar]], assuming the player is wearing one.&lt;br /&gt;
&lt;br /&gt;
Exoskeleton is a kind of [[Equipment modules|Equipment module]]. It can be used by placing it in the grid that opens by right clicking the armor.&lt;br /&gt;
&lt;br /&gt;
Each exoskeleton occupies a 2×4 tall rectangle in the equipment grid.  It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively.  There is no speed limit; it is limited only by the amount of room available in the armor and by available power.&lt;br /&gt;
&lt;br /&gt;
Exoskeletons have a 56kJ internal electricity storage, visible as a charging bar.  With no power, this will sustain them for less than a second.  As the available power approaches 200kW, the charging bar will both drain more slowly and have a larger minimum size.  The exoskeleton will provide a full speed bonus until the charging bar hits the minimum size, at which point the exoskeleton&#039;s speed bonus drops to what it can maintain.  At 200kW or greater, the charging bar does not shrink and the speed bonus remains at maximum.&lt;br /&gt;
&lt;br /&gt;
Note, however, that exoskeletons are below shields in armor charging priority, and if the shields are damaged at all, exoskeletons will rapidly run dry and will not resume their full speed until the shields are fully charged.  This makes them fairly useless for quick getaways.&lt;br /&gt;
&lt;br /&gt;
== Movement speed increase ==&lt;br /&gt;
&lt;br /&gt;
The base movement speed is &#039;&#039;&#039;8.902&#039;&#039;&#039; [[Map_structure#Tile|tiles]] per [[Time#Seconds|game-second]]. &amp;lt;sup&amp;gt;[[Talk:Exoskeleton#Movement%20speed%20experiments|1]]&amp;lt;/sup&amp;gt;  Each additional exoskeleton increases the speed by 30% of the base speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of exoskeletons&lt;br /&gt;
! Tiles/game-second&lt;br /&gt;
! % of base speed&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 8.902&lt;br /&gt;
| 100 %&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 11.483&lt;br /&gt;
| 129 %&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 14.286&lt;br /&gt;
| 161 %&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 16.866&lt;br /&gt;
| 190 %&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 19.672&lt;br /&gt;
| 221 %&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 22.472&lt;br /&gt;
| 252 %&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 25.026&lt;br /&gt;
| 281 %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Toggle exoskeleton&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 quick access to certain game features such as turning off exoskeleton.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power consumption increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power consumption increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=176788</id>
		<title>Transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=176788"/>
		<updated>2019-11-07T12:31:05Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: match capitalization of fast and express transport belts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Transport belt}}&lt;br /&gt;
The &#039;&#039;&#039;transport belt&#039;&#039;&#039; is the easiest and cheapest method of automatic item transportation. It is the first tier among the three [[belt transport system|transport belts]].&lt;br /&gt;
&lt;br /&gt;
No prior [[research]] is required and it is available from the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
[[File:Basic_transport_belt_fulldensity.gif|right|frame|414px|3 [[fast inserter]]s per side will fill a basic transport belt to maximum density.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput (Items per [[Time#Seconds|game-second]] for two lanes)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Map_structure#Tile|Tiles]] per game-second)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density (Items per tile)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belt}} || 15 || 1.875 || 8 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; See [[transport belts/Physics|physics of transport belts]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased throughput from 13.33 to 15.&lt;br /&gt;
* Consistently holds 8 items per tile.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased stack size from 50 to 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Fast transport belt]]&lt;br /&gt;
** [[Fast splitter]]&lt;br /&gt;
* [[Express transport belt]]&lt;br /&gt;
** [[Express splitter]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_transport_belt&amp;diff=176787</id>
		<title>Express transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_transport_belt&amp;diff=176787"/>
		<updated>2019-11-07T12:27:35Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Properties */ fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Express transport belt}}&lt;br /&gt;
&#039;&#039;&#039;Express transport belts&#039;&#039;&#039; are a faster variant of the [[transport belt]], operating at triple speed. They are the third and final tier among the [[Belt transport system|transport belts]].&lt;br /&gt;
&lt;br /&gt;
Unlike previous tiers, express transport belts rely on [[oil processing]] for [[lubricant]]. Therefore, it is recommended to restrict their production in early-game until high throughput is needed.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
[[File:Express_transport_belt_fulldensity.gif|right|300px|thumb| 9 [[Fast inserter]] per side will fill an express belt to max. density.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput (Items per [[Time#Seconds|game-second]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Map_structure#Tile|Tiles]] per game-second)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density (Items per tile)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt|Express transport belt}} || 45.0 || 5.625 || 8 || [[Logistics 3 (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; See [[Transport belts/Physics|Physics of Transport Belts]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased throughput from 40 to 45.&lt;br /&gt;
* Consistently holds 8 items per tile.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased stack size from 50 to 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express belts are now made from the slower variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Express belts require lubricant. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* [[Express transport belt]] now takes 10 [[Iron gear wheel]]s to craft, down from 15. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_transport_belt&amp;diff=176786</id>
		<title>Fast transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_transport_belt&amp;diff=176786"/>
		<updated>2019-11-07T12:26:27Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Properties */ fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fast transport belt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast transport belts&#039;&#039;&#039; are a faster variant of the [[transport belt]], operating at double speed. They are the second tier among the three [[Belt transport system|transport belts]].&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
[[File:Fast_transport_belt_fulldensity.gif|right|300px|thumb|6 [[Fast inserter]]s per side will fill a fast transport belt to max. density]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput (Items per [[Time#Seconds|game-second]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Time#Seconds|Tiles]] per game-second)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density (Items per tile)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt|Fast transport belt}} || 30 || 3.75 || 8 || [[Logistics 2 (research)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; See [[Transport belts/Physics|Physics of Transport Belts]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased throughput from 26.66 to 30 items/second.&lt;br /&gt;
* Consistently holds 8 items per tile.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased stack size from 50 to 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express belts are now made from the slower variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=176785</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=176785"/>
		<updated>2019-11-07T12:25:03Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio.&lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport items and run without using energy. Belts can also interact with other moving entities such as [[player]]s, [[vehicle]]s and [[enemies|biters]], also allowing for faster or slower movement speed.&lt;br /&gt;
&lt;br /&gt;
== Belt tier overview ==&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts, and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. The [[transport belt]] has a yellow color and is the slowest, as well as the cheapest to craft. The next tier up, the [[fast transport belt]] has a red color and is twice as fast as the standard transport belt. The [[express transport belt]] is the final tier. It is colored blue and is three times faster than normal belts, or 1.5× faster than red belts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput&amp;lt;br&amp;gt;(Items/[[Time#Seconds|second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt}}&lt;br /&gt;
| {{Imagelink|Underground belt}}&lt;br /&gt;
| {{Imagelink|Splitter|Splitter}} &lt;br /&gt;
| 15&lt;br /&gt;
| [[Logistics (research)]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast transport belt}}&lt;br /&gt;
| {{Imagelink|Fast underground belt}}&lt;br /&gt;
| {{Imagelink|Fast splitter}} &lt;br /&gt;
| 30&lt;br /&gt;
| [[Logistics 2 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Express transport belt}}&lt;br /&gt;
| {{Imagelink|Express underground belt}}&lt;br /&gt;
| {{Imagelink|Express splitter}}&lt;br /&gt;
| 45&lt;br /&gt;
| [[Logistics 3 (research)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Only for the underground belt and splitter. The basic transport belt is available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Regardless of the belt tier, a fully filled transport belt holds 8 items in total. For more information on this, see [https://factorio.com/blog/post/fff-276 Friday Facts #276 - Belt item spacing].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Belt mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or to transport two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[Utility science pack]]. The belt can be unmerged using a splitter filter. It is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_2_lanes.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second gif is better described in the &#039;&#039;&#039;[[Belt_transport_system#Separating_belt_lanes|Underground Belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show two ways how to do this. The former only works if only one lane is in use initially. For further explanation of the mechanics, see [[Balancer mechanics#Lane_balancers|lane balancers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt throughput ===&lt;br /&gt;
[[File:Stack inserters fill express belt.gif|frame|230px|right|4 [[stack inserter]]s can compress an express belt at stack size 12 for the left inserters and stack size 8 for the right inserters.]]&lt;br /&gt;
Maximizing the throughput means ensuring that as many items as possible are transported. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves in tiles per second. This is 1.875, 3.75 and 5.625 for basic, fast and express belts.&lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts; each straight belt piece can hold exactly 8 items.&lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed × density. It describes how many items pass by at a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
; More density &lt;br /&gt;
:Sometimes items have small gaps in between each other that aren&#039;t big enough for other items to fit in. However, mining drills, inserters, and belt sideloading can still force an item into these gaps, temporarily squashing the items on the belt. The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
; More speed &lt;br /&gt;
:If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found. In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
; More belts &lt;br /&gt;
:Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput.&lt;br /&gt;
&lt;br /&gt;
=== Belt tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be moved. This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage is [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]]. So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and makes inserters more effective.&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2×1 entity that splits incoming items on belts&lt;br /&gt;
from up to two input to up to two outputs, in a 1:1 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts and two output belts. If the splitter receives items on one belt, it will split the input evenly between its two outputs. If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on its other output.&lt;br /&gt;
* Splitters can also merge belts, taking two inputs and one output.&lt;br /&gt;
* Splitters preserve the lanes of the items, by moving through the splitter an item on the right lane will not be moved to the left lane, and vice versa.&lt;br /&gt;
* Splitters can prioritize one input and/or one output. Clicking on a splitter opens its GUI where the priorities can be set.&lt;br /&gt;
* One output of the splitter can be filtered to one item. Items of that type will only go to that output, and not to the other one. When a filter is set, the output of that side is prioritized.&lt;br /&gt;
&lt;br /&gt;
The speed of the splitter is the same as its relevant type of belt, so in order to properly join/split belts, the splitter must be the same speed as the incoming belts. Otherwise the splitter will become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
==== Priority ====&lt;br /&gt;
For both the input and output side of the splitter it is possible to set the priority to either left or right.&lt;br /&gt;
&lt;br /&gt;
A splitter where the input priority has been set will first try to consume the specified input side, and will only&lt;br /&gt;
consume the other input once there is a gap on the prioritized input belt.&lt;br /&gt;
&lt;br /&gt;
Similarly a splitter where the output priority has been set will try to redirect all incoming items&lt;br /&gt;
to the specified output, and will only output on the other output once the specified output is full.&lt;br /&gt;
&lt;br /&gt;
==== Filter ====&lt;br /&gt;
If a specific item is set in the splitter&#039;s filter slot, the slider for the output priority will&lt;br /&gt;
be used for the filter instead. All items of the set type will be redirected to that specific output&lt;br /&gt;
and all other items are directed to the other output. The input priority can be set independently of the filter.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancer mechanics}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
=== Manipulating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Swap_belt_lanes.png|Swapping lanes on a belt with a different item per belt lane.&lt;br /&gt;
File:Splitter_seperate_belt_lanes.png|Separating lanes with different items on them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Circuit network]] ==&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuits.png|thumb|200px|Two belts connected to a [[constant combinator]].]][[Red wire|Red]] or [[green wire]]s can be connected to segments of transport belts to use them as part of a circuit. Belts connected to the circuit network will appear with a yellow cage above them, with a moving red scanner within it. When a belt is connected to a circuit, a GUI can be accessed from the connected belt for settings on how the belt will be used for a circuit; there are two modes of operation that can be used:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enable/disable&#039;&#039;&#039; - A circuit condition dictates whether or not the belt will allow items through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Read belt contents&#039;&#039;&#039; - If enabled, the contents on the belt will be read.&lt;br /&gt;
&lt;br /&gt;
The belt&#039;s GUI will also have a &amp;quot;content read mode&amp;quot; setting, which can be set to either &#039;&#039;&#039;pulse&#039;&#039;&#039; or &#039;&#039;&#039;hold&#039;&#039;&#039;. &#039;&#039;&#039;Pulse&#039;&#039;&#039; will read the belt&#039;s contents for only one [[Time|tick]], while &#039;&#039;&#039;hold&#039;&#039;&#039; will read the belt&#039;s contents continuously on every tick.&lt;br /&gt;
&lt;br /&gt;
[[File:transport_belt_circuit_gui.png|thumb|right|Transport belt GUI.|130px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:transport_belt_circuit_example1.gif|A small example of a transport belt circuit reading belt contents to trigger two lamps.&lt;br /&gt;
File:transport_belt_circuit_example2.gif|[[Fast inserter]]s are activated by the [[arithmetic combinator]]s&#039; setup; when a specific item enters a belt segment that&#039;s connected to the circuit network, the inserters place the same item on another belt.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* Underground belts can cross any number of entities and all types of ground, like water and grass. (as long as the input and output endpoints are on land)&lt;br /&gt;
* Underground belts can cross other underground entities (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 8 [[Map_structure#Tile|tiles]] with [[express underground belt]]s.&lt;br /&gt;
* An underground belt pair that bridges a gap of 4 tiles stores up to 44 items. An express underground belt pair at max length stores up to 72 items.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
=== Separating belt lanes ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:Block belt lane.png|This is built by placing one underground belt and then using R to reverse its direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
File:Transport belts unmerge.gif|This can also be used to split the lanes of a belt onto seperate belts instead of using a splitter filter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitters]]&lt;br /&gt;
* [[Transport belts]]&lt;br /&gt;
* [[Underground belts]]&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=176784</id>
		<title>Transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belt&amp;diff=176784"/>
		<updated>2019-11-07T12:22:26Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Properties */ fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Transport belt}}&lt;br /&gt;
The &#039;&#039;&#039;transport belt&#039;&#039;&#039; is the easiest and cheapest method of automatic item transportation. It is the first tier among the three [[belt transport system|transport belts]].&lt;br /&gt;
&lt;br /&gt;
No prior [[research]] is required and it is available from the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
[[File:Basic_transport_belt_fulldensity.gif|right|frame|414px|3 [[fast inserter]]s per side will fill a basic transport belt to maximum density.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput (items per [[Time#Seconds|game-second]] for two lanes)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Map_structure#Tile|tiles]] per game-second)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density (items per tile)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Transport belt|Transport belt}} || 15 || 1.875 || 8 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; See [[transport belts/Physics|physics of transport belts]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Increased throughput from 13.33 to 15.&lt;br /&gt;
* Consistently holds 8 items per tile.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased stack size from 50 to 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Fast transport belt]]&lt;br /&gt;
** [[Fast splitter]]&lt;br /&gt;
* [[Express transport belt]]&lt;br /&gt;
** [[Express splitter]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=176783</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=176783"/>
		<updated>2019-11-07T12:19:46Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Nearby Pulse Scanning */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The Radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[pollution]] when powered by [[boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning.&lt;br /&gt;
&lt;br /&gt;
The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[Railway#Trains|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Map_structure#Tile|tiles]]), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar charts one distant [[Map_structure#Chunk|chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks.&lt;br /&gt;
** With a total number of 797 chunks (29×29 − 7×7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with [[blueprint]]s and [[deconstruction planner]]s possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[Map_structure#Chunk|chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; or &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Decay Time / Fog of War ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=176782</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=176782"/>
		<updated>2019-11-07T12:18:53Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Filter inserter}} || Variant of the fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Stack filter inserter}} || Variant of the stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, including [[Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a blueprint.&lt;br /&gt;
* Pick up items to place into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that can not hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s, and [[turret]]s.&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can complete during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of science packs needed for one research unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | [[File:Inserter_dropoff_locations.gif]] || [[File:Inserter_pickup_locations.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every turn&lt;br /&gt;
* The [[burner inserter]] does not drain energy when idle, but uses more energy when it is active.&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.60 || 1.667 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.83 || 1.2 || 72&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2 || 0.833 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.31 || 0.433 || 26&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; These numbers come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository].&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 0.17].    &lt;br /&gt;
Most of the 0.17 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.17&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.60 || 0.60 || (1) || 1.20 || (2) || 1.80 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.20 || 1.20 || (1) || 2.40 || (2) || 3.60 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.92 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.69 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.17&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.60 || 0.60 || 0.60 || (1) || 1.19 || 1.19 || 1.19 || (2) || 1.67 || 1.73 || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.64 || 1.64 || 1.64 || (2) || 2.25 || 2.37 || 2.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.20 || 1.20 || 1.20 || (1) || 2.35 || 2.35 || 2.35 || (2) || 3.10 || 3.33 || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 4.44 || 4.44 || 4.44 || (2) || 5.29 || 6.00 || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 4.44 || 4.44 || 4.44 || (2) || 5.71 || 7.06 || 7.74 || (4) || 6.79 || 10.91 || 13.85 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.17&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.63&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || &#039;&#039;&#039;1.61&#039;&#039;&#039; || &#039;&#039;&#039;1.61&#039;&#039;&#039; || &#039;&#039;&#039;1.61&#039;&#039;&#039; || 1.86 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.25 || 2.54 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; ||4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to Chest (facing inserter) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.17&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[stack inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lab&amp;diff=176781</id>
		<title>Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lab&amp;diff=176781"/>
		<updated>2019-11-07T12:14:35Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Lab}}&lt;br /&gt;
[[File:Simplescience.png|thumb|right|Science packs put into the front lab will be passed to labs behind it.]]&lt;br /&gt;
&#039;&#039;&#039;Labs&#039;&#039;&#039; are buildings that perform [[research]] for [[technologies]] by consuming [[science pack]]s. Use of a lab is required to progress in Factorio.&lt;br /&gt;
&lt;br /&gt;
When [[productivity module]]s are used in labs, the productivity bonus is directly calculated and applied each [[Time#Ticks|tick]] so the productivity bar is simply cosmetic. This means that it does not matter that the productivity bar resets when the research is changed, no productivity bonus is lost. [https://forums.factorio.com/26860]&lt;br /&gt;
&lt;br /&gt;
The player can only research one technology at a time, but can use multiple labs for faster results. The speed bonus of labs when [[lab research speed (research)|lab research speed]] is researched and modules are present can be calculated using this formula: &amp;lt;code&amp;gt;research_bonus × module_bonus = speed_bonus&amp;lt;/code&amp;gt;; the percentage bonuses have to be converted to decimals (e.g. +140% = 2.4) before the formula is used.&lt;br /&gt;
&lt;br /&gt;
==Production requirements==&lt;br /&gt;
Calculating the number of science packs needed per second is straightforward:&lt;br /&gt;
* &amp;lt;code&amp;gt;ERS = (1 + B[r] ÷ 100) × (1 + M[r] ÷ 100)&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;ACT = T[r] ÷ ERS&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;PPS = N ÷ ACT&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;ERS&#039;&#039;&#039;&#039;&#039; is &amp;quot;effective lab research speed&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;B[r]&#039;&#039;&#039;&#039;&#039; is the Lab Research Speed bonus as reported by the game, in percent&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;M[r]&#039;&#039;&#039;&#039;&#039; is the sum of all module speed effects (Speed modules - positive; Productivity modules - negative), in percent&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;ACT&#039;&#039;&#039;&#039;&#039; is &amp;quot;adjusted cycle time&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;T[r]&#039;&#039;&#039;&#039;&#039; is the research cycle time as displayed in the research screen&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;PPS&#039;&#039;&#039;&#039;&#039; is &amp;quot;packs per second&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;N&#039;&#039;&#039;&#039;&#039; is the number of labs available.&lt;br /&gt;
&lt;br /&gt;
Thus, for a 10-lab setup, researching Nuclear Power (30 second cycle time) with Lab Research Speed 4 (140% bonus) and no module effects, the calculation is:&lt;br /&gt;
*&amp;lt;code&amp;gt;ELRS =  1 + (140 ÷ 100) = 2.4&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;ACT  = 30 ÷ 2.4         = 12.5 s&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;lt;code&amp;gt;PPS  = 10 ÷ 12.5        = 0.8&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means 0.8 science packs per second, of each type, would need to be produced to continuously supply the labs.&lt;br /&gt;
&lt;br /&gt;
=== Equation simplification ===&lt;br /&gt;
Assuming all labs have the same &#039;&#039;B[r]&#039;&#039; (which they always will unless they are affected by different module configurations), the above calculations can be combined into one equation:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PPS = N × (1 + [B[r] ÷ 100]) × (1 + [M[r] ÷ 100) ÷ T[r]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus for the numerical example:&lt;br /&gt;
* &amp;lt;code&amp;gt;PPS = 10 × (1 + [140 ÷ 100]) × 1 ÷ 30&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;(10 ÷ 30) × (1 + 1.4)&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt; (1 ÷ 3) × 2.4&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt; 2.4 ÷ 3&amp;lt;/code&amp;gt; = &amp;lt;code&amp;gt;0.8&amp;lt;/code&amp;gt; packs per second&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.12|&lt;br /&gt;
* Lab speed info in the description contains the researched speed bonus as well.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.6|&lt;br /&gt;
* The research speed of a lab is now not dependent on its electricity consumption, and can be scripted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Lab research is now continuous; Science packs now have progress bars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Labs are now named after early access backers when built from [[blueprint]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Changed the recipe of Lab to require 4 transport belts, down from 5.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to labs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* Labs are dedicated to backers (displayed in entity info).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Contents of the Lab is now shown in the entity info. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced }}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=176780</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=176780"/>
		<updated>2019-11-07T12:13:54Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition.  Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s, which will allow [[rocket part]]s to be created within the silo.  &lt;br /&gt;
&lt;br /&gt;
In order to launch a rocket, 100 rocket parts need to be crafted. Each rocket part requires 10 low density structures, 10 rocket fuel, and 10 rocket control units.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed, the rocket silo interface is at 100% and allows the player to input an item as cargo. Launching the rocket empty or with any payload will complete the game, displaying a victory screen. The screen shows all kills and time played, and offers the player a choice of exiting the current game, continuing play, or viewing the replay.&lt;br /&gt;
&lt;br /&gt;
Launching the rocket with a [[satellite]] as cargo produces 1000 [[Space science pack]]s, which are generated inside the silo. The silo interface includes the option to &amp;quot;Auto-launch with cargo&amp;quot;, which will immediately, automatically launch the rocket if it is completed &#039;&#039;and&#039;&#039; cargo has been inserted as payload.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo. The rocket silo accepts [[productivity module|productivity modules]], and due to the high resource requirements to craft a rocket is a good candidate for their use.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to 2000 space science packs (one stack), the equivalent of 2 full rocket launch results. When receiving science packs from a launched satellite, the game discards (destroys) all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Maximum throughput ==&lt;br /&gt;
&lt;br /&gt;
The duration of the rocket launch animation is 2475 [[Time#Ticks|game-tick]]s, or 41.25 seconds. This is the time from when the rocket is finished to when production on the next rocket can start, but does not include the time to insert the payload. Unlike rocket part crafting, the animation&#039;s duration is not affected by any modules or beacons. This may become a factor if one is planning to launch rockets at high frequency.&lt;br /&gt;
&lt;br /&gt;
For example, to launch one rocket per minute using a single rocket silo, one would need to produce the rocket parts within (60 - 41.25 =) 18.75 seconds. However, the shortest crafting time achievable for 100 rocket parts in a single silo is ~20.6 seconds; i.e., slightly longer than what would be required to launch 1 rocket / minute. This crafting time is achieved using the maximum of 20 beacons with all [[speed module 3|speed modules 3]], plus 4 [[productivity module 3|productivity modules 3]] in the silo itself. The latter not only cuts resource requirements by almost 30%, but is also faster than using more speed modules 3 in the silo.&lt;br /&gt;
&lt;br /&gt;
Thus, the largest space science pack output one can obtain out of a single rocket silo is about (1000 * 60 / 61.85 =~) 970 per minute.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game-win-based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The rocket can, technically, accept any item as cargo; however, most will do nothing in particular and simply waste the launch. Notable exceptions include:&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|button-text=Spoiler! Click to view.|message=&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; [[Vehicle]]s : When a vehicle is inserted into the payload slot, the player can enter the rocket like they would any other vehicle, then launch and ride it.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This allows a fast-moving view of one&#039;s base (as the game world is internally 2-dimensional, the rocket actually simply moves north along the map), and then returns the player next to the launching silo once the launch animation has finished.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If all space near the rocket silo is occupied, the player is placed at spawn instead. &amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It also wastes the launch, as the rocket&#039;s sole payload slot is occupied by the vehicle, rather than a satellite. (Having any number of satellites in the car&#039;s trunk or the &amp;quot;astronaut&amp;quot;s inventory does not count.) &amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Raw fish]]: Grants the &amp;quot;So long and thanks for all the fish!&amp;quot; achievement. Other than this, it also wastes the launch.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;}}&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Updated sprite and changed dimensions from 9×10 to 9×9. A satellite is no longer required to win the game.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176779</id>
		<title>User:Jon8RFC</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176779"/>
		<updated>2019-11-07T12:11:58Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in low-priority upkeep of grammar, punctuation, redirects, and adding to the History section.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll try to resist using oxford commas if it looks bad, stylistically--or if the rest of the page is flush without them--but I prefer them.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=176778</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=176778"/>
		<updated>2019-11-07T12:10:58Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen]]&lt;br /&gt;
A preset may be chosen in the top left dropdown instead of manually configuring the generation.&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings. The recommended way to play Factorio.&lt;br /&gt;
&lt;br /&gt;
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.&lt;br /&gt;
&lt;br /&gt;
All other settings are set to their defaults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion            !! Default !! Evolution        !! Default&lt;br /&gt;
|-                                      &lt;br /&gt;
| Enabled                    || Yes     || Enabled          || Yes    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum expansion distance || 7       || Time factor      || 40     &lt;br /&gt;
|-                                      &lt;br /&gt;
| Minimum group size         || 5       || Destroy factor   || 200    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum group size         || 20      || Pollution factor || 9      &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || 4      &lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || 60     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Recipes/Technology          !! Default&lt;br /&gt;
|-                                        &lt;br /&gt;
| Enabled                   || Yes     || Recipe difficulty           || Normal &lt;br /&gt;
|-                                        &lt;br /&gt;
| Absorption modifier       || 100%    || Technology difficulty       || Normal &lt;br /&gt;
|-                                        &lt;br /&gt;
| Attack cost modifier      || 100%    || Technology price multiplier || 1&lt;br /&gt;
|-                                        &lt;br /&gt;
| Minimum damage to trees   || 60      || Research queue availability || After the game is finished&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 10      || &lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || 2%      || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have 200% richness instead of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Recipes and technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Expensive recipes and technology, technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: 200% enemy base frequency and 200% enemy base size, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption modifier is set to 50% instead of 100%, same goes for the attack cost modifier.&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Recipes and technologies are expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot; with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: All resources are set to 33% frequency and 300% size. Water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Map height is limited to 128. All resources are set to 300% frequency, 50% size and 200% richness. Water is set to 25% coverage and size. Starting area size is increased to 300%. &lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
A large island in an endless ocean.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Terrain map type is set to island.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page.&lt;br /&gt;
&lt;br /&gt;
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed.&lt;br /&gt;
&lt;br /&gt;
All resources and terrain features can be disabled by unchecking the checkbox in front of them.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.&lt;br /&gt;
&lt;br /&gt;
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness  increases by distance.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.&lt;br /&gt;
&lt;br /&gt;
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.&lt;br /&gt;
&lt;br /&gt;
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.&lt;br /&gt;
&lt;br /&gt;
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs.&lt;br /&gt;
&lt;br /&gt;
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.&lt;br /&gt;
&lt;br /&gt;
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
[[File:MapGeneratorEnemy.png|thumb|right|400px|The enemy tab]]&lt;br /&gt;
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled.&lt;br /&gt;
&lt;br /&gt;
When peaceful mode is turned on, the [[enemies]] don&#039;t begin fights, only responding if the player hits them. Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
&lt;br /&gt;
The starting area is the an almost circular radius around the spawn point that does not contain enemy bases. Increasing its size pushes the bases further out, decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effects.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Expansions|Enemy expansion]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion setting    !! Description&lt;br /&gt;
|-                           &lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-                           &lt;br /&gt;
| Minimum group size         || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size         || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Evolution|Evolution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolution setting !! Description&lt;br /&gt;
|-                  &lt;br /&gt;
| Time factor       || Controls how fast evolution increases over time.&lt;br /&gt;
|-                  &lt;br /&gt;
| Destroy factor    || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-                  &lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&lt;br /&gt;
The [[Replay system|replay]] can record all the actions that the player(s) perform during the game, so that they can later be played back as essentially a timelapse of the save file.&lt;br /&gt;
&lt;br /&gt;
The map width and height allows to generate maps with finite resources and area. It is possible to limit generation in only direction, alike the [[#Ribbon world|ribbon world]].&lt;br /&gt;
&lt;br /&gt;
The difficulty settings allow to change the [[Crafting#Recipe difficulties|recipe]]/technology difficulty and multiply the [[research|technology cost]]. Currently, setting the technology difficulty does not have an effect in vanilla. Furthermore, it can be controlled when the research queue is available: From the start, after launching a [[rocket silo|rocket]] or never.&lt;br /&gt;
&lt;br /&gt;
[[Pollution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution setting         !! Description&lt;br /&gt;
|-                       &lt;br /&gt;
| Absorption modifier       || Modifier of how much pollution is absorbed by trees and tiles.&lt;br /&gt;
|-&lt;br /&gt;
| Attack cost modifier      || Modifier of how much pollution is absorbed by enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map exchange string ===&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz&lt;br /&gt;
   WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4&lt;br /&gt;
   p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P&lt;br /&gt;
   leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE&lt;br /&gt;
   WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD&lt;br /&gt;
   dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9&lt;br /&gt;
   ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7&lt;br /&gt;
   ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr&lt;br /&gt;
   lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/&lt;br /&gt;
   jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG&lt;br /&gt;
   40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9&lt;br /&gt;
   3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ&lt;br /&gt;
   2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A&lt;br /&gt;
   dl73Kk=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Starting area ===&lt;br /&gt;
&lt;br /&gt;
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one path of [[coal]], [[iron ore]], [[copper ore]], and [[stone]] each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [[Uranium ore]] and [[crude oil]] do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[https://forums.factorio.com/viewtopic.php?p=432592#p432592]&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[Map_structure#Chunk|chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[game-second|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.44|&lt;br /&gt;
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&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;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=7924&amp;amp;p=63517#p63517 Some technical info]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=8624&amp;amp;p=69156#p69156 Temperature based biome-model] (how trees are placed)&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Player&amp;diff=176777</id>
		<title>Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Player&amp;diff=176777"/>
		<updated>2019-11-07T12:09:46Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Player}}&lt;br /&gt;
Factorio is played from the angled top down perspective of the &#039;&#039;player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;physical representation&#039;&#039; (or the &#039;&#039;&#039;Engineer&#039;&#039;&#039;) of the player is the &#039;&#039;character&#039;&#039;, who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the &amp;lt;code&amp;gt;/color&amp;lt;/code&amp;gt; command, see [[Console#Change_Player_color|Console]]. These colors transfer to any entered [[car]] or [[tank]], depending on which player is driving them. These colors also transfer to [[gun turret]]s, [[laser turret]]s or [[gate]]s, depending on who they were placed by.&lt;br /&gt;
&lt;br /&gt;
The character is &#039;&#039;&#039;part of the player&#039;&#039;&#039; and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s maximum [[Damage|health]] is 250 (without energy shields). The character&#039;s main inventory has 80 slots (without bonuses from [[Power_armor|power armor]], [[Toolbelt_(research)|toolbelt research]], or [[Character_logistic_trash_slots_(research)|logistic trash slots]]). Similar to the stationary radar, the character constantly reveals an area of 5×5 [[Map_structure#Chunk|chunks]], centered on the chunk the character occupies.&lt;br /&gt;
&lt;br /&gt;
== Distinction between player and character ==&lt;br /&gt;
&lt;br /&gt;
[[File:twoplayers.png|thumb|right|180x180px|Two different color characters in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
Technically the player is only the &amp;quot;player-view&amp;quot;. The player is unlike the &#039;&#039;character&#039;&#039;, (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.&lt;br /&gt;
&lt;br /&gt;
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don&#039;t have a character, only a player.&lt;br /&gt;
&lt;br /&gt;
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the &#039;&#039;character&#039;&#039;. While this distinction is important for modding and understanding the game&#039;s core, the terms can be used interchangeably for most conversations. For the purpose of this article, &amp;quot;player&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
== World interaction ==&lt;br /&gt;
The player has six primary ways of interacting with the world:&lt;br /&gt;
&lt;br /&gt;
# Crafting items personally from resources using the craft menu (Default open key: E)&lt;br /&gt;
# Placing entities or [[tile]]s by selecting them from the inventory or quickbar (Default: Left Mouse Button)&lt;br /&gt;
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same button&lt;br /&gt;
## Removing an entity from the world, returning it to your inventory (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; Right Mouse Button)&lt;br /&gt;
# Harvesting resources from a resource entity (Default: &#039;&#039;&#039;Hold&#039;&#039;&#039; RMB)&lt;br /&gt;
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)&lt;br /&gt;
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)&lt;br /&gt;
# Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more key-bindings, see [[Keyboard bindings]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The player can do that only, if his character owns the abilities for this. For example: He cannot fire a weapon, cause he has no weapons-slots.&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
When a player is killed, it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player&#039;s inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the player respawns at the center of the world. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Equipment are items used to speed up entity/resource collection, kill [[enemies]], protect the player&#039;s health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment slots.png|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, &#039;&#039;it is heavily recommended to craft an [[iron axe]] as the first action the player takes in the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A full list of all tools in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Iron axe]]&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Discharge defense remote]]&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Eventually, whether in a peaceful game or not, one will need the capability to destroy the various [[Enemies]] that live in the world.&lt;br /&gt;
&lt;br /&gt;
This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)&lt;br /&gt;
&lt;br /&gt;
If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a &#039;&#039;safe&#039;&#039; auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. A green target reticle will be shown below the enemy when in range, red when not.&lt;br /&gt;
&lt;br /&gt;
Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.&lt;br /&gt;
&lt;br /&gt;
Each player starts with a simple [[Pistol]] and ten magazines of [[Firearm magazine|basic ammo]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.&lt;br /&gt;
&lt;br /&gt;
A list of all traditional weapons in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Submachine gun]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Combat shotgun]]&lt;br /&gt;
* [[Rocket launcher]]&lt;br /&gt;
* [[Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=== Capsules ===&lt;br /&gt;
Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.&lt;br /&gt;
&lt;br /&gt;
A list of all throw-able capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Grenade]]&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
&lt;br /&gt;
=== Combat Robot Capsules ===&lt;br /&gt;
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the [[Follower robot count (research)|Robot follower count research]].&lt;br /&gt;
&lt;br /&gt;
A list of all robot capsules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.&lt;br /&gt;
&lt;br /&gt;
A list of all armors in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Light armor]]&lt;br /&gt;
* [[Heavy armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
&lt;br /&gt;
In addition to protection from damage, some advanced armors also give a bonus to inventory size: 10 slots for modular armor, 20 for power armor, and 30 for power armor mk2.&lt;br /&gt;
&lt;br /&gt;
=== Armor Modules ===&lt;br /&gt;
Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the [[Modular armor]] individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.&lt;br /&gt;
&lt;br /&gt;
A list of all armor modules in the game:&lt;br /&gt;
&lt;br /&gt;
* [[Exoskeleton]]&lt;br /&gt;
* [[Battery MK1]]&lt;br /&gt;
* [[Battery MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
* [[Energy shield]]&lt;br /&gt;
* [[Energy shield MK2]]&lt;br /&gt;
* [[Night vision]]&lt;br /&gt;
* [[Personal laser defense]]&lt;br /&gt;
* [[Discharge defense]]--&amp;gt;&lt;br /&gt;
== Quickbar and shortcut bar ==&lt;br /&gt;
{{Main|Quickbar}}&lt;br /&gt;
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player&#039;s hand if available in the inventory.&lt;br /&gt;
&lt;br /&gt;
{{Main|Shortcut bar}}&lt;br /&gt;
The shortcut bar is a group of icons for accessing regularly used features such as obtaining [[blueprint]]s and [[deconstruction planner]]s with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden and their order can be changed. A maximum of 12 icons can be visible at one time.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar and shortcut bar.png]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=120px&amp;gt;&lt;br /&gt;
File:playerportrait.png|Portrait of the player character; seen when selecting the &amp;quot;First steps&amp;quot; campaign.&lt;br /&gt;
File:All_armor.png|The player character in every type of armor.&lt;br /&gt;
File:Multicolor_all.png|Different possible colors of players, cars, tanks, gun turrets and laser turrets. &amp;lt;small&amp;gt;(Pre 0.17)&amp;lt;/small&amp;gt;&lt;br /&gt;
File:Playerflashlight.png|The player character&#039;s flashlight during the night.&lt;br /&gt;
File:dead_player.png|The player&#039;s corpse.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.14|&lt;br /&gt;
* Surplus items from crafting are again available for crafting other items. 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;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn&#039;t move items to the logistic trash slots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* New muzzle flash graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.4|&lt;br /&gt;
* Improved player running animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* New player animation, depends on armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.9|&lt;br /&gt;
* Mining a chest now fails instead of spilling items onto the ground.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Player gets a separate warning icon when a building is destroyed.&lt;br /&gt;
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.&lt;br /&gt;
* The player can repair structures using [[repair pack]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Player moves slower while shooting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Added the ability for the player to request items directly from logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
*Player picks all items in range when picking items on the ground, instead of 1 per tick&lt;br /&gt;
* Shooting particles added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Player slides around corners}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Player no longer collides with [[Underground belt]].&lt;br /&gt;
* Added auto-targeting for guns.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Added warning message when the player tries to build in an invalid position.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Screen reddens when taking damage&lt;br /&gt;
* Character animations added}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=176776</id>
		<title>Debug mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=176776"/>
		<updated>2019-11-07T12:06:55Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* List of debug-options and their function */ fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;debug mode&#039;&#039; is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world. The default key to enable debug mode is {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
For example, one can:&lt;br /&gt;
* See the path the [[Enemies#Biters|biters]] are coming from and where they plan to target,&lt;br /&gt;
* See the position / coordinates of the cursor,&lt;br /&gt;
* See a grid-overlay for the [[map structure|tile]]s and [[Map_structure#Chunk|chunks]],&lt;br /&gt;
* See the blocks in a railway network,&lt;br /&gt;
* See additional non-game related information, such as Updates Per Second and FPS.&lt;br /&gt;
&lt;br /&gt;
== Activate the debug mode ==&lt;br /&gt;
&lt;br /&gt;
There are 4 debug-levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always&#039;&#039;&#039; - This is the default mode, if no mode is active. Keep very few things active here.&lt;br /&gt;
* &#039;&#039;&#039;Debug&#039;&#039;&#039; - Toggled by pressing {{keybinding|F5}}. Allows to toggle the debug overlays.&lt;br /&gt;
&lt;br /&gt;
== Configuring the debug mode ==&lt;br /&gt;
&lt;br /&gt;
To configure the 2 modes, press {{keybinding|F4}}. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 2 folders, which reflects the option for that debug-mode (&amp;quot;always&amp;quot;, &amp;quot;debug&amp;quot;). The options are the same for each mode. Each mode can be configured to the user&#039;s liking, the different modes are only for convenience. A search function ({{Keybinding|ctrl|F}}) is available.&lt;br /&gt;
&lt;br /&gt;
== List of debug-options and their function ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Description&lt;br /&gt;
|-&lt;br /&gt;
| show-fps || Will show the current frames-per-second and updates per second, short &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt; and &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;. Should be normally about 60.&lt;br /&gt;
|-&lt;br /&gt;
| show-detailed-info ||&lt;br /&gt;
* Shows the cursor position in [[Map_structure#Tile|tiles]] (and subdivisions of that).&lt;br /&gt;
* Current resolution and zoom.&lt;br /&gt;
* How many objects are on the screen (painted by the graphic card).&lt;br /&gt;
* How many entities, chunks and paths are in the game and used.&lt;br /&gt;
|-&lt;br /&gt;
| show-time-usage ||&lt;br /&gt;
* Internal statistics about how long some calculations take, in milliseconds per [[Time#Ticks|tick]].&lt;br /&gt;
* Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.&lt;br /&gt;
* Minimum values exclude zeroes (e.g. from ticks where no mod hooks were run).&lt;br /&gt;
* Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.&lt;br /&gt;
* The Top section of metrics cover the wider game engines activities. The middle Update section relates to running the simulation for a tick. The bottom Map Generator section relates to the map generation activity.&lt;br /&gt;
|-&lt;br /&gt;
| show-gpu-time-usage ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sprite-counts || The counts of each sprite rendered on screen.&lt;br /&gt;
|-&lt;br /&gt;
| show-lua-object-statistics ||&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-waiting-icon || When in a multiplayer game: if the game is currently waiting for the server to process.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-statistics || The latency information when in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-selection-rectangles || Allows to view selection rectangles of other players in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-debug-info-in-tooltips || Shows additional information in the tooltips of entities, items, recipes, tiles etc. &lt;br /&gt;
|-&lt;br /&gt;
| hide-mod-guis || Hides GUIs added by mods. &lt;br /&gt;
|-&lt;br /&gt;
| show-tile-grid || Shows the borders of the [[Map_structure#Tile|tiles]] and [[Map_structure#Chunk|chunks]].&lt;br /&gt;
|-&lt;br /&gt;
| show-collision-rectangles || Shows the collision boxes of each entity (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-selection-rectangles || Shows the a blue box over each entity, if you hover over it, it will be selected.&lt;br /&gt;
|-&lt;br /&gt;
| show-render-rectangles || Shows the a pink box over each entity, if that is on your screen, the entity will be rendered.&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-positions ||&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-velocities ||&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-entity-advanced-tiles || Shows on which advanced tiles (2×2 tiles) the entity is registered.&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-input-transport-belts || Shows which entities input into the selected transport line.&lt;br /&gt;
|-&lt;br /&gt;
| show-paths || The calculated paths for the biters in different colors.&lt;br /&gt;
|-&lt;br /&gt;
| show-path-requests ||&lt;br /&gt;
|-&lt;br /&gt;
| show-next-waypoint-bb || Shows waypoints for biters (in green), nearly the same info as the next.&lt;br /&gt;
|-&lt;br /&gt;
| show-target || Shows the current target of the biters (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-group-info || Biter groups, which belong together (circles and lines belonging together)&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-behavior-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pathfinder-fringe ||&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache || The source-positions of a path and about the length (?)&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache-paths ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-paths || Which path a train will follow.&lt;br /&gt;
|-&lt;br /&gt;
| show-rolling-stock-count || Shows inserter positions&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-connections || Shows rail connections.&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-joints ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-signal-states || Shows signal color on map view. &lt;br /&gt;
|-&lt;br /&gt;
| show-rail-segment-collision-boxes ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-stop-point || When a train slows down it shows the calculated point where it should halt&lt;br /&gt;
|-&lt;br /&gt;
| show-train-braking-distance || The distance a train will take to stop at its current speed&lt;br /&gt;
|-&lt;br /&gt;
| show-train-signals ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-repathing || Display a flying &amp;quot;repathed&amp;quot; text over a train whenever it repaths.&lt;br /&gt;
|-&lt;br /&gt;
| show-network-connected-entities || Displays the network-id of the electric network that a pole is connected to&lt;br /&gt;
|-&lt;br /&gt;
| show-circuit-network-numbers || Shows the number (and color) of circuit networks&lt;br /&gt;
|-&lt;br /&gt;
| show-energy-sources-networks || Which network-id an entity is connected to.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-state || Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive when enemies aren&#039;t around (turrets etc), Green = inactive when player isn&#039;t around (fish). Passive entities consume less CPU power.&lt;br /&gt;
|-&lt;br /&gt;
| show-wakeup-lists || When an entity is sleeping in another entity it shows which entities it&#039;s sleeping in.&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-lines ||&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-line-gaps ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pollution-values || Shows the numeric pollution amount on each chunk.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-entities-on-chunk-counts ||&lt;br /&gt;
Shows counts of active entities per chunk. They are devided into three categories:&lt;br /&gt;
* Red = active (e.g. furnaces)&lt;br /&gt;
* Blue = active when a player is around (e.g. fish)&lt;br /&gt;
* Green = active when enemies are around (e.g. turrets)&lt;br /&gt;
|-&lt;br /&gt;
| show-active-chunks || Shows in the map view, which chunks are &amp;quot;on&amp;quot;, unmarked chunks are not calculated.&lt;br /&gt;
|-&lt;br /&gt;
| show-polluted-chunks || Shows which chunks have pollution.&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunks || Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand).&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunk-values || Which chunks the enemies will try to expand into.&lt;br /&gt;
|-&lt;br /&gt;
| show-bad-attack-chunks ||&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-variations || Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map. Quite confusing, zoom in to see the meaning.&lt;br /&gt;
|-&lt;br /&gt;
| show-raw-tile-transitions || Turns connected textures for land and water off, so the distinction can easily be made.&lt;br /&gt;
|-&lt;br /&gt;
| show-fluid-box-fluid-info || How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-info || Displays which sound of which entity is played and how loud.&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robot-targets ||&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robots-on-map ||&lt;br /&gt;
|-&lt;br /&gt;
| show-recipe-icons-on-map ||&lt;br /&gt;
|-&lt;br /&gt;
| show-player-robots ||&lt;br /&gt;
|-&lt;br /&gt;
| show-fire-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-names ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-collision-rectangles ||&lt;br /&gt;
|-&lt;br /&gt;
| allow-increased-zoom ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=176775</id>
		<title>Debug mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=176775"/>
		<updated>2019-11-07T12:02:12Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;debug mode&#039;&#039; is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world. The default key to enable debug mode is {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
For example, one can:&lt;br /&gt;
* See the path the [[Enemies#Biters|biters]] are coming from and where they plan to target,&lt;br /&gt;
* See the position / coordinates of the cursor,&lt;br /&gt;
* See a grid-overlay for the [[map structure|tile]]s and [[Map_structure#Chunk|chunks]],&lt;br /&gt;
* See the blocks in a railway network,&lt;br /&gt;
* See additional non-game related information, such as Updates Per Second and FPS.&lt;br /&gt;
&lt;br /&gt;
== Activate the debug mode ==&lt;br /&gt;
&lt;br /&gt;
There are 4 debug-levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always&#039;&#039;&#039; - This is the default mode, if no mode is active. Keep very few things active here.&lt;br /&gt;
* &#039;&#039;&#039;Debug&#039;&#039;&#039; - Toggled by pressing {{keybinding|F5}}. Allows to toggle the debug overlays.&lt;br /&gt;
&lt;br /&gt;
== Configuring the debug mode ==&lt;br /&gt;
&lt;br /&gt;
To configure the 2 modes, press {{keybinding|F4}}. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 2 folders, which reflects the option for that debug-mode (&amp;quot;always&amp;quot;, &amp;quot;debug&amp;quot;). The options are the same for each mode. Each mode can be configured to the user&#039;s liking, the different modes are only for convenience. A search function ({{Keybinding|ctrl|F}}) is available.&lt;br /&gt;
&lt;br /&gt;
== List of debug-options and their function ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Description&lt;br /&gt;
|-&lt;br /&gt;
| show-fps || Will show the current frames-per-second and updates per second, short &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt; and &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;. Should be normally about 60.&lt;br /&gt;
|-&lt;br /&gt;
| show-detailed-info ||&lt;br /&gt;
* Shows the cursor position in [[Tile (unit)|tile]]s (and subdivisions of that).&lt;br /&gt;
* Current resolution and zoom.&lt;br /&gt;
* How many objects are on the screen (painted by the graphic card).&lt;br /&gt;
* How many entities, chunks and paths are in the game and used.&lt;br /&gt;
|-&lt;br /&gt;
| show-time-usage ||&lt;br /&gt;
* Internal statistics about how long some calculations take, in milliseconds per [[Game-tick|tick]].&lt;br /&gt;
* Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.&lt;br /&gt;
* Minimum values exclude zeroes (e.g. from ticks where no mod hooks were run).&lt;br /&gt;
* Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.&lt;br /&gt;
* The Top section of metrics cover the wider game engines activities. The middle Update section relates to running the simulation for a tick. The bottom Map Generator section relates to the map generation activity.&lt;br /&gt;
|-&lt;br /&gt;
| show-gpu-time-usage ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sprite-counts || The counts of each sprite rendered on screen.&lt;br /&gt;
|-&lt;br /&gt;
| show-lua-object-statistics ||&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-waiting-icon || When in a multiplayer game: if the game is currently waiting for the server to process.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-statistics || The latency information when in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-selection-rectangles || Allows to view selection rectangles of other players in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-debug-info-in-tooltips || Shows additional information in the tooltips of entities, items, recipes, tiles etc. &lt;br /&gt;
|-&lt;br /&gt;
| hide-mod-guis || Hides GUIs added by mods. &lt;br /&gt;
|-&lt;br /&gt;
| show-tile-grid || Shows the borders of the [[Tile (unit)|tile]]s and [[chunk]]s.&lt;br /&gt;
|-&lt;br /&gt;
| show-collision-rectangles || Shows the collision boxes of each entity (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-selection-rectangles || Shows the a blue box over each entity, if you hover over it, it will be selected.&lt;br /&gt;
|-&lt;br /&gt;
| show-render-rectangles || Shows the a pink box over each entity, if that is on your screen, the entity will be rendered.&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-positions ||&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-velocities ||&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-entity-advanced-tiles || Shows on which advanced tiles (2×2 tiles) the entity is registered.&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-input-transport-belts || Shows which entities input into the selected transport line.&lt;br /&gt;
|-&lt;br /&gt;
| show-paths || The calculated paths for the biters in different colors.&lt;br /&gt;
|-&lt;br /&gt;
| show-path-requests ||&lt;br /&gt;
|-&lt;br /&gt;
| show-next-waypoint-bb || Shows waypoints for biters (in green), nearly the same info as the next.&lt;br /&gt;
|-&lt;br /&gt;
| show-target || Shows the current target of the biters (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-group-info || Biter groups, which belong together (circles and lines belonging together)&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-behavior-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pathfinder-fringe ||&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache || The source-positions of a path and about the length (?)&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache-paths ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-paths || Which path a train will follow.&lt;br /&gt;
|-&lt;br /&gt;
| show-rolling-stock-count || Shows inserter positions&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-connections || Shows rail connections.&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-joints ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-signal-states || Shows signal color on map view. &lt;br /&gt;
|-&lt;br /&gt;
| show-rail-segment-collision-boxes ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-stop-point || When a train slows down it shows the calculated point where it should halt&lt;br /&gt;
|-&lt;br /&gt;
| show-train-braking-distance || The distance a train will take to stop at its current speed&lt;br /&gt;
|-&lt;br /&gt;
| show-train-signals ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-repathing || Display a flying &amp;quot;repathed&amp;quot; text over a train whenever it repaths.&lt;br /&gt;
|-&lt;br /&gt;
| show-network-connected-entities || Displays the network-id of the electric network that a pole is connected to&lt;br /&gt;
|-&lt;br /&gt;
| show-circuit-network-numbers || Shows the number (and color) of circuit networks&lt;br /&gt;
|-&lt;br /&gt;
| show-energy-sources-networks || Which network-id an entity is connected to.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-state || Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive when enemies aren&#039;t around (turrets etc), Green = inactive when player isn&#039;t around (fish). Passive entities consume less CPU power.&lt;br /&gt;
|-&lt;br /&gt;
| show-wakeup-lists || When an entity is sleeping in another entity it shows which entities it&#039;s sleeping in.&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-lines ||&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-line-gaps ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pollution-values || Shows the numeric pollution amount on each chunk.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-entities-on-chunk-counts ||&lt;br /&gt;
Shows counts of active entities per chunk. They are devided into three categories:&lt;br /&gt;
* Red = active (e.g. furnaces)&lt;br /&gt;
* Blue = active when a player is around (e.g. fish)&lt;br /&gt;
* Green = active when enemies are around (e.g. turrets)&lt;br /&gt;
|-&lt;br /&gt;
| show-active-chunks || Shows in the map view, which chunks are &amp;quot;on&amp;quot;, unmarked chunks are not calculated.&lt;br /&gt;
|-&lt;br /&gt;
| show-polluted-chunks || Shows which chunks have pollution.&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunks || Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand).&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunk-values || Which chunks the enemies will try to expand into.&lt;br /&gt;
|-&lt;br /&gt;
| show-bad-attack-chunks ||&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-variations || Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map. Quite confusing, zoom in to see the meaning.&lt;br /&gt;
|-&lt;br /&gt;
| show-raw-tile-transitions || Turns connected textures for land and water off, so the distinction can easily be made.&lt;br /&gt;
|-&lt;br /&gt;
| show-fluid-box-fluid-info || How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-info || Displays which sound of which entity is played and how loud.&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robot-targets ||&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robots-on-map ||&lt;br /&gt;
|-&lt;br /&gt;
| show-recipe-icons-on-map ||&lt;br /&gt;
|-&lt;br /&gt;
| show-player-robots ||&lt;br /&gt;
|-&lt;br /&gt;
| show-fire-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-names ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-collision-rectangles ||&lt;br /&gt;
|-&lt;br /&gt;
| allow-increased-zoom ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=176774</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=176774"/>
		<updated>2019-11-07T12:01:15Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Charting */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The Radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[pollution]] when powered by [[boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning.&lt;br /&gt;
&lt;br /&gt;
The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[Railway#Trains|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Tile (unit)|tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar charts one distant [[Map_structure#Chunk|chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks.&lt;br /&gt;
** With a total number of 797 chunks (29×29 − 7×7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with [[blueprint]]s and [[deconstruction planner]]s possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[Map_structure#Chunk|chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; or &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Decay Time / Fog of War ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=176773</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=176773"/>
		<updated>2019-11-07T11:59:49Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The Radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[pollution]] when powered by [[boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning.&lt;br /&gt;
&lt;br /&gt;
The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[Railway#Trains|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Tile (unit)|tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar charts one distant [[Map_structure#Chunk|chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks.&lt;br /&gt;
** With a total number of 797 chunks (29×29 − 7×7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with [[blueprint]]s and [[deconstruction planner]]s possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; or &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Decay Time / Fog of War ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pollution&amp;diff=176772</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pollution&amp;diff=176772"/>
		<updated>2019-11-07T11:56:47Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
[[File:Pollution.png|300px|thumb|Example of in-game pollution (red squares) in the map]]&lt;br /&gt;
[[File:pollution_gui.png|300px|thumb|Pollution tab in the production GUI.]]&lt;br /&gt;
&lt;br /&gt;
Pollution is represented as an abstract &amp;quot;cloud&amp;quot;, updated [[Map_structure#Chunk|per chunk]] every game second (60 ticks) and visible on the map, when &amp;quot;alt-view&amp;quot; is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud.&lt;br /&gt;
&lt;br /&gt;
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.&lt;br /&gt;
&lt;br /&gt;
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player&#039;s [[Pollution#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won&#039;t attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.&lt;br /&gt;
&lt;br /&gt;
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.&lt;br /&gt;
&lt;br /&gt;
== Pollution spread ==&lt;br /&gt;
&lt;br /&gt;
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per [[game-second]] (60 ticks). Pollution can generate new chunks if it needs to spread to them.&lt;br /&gt;
&lt;br /&gt;
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution &amp;quot;back&amp;quot; to the center chunk, so it only loses 24.0 + [[Pollution#De-polluters|absorbed value]].&lt;br /&gt;
&lt;br /&gt;
== Pollution dissipation==&lt;br /&gt;
&lt;br /&gt;
* Every [[Map_structure#Chunk|chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution#Chunks]]). So the more the pollution spreads, the more is absorbed.&lt;br /&gt;
* [[Tree]]s also absorb some pollution (See [[Pollution#Trees]]).&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to assign enemies to attacks.&lt;br /&gt;
&lt;br /&gt;
== Native life ==&lt;br /&gt;
Pollution attracts [[Enemies#Biters|biters]] to the Player&#039;s factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.&lt;br /&gt;
&lt;br /&gt;
If a chunk&#039;s pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk&#039;s pollution] every game second (60 ticks), otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. &lt;br /&gt;
&lt;br /&gt;
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.&lt;br /&gt;
&lt;br /&gt;
Required pollution to add an additional biter/spitter to the attack wave:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Pollution&amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 130px;&amp;quot; | Type&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;amp;nbsp; || Small biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 20&amp;amp;nbsp; || Medium biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 80&amp;amp;nbsp; || Big biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 400&amp;amp;nbsp; || Behemoth biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;amp;nbsp; || Small spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 12&amp;amp;nbsp; || Medium spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 30&amp;amp;nbsp; || Big spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 200&amp;amp;nbsp; || Behemoth spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[Module]]s that list &amp;quot;+x% pollution&amp;quot; increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.&lt;br /&gt;
&lt;br /&gt;
== Production/Absorption ==&lt;br /&gt;
These tables contain information about the levels of pollution produced/absorbed by items in the game.&lt;br /&gt;
=== Polluters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Structure !! Pollution per minute at full power&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel furnace}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric furnace}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 1}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 2}} || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 3}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Boiler}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || 6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Centrifuge}} || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fire on the ground and burning trees produce 0.005 pollution per second.&lt;br /&gt;
&lt;br /&gt;
=== De-polluters ===&lt;br /&gt;
&lt;br /&gt;
==== Spawner ====&lt;br /&gt;
If a chunk&#039;s pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk&#039;s pollution] every game second (60 ticks), otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. &lt;br /&gt;
&lt;br /&gt;
==== Chunks ====&lt;br /&gt;
Every chunk has a natural absorption rate per second which is determined by the sum of the pollution absorption of its floor tiles.&lt;br /&gt;
&lt;br /&gt;
Following numbers are the pollution reduction for a single tile per second.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| Grass 1-4 || -0.0000075&lt;br /&gt;
|-&lt;br /&gt;
| Dirt 1-7, dry dirt || -0.0000066&lt;br /&gt;
|-&lt;br /&gt;
| Sand 1-3 || -0.0000058&lt;br /&gt;
|-&lt;br /&gt;
| Red desert 0-3 || -0.0000066&lt;br /&gt;
|-&lt;br /&gt;
| Water, green water, deep water, deep green water, shallow water, mud water  || -0.000005&lt;br /&gt;
|-&lt;br /&gt;
| Path tiles (Stone bricks, concrete etc), landfill || 0&lt;br /&gt;
|-&lt;br /&gt;
| Out of map || -0.00001&lt;br /&gt;
|-&lt;br /&gt;
| Special tiles (Lab tiles, tutorial grid) || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in that chunk is above 60 units, trees lose their leaves for every 10 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object !! Stage !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -0.00067&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -0.00033&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Min leaf density) || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Pollution is directly connected to the following achievement:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.12|&lt;br /&gt;
* Added pollution tab to the production statistics.&lt;br /&gt;
* Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.&lt;br /&gt;
* Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.&lt;br /&gt;
* Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.&lt;br /&gt;
* Changed spawner pollution absorption logic so that all the pollution on a chunk doesn&#039;t build up un-spent in a single spawner.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Optimized rendering of huge pollution clouds on the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Large amounts of pollution is created when burning fires.&lt;br /&gt;
* Pollution creation of the productivity module was reduced drastically.&lt;br /&gt;
* Optimized pollution rendering on map and minimap.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Added option to turn off pollution visibility even when detailed info is on. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed modules no longer produce extra pollution.&lt;br /&gt;
* Added missing pollution descriptions.&lt;br /&gt;
* Pollution is only shown on the minimap with alt mode on.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced concept of pollution.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Enemies]]&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=176771</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=176771"/>
		<updated>2019-11-07T11:46:39Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Oil Setups */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right]]&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
* Open the lamp (left click on it)&lt;br /&gt;
* Set the input to barrels&lt;br /&gt;
* Set the operator to &amp;lt; (less than)&lt;br /&gt;
* Set the constant number:&lt;br /&gt;
** Left click on the constant number&lt;br /&gt;
** Move the slider until 10 is shown, or edit the value box directly&lt;br /&gt;
** Press set&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039; (nb image is out of date).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 20000&#039;&#039;&#039; (nb image is out of date).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
&lt;br /&gt;
* Storage tank that provides the [[Steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[Uranium_fuel_cell|Uranium fuel cells]] for the reactor.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|Empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserters that put uranium fuel cells into the reactor. This is connected to the output inserters and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{BlueprintString|bp-string=0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
* Here is an example of how you could use an RS latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals, one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=176770</id>
		<title>Map structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_structure&amp;diff=176770"/>
		<updated>2019-11-07T11:43:52Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Chunk */ fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Map structure&#039;&#039;&#039; describes the division of the game world into standard [[Units|units]]: tiles and chunks. Tiles are the building blocks of the game, upon which all distance and area measurements are based. Chunks are blocks of 32x32 tiles used for various area-based calculations.&lt;br /&gt;
&lt;br /&gt;
== Tile ==&lt;br /&gt;
[[File:MapStructure-GridExample.png|thumb|right|400px|The tile grid shown in-game; chunks (32×32 tiles) are indicated by the thicker black lines. Click to see at higher resolution.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is a square which defines the smallest possible piece of the game world; the map is built on a grid of tiles. The tile is the basis for all area and distance measurement. Entity sizes are defined in terms of tiles; for example the [[rocket silo]] - the largest entity in the game - is 9 tiles wide and 9 tiles high, usually referred to as 9×9. The smallest possible entity size is therefore one tile, 1×1. Examples of 1×1 entities include [[transport belts]] and [[chests]].&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Maximum_map_size_and_used_memory|maximum size of the map]] is a square 2 million tiles on each side, a total of 4 trillion tiles. In practice the map in an average game is likely to be in the range of hundreds of thousands of tiles up to a few million at most.&lt;br /&gt;
&lt;br /&gt;
=== Tile grid alignment ===&lt;br /&gt;
&lt;br /&gt;
Almost all placeable entities are aligned to the tile grid when placed in the game. Exceptions include the [[land mine]] and vehicles such as the [[car]], [[tank]], [[locomotive]] and [[wagon]]s.  Non-placeable entities that do not align to the grid include [[enemies]], [[tree]]s and decoratives.&lt;br /&gt;
&lt;br /&gt;
[[File:MapStructure-PlaceableOffGridExample.png|thumb|none|300px|A few entities can be placed without aligning to the tile grid; this example shows cars, tanks and landmines.]]&lt;br /&gt;
&lt;br /&gt;
=== Example distances ===&lt;br /&gt;
&lt;br /&gt;
* Area covered by [[Radar]]: about 100 tiles diameter (100 tiles in each direction, bounded to the matching [[#Chunk|chunk]]).&lt;br /&gt;
* It takes about 1 minutes and 52 seconds to run 1000 tiles without speed up. &amp;lt;sup&amp;gt;[[Talk:Exoskeleton#Movement%20speed%20experiments|1]]&amp;lt;/sup&amp;gt; (As a side note, this means that the character is a very fast runner.)&lt;br /&gt;
&lt;br /&gt;
=== Real world size analogy ===&lt;br /&gt;
&lt;br /&gt;
One tile is generally assumed to be one square meter in size, this is confirmed by the game using meter as the length unit, such as km/h for vehicle speed. &lt;br /&gt;
&lt;br /&gt;
== Chunk ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;chunk&#039;&#039;&#039; is a unit defined as either an area of the map 32×32 tiles in size (containing 1024 tiles in total) &#039;&#039;or&#039;&#039; a distance of 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Chunks are used for:&lt;br /&gt;
* Map generation. When the [[player]] moves, has a [[radar]] explore the map via sectors, or has [[artillery shell]]s fired across long distances, the map is revealed in chunks.&lt;br /&gt;
* Chunks are &amp;quot;switched off&amp;quot; to save CPU cycles. If nothing important happens in a chunk (e.g. nothing has moved except [[fish]]) the chunk is not computed in the next [[Time#Ticks|tick]].&lt;br /&gt;
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.&lt;br /&gt;
* [[Enemies#Expansions|Enemy expansion]] is evaluated on a per-chunk basis. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. Valid chunks are called &#039;candidate chunks&#039; and assigned a score from 0 to 1.0 indicating their relative suitability. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently.&lt;br /&gt;
&lt;br /&gt;
== Visualizing tiles and chunks in-game ==&lt;br /&gt;
&lt;br /&gt;
A tile grid overlay is available which shows the grid upon which the map is built:&lt;br /&gt;
&lt;br /&gt;
* The grid can be shown whenever the player pauses the game (by default with {{Keybinding|Shift-Space}}).&lt;br /&gt;
** This is configured under Settings-&amp;gt;Interface-&amp;gt;&#039;&#039;&#039;Show grid when game is paused&#039;&#039;&#039;.&lt;br /&gt;
* To see the grid while the game is still running, [[Debug mode|debug settings]] can be used:&lt;br /&gt;
** Pressing {{Keybinding|F4}} will show the &#039;&#039;&#039;Debug settings&#039;&#039;&#039; window.&lt;br /&gt;
** Ticking &#039;&#039;&#039;show-tile-grid&#039;&#039;&#039; under &#039;&#039;&#039;always&#039;&#039;&#039; will show the grid at all times; ticking it under &#039;&#039;&#039;debug&#039;&#039;&#039; will show it only when debug mode is activated.&lt;br /&gt;
** If &#039;&#039;&#039;debug&#039;&#039;&#039; is chosen the grid will become visible whenever {{Keybinding|F5}} is used to enable debug display. Configuring debug mode in this way allows {{Keybinding|F5}} to be used as a convenient toggle for turning the grid on and off, which can be useful when attempting to place entities according to a neat and/or symmetrical design.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=176769</id>
		<title>Debug mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=176769"/>
		<updated>2019-11-07T11:40:55Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;debug mode&#039;&#039; is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world. The default key to enable debug mode is {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
For example, one can:&lt;br /&gt;
* See the path the [[Enemies#Biters|biters]] are coming from and where they plan to target,&lt;br /&gt;
* See the position / coordinates of the cursor,&lt;br /&gt;
* See a grid-overlay for the [[map structure|tile]]s and [[chunk]]s,&lt;br /&gt;
* See the blocks in a railway network,&lt;br /&gt;
* See additional non-game related information, such as Updates Per Second and FPS.&lt;br /&gt;
&lt;br /&gt;
== Activate the debug mode ==&lt;br /&gt;
&lt;br /&gt;
There are 4 debug-levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always&#039;&#039;&#039; - This is the default mode, if no mode is active. Keep very few things active here.&lt;br /&gt;
* &#039;&#039;&#039;Debug&#039;&#039;&#039; - Toggled by pressing {{keybinding|F5}}. Allows to toggle the debug overlays.&lt;br /&gt;
&lt;br /&gt;
== Configuring the debug mode ==&lt;br /&gt;
&lt;br /&gt;
To configure the 2 modes, press {{keybinding|F4}}. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 2 folders, which reflects the option for that debug-mode (&amp;quot;always&amp;quot;, &amp;quot;debug&amp;quot;). The options are the same for each mode. Each mode can be configured to the user&#039;s liking, the different modes are only for convenience. A search function ({{Keybinding|ctrl|F}}) is available.&lt;br /&gt;
&lt;br /&gt;
== List of debug-options and their function ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Description&lt;br /&gt;
|-&lt;br /&gt;
| show-fps || Will show the current frames-per-second and updates per second, short &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt; and &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;. Should be normally about 60.&lt;br /&gt;
|-&lt;br /&gt;
| show-detailed-info ||&lt;br /&gt;
* Shows the cursor position in [[Tile (unit)|tile]]s (and subdivisions of that).&lt;br /&gt;
* Current resolution and zoom.&lt;br /&gt;
* How many objects are on the screen (painted by the graphic card).&lt;br /&gt;
* How many entities, chunks and paths are in the game and used.&lt;br /&gt;
|-&lt;br /&gt;
| show-time-usage ||&lt;br /&gt;
* Internal statistics about how long some calculations take, in milliseconds per [[Game-tick|tick]].&lt;br /&gt;
* Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.&lt;br /&gt;
* Minimum values exclude zeroes (e.g. from ticks where no mod hooks were run).&lt;br /&gt;
* Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.&lt;br /&gt;
* The Top section of metrics cover the wider game engines activities. The middle Update section relates to running the simulation for a tick. The bottom Map Generator section relates to the map generation activity.&lt;br /&gt;
|-&lt;br /&gt;
| show-gpu-time-usage ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sprite-counts || The counts of each sprite rendered on screen.&lt;br /&gt;
|-&lt;br /&gt;
| show-lua-object-statistics ||&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-waiting-icon || When in a multiplayer game: if the game is currently waiting for the server to process.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-statistics || The latency information when in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-selection-rectangles || Allows to view selection rectangles of other players in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-debug-info-in-tooltips || Shows additional information in the tooltips of entities, items, recipes, tiles etc. &lt;br /&gt;
|-&lt;br /&gt;
| hide-mod-guis || Hides GUIs added by mods. &lt;br /&gt;
|-&lt;br /&gt;
| show-tile-grid || Shows the borders of the [[Tile (unit)|tile]]s and [[chunk]]s.&lt;br /&gt;
|-&lt;br /&gt;
| show-collision-rectangles || Shows the collision boxes of each entity (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-selection-rectangles || Shows the a blue box over each entity, if you hover over it, it will be selected.&lt;br /&gt;
|-&lt;br /&gt;
| show-render-rectangles || Shows the a pink box over each entity, if that is on your screen, the entity will be rendered.&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-positions ||&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-velocities ||&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-entity-advanced-tiles || Shows on which advanced tiles (2×2 tiles) the entity is registered.&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-input-transport-belts || Shows which entities input into the selected transport line.&lt;br /&gt;
|-&lt;br /&gt;
| show-paths || The calculated paths for the biters in different colors.&lt;br /&gt;
|-&lt;br /&gt;
| show-path-requests ||&lt;br /&gt;
|-&lt;br /&gt;
| show-next-waypoint-bb || Shows waypoints for biters (in green), nearly the same info as the next.&lt;br /&gt;
|-&lt;br /&gt;
| show-target || Shows the current target of the biters (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-group-info || Biter groups, which belong together (circles and lines belonging together)&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-behavior-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pathfinder-fringe ||&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache || The source-positions of a path and about the length (?)&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache-paths ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-paths || Which path a train will follow.&lt;br /&gt;
|-&lt;br /&gt;
| show-rolling-stock-count || Shows inserter positions&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-connections || Shows rail connections.&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-joints ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-signal-states || Shows signal color on map view. &lt;br /&gt;
|-&lt;br /&gt;
| show-rail-segment-collision-boxes ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-stop-point || When a train slows down it shows the calculated point where it should halt&lt;br /&gt;
|-&lt;br /&gt;
| show-train-braking-distance || The distance a train will take to stop at its current speed&lt;br /&gt;
|-&lt;br /&gt;
| show-train-signals ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-repathing || Display a flying &amp;quot;repathed&amp;quot; text over a train whenever it repaths.&lt;br /&gt;
|-&lt;br /&gt;
| show-network-connected-entities || Displays the network-id of the electric network that a pole is connected to&lt;br /&gt;
|-&lt;br /&gt;
| show-circuit-network-numbers || Shows the number (and color) of circuit networks&lt;br /&gt;
|-&lt;br /&gt;
| show-energy-sources-networks || Which network-id an entity is connected to.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-state || Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive when enemies aren&#039;t around (turrets etc), Green = inactive when player isn&#039;t around (fish). Passive entities consume less CPU power.&lt;br /&gt;
|-&lt;br /&gt;
| show-wakeup-lists || When an entity is sleeping in another entity it shows which entities it&#039;s sleeping in.&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-lines ||&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-line-gaps ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pollution-values || Shows the numeric pollution amount on each chunk.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-entities-on-chunk-counts ||&lt;br /&gt;
Shows counts of active entities per chunk. They are devided into three categories:&lt;br /&gt;
* Red = active (e.g. furnaces)&lt;br /&gt;
* Blue = active when a player is around (e.g. fish)&lt;br /&gt;
* Green = active when enemies are around (e.g. turrets)&lt;br /&gt;
|-&lt;br /&gt;
| show-active-chunks || Shows in the map view, which chunks are &amp;quot;on&amp;quot;, unmarked chunks are not calculated.&lt;br /&gt;
|-&lt;br /&gt;
| show-polluted-chunks || Shows which chunks have pollution.&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunks || Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand).&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunk-values || Which chunks the enemies will try to expand into.&lt;br /&gt;
|-&lt;br /&gt;
| show-bad-attack-chunks ||&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-variations || Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map. Quite confusing, zoom in to see the meaning.&lt;br /&gt;
|-&lt;br /&gt;
| show-raw-tile-transitions || Turns connected textures for land and water off, so the distinction can easily be made.&lt;br /&gt;
|-&lt;br /&gt;
| show-fluid-box-fluid-info || How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-info || Displays which sound of which entity is played and how loud.&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robot-targets ||&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robots-on-map ||&lt;br /&gt;
|-&lt;br /&gt;
| show-recipe-icons-on-map ||&lt;br /&gt;
|-&lt;br /&gt;
| show-player-robots ||&lt;br /&gt;
|-&lt;br /&gt;
| show-fire-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-names ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-collision-rectangles ||&lt;br /&gt;
|-&lt;br /&gt;
| allow-increased-zoom ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176768</id>
		<title>User:Jon8RFC</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176768"/>
		<updated>2019-11-07T11:15:42Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in low-priority upkeep of grammar, punctuation, and adding to the History section.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll try to resist using oxford commas if it looks bad, stylistically--or if the rest of the page is flush without them--but I prefer them.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176767</id>
		<title>User:Jon8RFC</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176767"/>
		<updated>2019-11-07T11:14:51Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in low-priority upkeep of grammar, punctuation, and adding to the History section.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll try to resist using oxford commas if it looks bad (or the rest of the page is flush without them), stylistically, but I prefer them.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176766</id>
		<title>User:Jon8RFC</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176766"/>
		<updated>2019-11-07T11:14:40Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in low-priority upkeep of grammar, punctuation, and adding to the History section.&lt;br /&gt;
I&#039;ll try to resist using oxford commas if it looks bad (or the rest of the page is flush without them), stylistically, but I prefer them.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176765</id>
		<title>User:Jon8RFC</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Jon8RFC&amp;diff=176765"/>
		<updated>2019-11-07T11:11:23Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in low-priority upkeep of grammar, punctuation, and adding to the History section.&lt;/div&gt;</summary>
		<author><name>Jon8RFC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=176764</id>
		<title>Construction robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=176764"/>
		<updated>2019-11-07T11:05:36Z</updated>

		<summary type="html">&lt;p&gt;Jon8RFC: /* Mechanics */ add tile information&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&#039;s structures. They are one of two type of robotic floating devices, the other being the [[logistic robot]]s. They run on electricity from [[roboport]]s.&lt;br /&gt;
&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. As of 0.15, this includes [[raw fish|fish]].&lt;br /&gt;
* They add entities marked with a [[blueprint]] or placed as [[entity ghost]]s as long as these entities are available.  Entities are fetched from the closest logistic chest.&lt;br /&gt;
* They can carry and place up to four [[tile]]s at once, as of 0.17.75.&lt;br /&gt;
&lt;br /&gt;
Construction robots are priority targets of [[enemies]], meaning Biters/spitters will engage them even if there are [[pollution]]-producing buildings around. 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.&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>Jon8RFC</name></author>
	</entry>
</feed>