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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Metarmask</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-10T12:46:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor_MK2&amp;diff=134666</id>
		<title>Power armor MK2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor_MK2&amp;diff=134666"/>
		<updated>2017-02-13T17:46:59Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Replace extraneous info with short description pointing to &amp;quot;base&amp;quot; article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Power armor MK2/infobox}}&lt;br /&gt;
&#039;&#039;&#039;Power armor MK2&#039;&#039;&#039; functions in the same way as [[modular armor]] and [[power armor]] except for its bigger grid size, durability and inventory size increase. It the strongest armor available.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses.&lt;br /&gt;
* Can be swapped with other power armors.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power armors now generate and consume 100 times more power.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12|&lt;br /&gt;
* Changed recipe of power armor}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}} &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Modular_armor&amp;diff=134665</id>
		<title>Infobox:Modular armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Modular_armor&amp;diff=134665"/>
		<updated>2017-02-13T17:39:10Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Add inventory size bonus, fix grid size format, remove inconsistent whitespace, reorder to match rendered order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category=Combat&lt;br /&gt;
|resistance=Acid: 5/30%&amp;lt;br&amp;gt; Explosion: 10/30%&amp;lt;br&amp;gt;Physical: 6/30%&lt;br /&gt;
|inventory-size-bonus=10&lt;br /&gt;
|grid-size=5x5&lt;br /&gt;
|durability=10000&lt;br /&gt;
|recipe=Time, 15 + Steel plate, 50 + Advanced circuit, 30 + Processing unit, 5&lt;br /&gt;
|total-raw=Time, 360 + Iron plate, 60 + Copper plate, 150 + Steel plate, 50 + Plastic bar, 60 + Processing unit, 5&lt;br /&gt;
|required-technologies=Modular armor, 3&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Power_armor&amp;diff=134664</id>
		<title>Infobox:Power armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Power_armor&amp;diff=134664"/>
		<updated>2017-02-13T17:36:50Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Add inventory size bonus, remove inconsistent whitespace, reorder to match rendered order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| category=Combat&lt;br /&gt;
|resistance=Acid: 7/30%&amp;lt;br&amp;gt;Explosion: 15/30%&amp;lt;br&amp;gt;Physical: 8/30%&lt;br /&gt;
|inventory-size-bonus=20&lt;br /&gt;
|grid-size=7x7&lt;br /&gt;
|durability=15,000&lt;br /&gt;
|recipe=Time, 20 + Steel Plate, 100 + Alien artifact, 10 + Processing Unit, 100 + Electric engine unit, 20&lt;br /&gt;
|total-raw=Time, 7640 + heavy oil, 60 + iron plate, 2490 + copper plate, 4120  + Steel Plate, 130 + Alien artifact, 10 + sulfuric acid, 50 + plastic bar, 400&lt;br /&gt;
|required-technologies=Power armor&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Power_armor_MK2&amp;diff=134663</id>
		<title>Infobox:Power armor MK2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Power_armor_MK2&amp;diff=134663"/>
		<updated>2017-02-13T17:35:30Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Add inventory size bonus, remove inconsistent whitespace, reorder to match rendered order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category=Combat&lt;br /&gt;
|resistance=Acid: 10/40%&amp;lt;br&amp;gt;Explosion: 20/50%&amp;lt;br&amp;gt;Physical: 10/40%&lt;br /&gt;
|inventory-size-bonus=30&lt;br /&gt;
|grid-size=10x10&lt;br /&gt;
|durability=20,000&lt;br /&gt;
|recipe=Time, 25 + Speed module 3, 5 + Efficiency module 3, 5 + Steel Plate, 50 + Alien artifact, 50 + Processing Unit, 200&lt;br /&gt;
|total-raw=Time, 49225 + Iron Plate, 14650 + Copper Plate, 26225 + Steel Plate, 50 + Alien artifact, 60 + Processing Unit, 200&lt;br /&gt;
|required-technologies=Power armor 2&lt;br /&gt;
|producers=Manual + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=134659</id>
		<title>Power armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_armor&amp;diff=134659"/>
		<updated>2017-02-12T23:10:31Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Replace extraneous info with short description pointing to &amp;quot;base&amp;quot; article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Power armor/infobox}}&lt;br /&gt;
&#039;&#039;&#039;Power armor&#039;&#039;&#039; functions in the same way as [[modular armor]] except for its bigger grid size, durability and inventory size increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Armors have inventory size bonuses.&lt;br /&gt;
* Can be swapped with other power armors.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power armors now generate and consume 100 times more power.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12|&lt;br /&gt;
* Changed recipe of power armor}}&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;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=134658</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=134658"/>
		<updated>2017-02-12T22:59:41Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Remove references to the reader and subjective statements, add info about purpose, improve sentence structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions.&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
&lt;br /&gt;
Using the [[console]] or installing mods will disable achievements. A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam.&lt;br /&gt;
&lt;br /&gt;
Enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=29709&amp;amp;start=20 reference])&lt;br /&gt;
&lt;br /&gt;
== List of all achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Achievement !! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Automated cleanup || [[File:automated-cleanup-achievement.png|64x64px]] || De-construct 100 objects with the [[construction robot]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Automated construction || [[File:automated-construction-achievement.png|64x64px]]||Construct 100 machines using robots.&lt;br /&gt;
|-&lt;br /&gt;
| Circuit veteran 1 || [[File:circuit-veteran-1-achievement.png|64x64px]] ||Produce 1.0k [[Advanced circuit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Circuit veteran 2||[[File:circuit-veteran-2-achievement.png|64x64px]] ||Produce 10k [[Advanced circuit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Circuit veteran 3|| [[File:circuit-veteran-3-achievement.png|64x64px]]||Produce 25k [[Advanced circuit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Computer age 1 ||[[File:computer-age-1-achievement.png|64x64px]] || Produce 500 [[Processing unit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Computer age 2|| [[File:computer-age-2-achievement.png|64x64px]]|| Produce 1.0k [[Processing unit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Computer age 3|| [[File:computer-age-3-achievement.png|64x64px]]|| Produce 5k [[Processing unit]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Delivery service ||[[File:delivery-service-achievement.png|64x64px]] || Supply the player with 10k items delivered by the [[logistic robot]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Eco unfriendly ||[[File:eco-unfriendly-achievement.png|64x64px]] || Research [[Oil processing]].&lt;br /&gt;
|-&lt;br /&gt;
| Getting on track like a pro||[[File:getting-on-track-like-a-pro-achievement.png|64x64px]] ||Build a [[Diesel locomotive]] within first 1 hour and 30 minutes of the game.&lt;br /&gt;
|-&lt;br /&gt;
| Getting on track||[[File:getting-on-track-achievement.png|64x64px]] ||Build a [[Diesel locomotive]].&lt;br /&gt;
|-&lt;br /&gt;
| Golem|| [[File:golem-achievement.png|64x64px]]||Take 500 [[damage]] in one hit and survive.&lt;br /&gt;
|-&lt;br /&gt;
| Iron throne 1||[[File:iron-throne-1-achievement.png|64x64px]] ||Produce 20k [[Iron plate]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| Iron throne 2|| [[File:iron-throne-2-achievement.png|64x64px]]||Produce 200k [[Iron plate]]s per hour&lt;br /&gt;
|-&lt;br /&gt;
| Iron throne 3||[[File:iron-throne-3-achievement.png|64x64px]] ||Produce 400k [[Iron plate]]s per hour.&lt;br /&gt;
|-&lt;br /&gt;
| It stinks and they don&#039;t like it|| [[File:it-stinks-and-they-dont-like-it-achievement.png|64x64px]]||Trigger an alien attack by pollution.&lt;br /&gt;
|-&lt;br /&gt;
| Lazy bastard || [[File:lazy-bastard-achievement.png|64x64px]]||Win the game by crafting no more than 111 items manually.&lt;br /&gt;
|-&lt;br /&gt;
| [[Logistic network]] embargo||[[File:logistic-network-embargo-achievement.png|64x64px]] ||Win the game without building [[Active provider chest]] and [[requester chest]].&lt;br /&gt;
|-&lt;br /&gt;
| Mass production 1||[[File:mass-production-1-achievement.png|64x64px]] ||Produce 10k [[Electronic circuit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Mass production 2||[[File:mass-production-2-achievement.png|64x64px]] ||Produce 1M [[electronic circuit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Mass production 3||[[File:mass-production-3-achievement.png|64x64px]] ||Produce 20M [[Electronic circuit]]s.&lt;br /&gt;
|-&lt;br /&gt;
| Minions||[[File:minions-achievement.png|64x64px]] ||Get 100 combat robots following you&lt;br /&gt;
|-&lt;br /&gt;
| No time for chit-chat||[[File:no-time-for-chitchat-achievement.png|64x64px]] ||Finish the game in 15 hours&lt;br /&gt;
|-&lt;br /&gt;
| Pyromaniac||[[File:pyromaniac-achievement.png|64x64px]] ||Destroy 10k trees with fire&lt;br /&gt;
|-&lt;br /&gt;
| Raining bullets|| [[File:raining-bullets-achievement.png|64x64px]]||Win the game without building [[Laser turret]].&lt;br /&gt;
|-&lt;br /&gt;
| Run Forrest run ||[[File:run-forrest-run-achievement.png|64x64px]] ||Destroy 100 trees by impact.&lt;br /&gt;
|-&lt;br /&gt;
| Smoke me a kipper, I&#039;ll be back for breakfast|| [[File:smoke-me-a-kipper-i-will-be-back-for-breakfast-achievement.png|64x64px]]||Finish the game.&lt;br /&gt;
|-&lt;br /&gt;
| So long and thanks for all the fish|| [[File:so-long-and-thanks-for-all-the-fish-achievement.png|64x64px]]|| {{spoiler|button-text=Spoiler! Click to view.|message=Send a raw fish into space via rocket.}}&lt;br /&gt;
|-&lt;br /&gt;
| Solaris||[[File:solaris-achievement.png|64x64px]] || Produce more than 10 GJ energy per hour without the usage of [[Steam engine]].&lt;br /&gt;
|-&lt;br /&gt;
| Steam all the way||[[File:steam-all-the-way-achievement.png|64x64px]] ||Win the game without using a [[solar panel]].&lt;br /&gt;
|-&lt;br /&gt;
| Streamrolled|| [[File:steamrolled-achievement.png|64x64px]]||Destroy 10 [[Spawners]] by impact.&lt;br /&gt;
|-&lt;br /&gt;
| Tech maniac||[[File:tech-maniac-achievement.png|64x64px]] ||Research all technologies&lt;br /&gt;
|-&lt;br /&gt;
| There is no spoon|| [[File:there-is-no-spoon-achievement.png|64x64px]]||Finish the game in 8 hours&lt;br /&gt;
|-&lt;br /&gt;
| Trans factorio express|| [[File:trans-factorio-express-achievement.png|64x64px]]||Have a [[Train]] plans a path 1000 tiles long.&lt;br /&gt;
|-&lt;br /&gt;
| Watch your step||[[File:watch-your-step-achievement.png|64x64px]] ||Get killed by moving Locomotive.&lt;br /&gt;
|-&lt;br /&gt;
| You are doing it right!|| [[File:you-are-doing-it-right-achievement.png|64x64px]]||Construct more machines using robots than manually.&lt;br /&gt;
|-&lt;br /&gt;
| You&#039;ve got a package ||[[File:you-have-got-a-package-achievement.png|64x64px]] || Supply the player by [[logistic robot]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=134639</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=134639"/>
		<updated>2017-02-10T22:21:31Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Fix split between code blocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The in-game console is used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
&lt;br /&gt;
There are three types of command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiplayer&#039;&#039;&#039; - message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;Information&#039;&#039;&#039; - display various information about the game&lt;br /&gt;
* &#039;&#039;&#039;Scripting/Cheating&#039;&#039;&#039; - run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Options Menu -&amp;gt; Keyboard -&amp;gt; Toggle Lua console&#039;&#039;&#039;. When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console). Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
When console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages). Note that by default, all executed commands are made visible to all users. You can set the fade out time via &#039;&#039;&#039;Options Menu -&amp;gt; Other Settings -&amp;gt; Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command). This not only closes the console, but it also hides all the recent messages/commands. In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], you can clear the console with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Note that the console can also accept raw Lua code as well as game commands.&lt;br /&gt;
&lt;br /&gt;
=== Console history ===&lt;br /&gt;
&lt;br /&gt;
The console has an inbuilt history; it&#039;s a bit like a text editor where only one line of text is displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;larr;}} and {{keybinding|&amp;amp;rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing &#039;&#039;&#039;Return&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], the &#039;&#039;&#039;Tab&#039;&#039;&#039; key will auto-complete commands and player ids.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Chat ==&lt;br /&gt;
&lt;br /&gt;
Send private message to specific player with &#039;&#039;&#039;/whisper&#039;&#039;&#039; (or &#039;&#039;&#039;/w&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /whisper &amp;lt;playerId&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reply to the most recently received private message with &#039;&#039;&#039;/reply&#039;&#039;&#039; (or &#039;&#039;&#039;/r&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /reply &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], group chat works like this:&lt;br /&gt;
&lt;br /&gt;
 hello my team!&lt;br /&gt;
&lt;br /&gt;
 /s hello all players!&lt;br /&gt;
 /shout same as /s&lt;br /&gt;
&lt;br /&gt;
In Factorio 0.14.3 and earlier, group chat worked like this:&lt;br /&gt;
&lt;br /&gt;
 hello all players!&lt;br /&gt;
&lt;br /&gt;
 /team hello my team!&lt;br /&gt;
&lt;br /&gt;
These are just the main chat features - there are also options for banning, ignoring and muting players; see the console &#039;&#039;&#039;/help&#039;&#039;&#039; for a full list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
To see a list of all available commands, enter &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;) in to the console. The available commands will depend on Factorio version and game setup.&lt;br /&gt;
&lt;br /&gt;
 /help&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], the &#039;&#039;&#039;/help&#039;&#039;&#039; command will just display a list of commands - to get full details for a command add the command name (without slash) after &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;), for example if you want help on the &#039;&#039;&#039;/evolution&#039;&#039;&#039; command, you&#039;d type:&lt;br /&gt;
&lt;br /&gt;
 /h evolution&lt;br /&gt;
&lt;br /&gt;
=== Scripting and cheat commands ===&lt;br /&gt;
You can run Lua script commands via the console. It works similarly to any command line interface or the JavaScript console for your browser.&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
To run a script, prefix it with &#039;&#039;&#039;/command&#039;&#039;&#039; (or &#039;&#039;&#039;/c&#039;&#039;&#039;), for example:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print &#039;hello me!&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a multiplayer game, the command will be echoed to all other players (so they can see if you&#039;re cheating).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?p=203991#p203991 Factorio 0.14.5 and later], multiplayer server admins can use &#039;&#039;&#039;/silent-command&#039;&#039;&#039; (only via RCON/server console) instead of &#039;&#039;&#039;/c&#039;&#039;&#039; to avoid the command being echoed to all players.&lt;br /&gt;
&lt;br /&gt;
 /silent-command game.player.print &#039;only admins can use (and see) silent commands&#039;&lt;br /&gt;
&lt;br /&gt;
Mod developers can also take advantage of the special &#039;&#039;&#039;/measured-command&#039;&#039;&#039; which is like &#039;&#039;&#039;/c&#039;&#039;&#039; but will time how long the command takes to run. This is very useful for performance tuning your scripts.&lt;br /&gt;
&lt;br /&gt;
 /measured-command game.player.print &#039;how much time does this take to run?&#039;&lt;br /&gt;
&lt;br /&gt;
The game ignores newlines when pasting &amp;quot;scriptlets&amp;quot; in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.&lt;br /&gt;
&lt;br /&gt;
You can essentially fire any Lua command here, just as you would from a Lua program - Factorio [[Mods]] are merely Lua commands. Therefore you don&#039;t necessarily need &amp;quot;cheats&amp;quot; active per-se, as the console allows you full access to the game&#039;s internals. You only need a familiarity with the commands and types, as shown in the below examples and the [[Modding]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Command Examples==&lt;br /&gt;
&lt;br /&gt;
=== Large Screenshots ===&lt;br /&gt;
&lt;br /&gt;
This is how you would take a large HD screenshot. As usual, replace the X and Y with the values you wish.&lt;br /&gt;
&lt;br /&gt;
The file is put into a folder called &amp;quot;script-output&amp;quot;, which is located in the same location as the mods folder. These pictures can be quite large.&lt;br /&gt;
&lt;br /&gt;
 /c game.take_screenshot{&amp;lt;parameters&amp;gt;}&lt;br /&gt;
&lt;br /&gt;
The command takes the following parameters, separated by commas:&lt;br /&gt;
&lt;br /&gt;
* showgui - Boolean value, true or false. True if GUIs should be included in the screenshot.&lt;br /&gt;
* resolution - Takes an x and y, in the form {x = XPOS, y = YPOS}&lt;br /&gt;
* show_entity_info - Boolean value, true if alt info should be shown in the screenshot.&lt;br /&gt;
* zoom - A value to take the screenshot from a certain zoom.&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print(1234 * 5678)&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Unlock and Research all Technology ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.research_all_technologies()&lt;br /&gt;
&lt;br /&gt;
Undo this with:&lt;br /&gt;
&lt;br /&gt;
 /c for _, tech in pairs(game.player.force.technologies) do tech.researched=false end&lt;br /&gt;
&lt;br /&gt;
=== Reset any modifiers to default ===&lt;br /&gt;
This includes Tech and speed alterations.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.reset()&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.zoom = 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inventory Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
 /c game.player.selected.amount=7500&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the internal name of the item desired.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.cheat_mode=true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&lt;br /&gt;
  /c local radius = 150; game.player.force.chart(game.player.surface, {{game.player.position.x - radius, game.player.position.y - radius}, {game.player.position.x + radius, game.player.position.y + radius}})&lt;br /&gt;
&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
 /c game.surfaces[1].always_day=true&lt;br /&gt;
&lt;br /&gt;
=== Change Game Speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.speed = X&lt;br /&gt;
&lt;br /&gt;
=== Freeze Time Passage ===&lt;br /&gt;
Stops the advancement of the time if true is passed, or unfreezes it if false is passed.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.surface.freeze_daytime(BOOL)&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 5x5 patch of resources, centered on the player character. For resources other than stone, just change &amp;quot;stone&amp;quot; to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, or &amp;quot;coal&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 for y=-2,2 do&lt;br /&gt;
  for x=-2,2 do&lt;br /&gt;
   surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=5000, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
  end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3x3 square.&lt;br /&gt;
&lt;br /&gt;
 /c for y=0,2 do&lt;br /&gt;
   for x=0,2 do&lt;br /&gt;
     game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
   end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&lt;br /&gt;
 /c local position = nil&lt;br /&gt;
 for i=1,9 do&lt;br /&gt;
 	position = game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
 	if position then &lt;br /&gt;
 		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position=position})&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Count Entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&lt;br /&gt;
 /c&lt;br /&gt;
 local entity = &amp;quot;belt&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 local surface = game.player.surface&lt;br /&gt;
 local count = 0&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
   for key, ent in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= game.player.force})) do&lt;br /&gt;
     if string.find(ent.name,entity) then&lt;br /&gt;
       count = count + 1&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 end&lt;br /&gt;
 game.player.print(count)&lt;br /&gt;
&lt;br /&gt;
== Enemy/Evolution ==&lt;br /&gt;
=== Check how far the biters have evolved ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements.&lt;br /&gt;
 /evolution&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&lt;br /&gt;
 /c game.evolution_factor=X&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
 /c game.map_settings.enemy_evolution.time_factor = 0&lt;br /&gt;
 /c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units and worms, spawners will not be killed.&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies.&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
    for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= &amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
        entity.destroy()&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
=== Enable peaceful mode ===&lt;br /&gt;
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.&lt;br /&gt;
 /c game.player.surface.peaceful_mode = true&lt;br /&gt;
&lt;br /&gt;
=== Disable biter expansion ===&lt;br /&gt;
This prevents biters from creating new spawners.&lt;br /&gt;
 /c game.map_settings.enemy_expansion.enabled = false&lt;br /&gt;
&lt;br /&gt;
== Player Character ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get Player Position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print({&amp;quot;&amp;quot;, &amp;quot;(&amp;quot;, game.player.position.x, &amp;quot;, &amp;quot;, game.player.position.y, &amp;quot;)&amp;quot;})&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.teleport({X, Y})&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn a player character ===&lt;br /&gt;
This is useful for escaping god mode. (see [[Console#Enable_god_mode]].) This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = game.player.surface.create_entity{name=&amp;quot;player&amp;quot;, position = {0,0}, force = game.forces.player}&lt;br /&gt;
&lt;br /&gt;
=== Change Player color ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements. Replace COLOR with the name of a color.&lt;br /&gt;
 /color COLOR&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = nil&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.selected.destroy()&lt;br /&gt;
&lt;br /&gt;
To undo&lt;br /&gt;
&lt;br /&gt;
 /c game.player.create_character()&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
 /c game.player.force.laboratory_speed_modifier = 1&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific technologies ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6633 Enabling technologies] (forums)&lt;br /&gt;
 /c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
 /c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled = true&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled = true&lt;br /&gt;
&lt;br /&gt;
=== Finish research immediately ===&lt;br /&gt;
 /c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end&lt;br /&gt;
&lt;br /&gt;
== Command Line Parameters ==&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.14.21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
General options:&lt;br /&gt;
  -h [ --help ]                      display help&lt;br /&gt;
  --version                          show version information&lt;br /&gt;
  -v [ --verbose ]                   enable verbose logging&lt;br /&gt;
  -c [ --config ] PATH               config file to use&lt;br /&gt;
  --no-log-rotation                  don&#039;t rotate log file&lt;br /&gt;
  --mod-directory PATH               Mod directory to use&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg          map to scenario conversion&lt;br /&gt;
  -m [ --scenario2map ] arg          scenario to map conversion&lt;br /&gt;
  --apply-update arg                 immediately apply update package&lt;br /&gt;
  --create FILE                      create a new map&lt;br /&gt;
  --map-gen-settings FILE            Map generation settings for use with&lt;br /&gt;
                                     --create. See data/map-gen-settings.exampl&lt;br /&gt;
                                     e.json&lt;br /&gt;
  --start-server FILE                start a multiplayer server&lt;br /&gt;
  --start-server-load-scenario FILE  start a multiplayer server and load the&lt;br /&gt;
                                     specified scenario&lt;br /&gt;
  --start-server-load-latest         start a multiplayer server and load the&lt;br /&gt;
                                     latest available save&lt;br /&gt;
  --until-tick TICK                  run a save until given map tick&lt;br /&gt;
  --mp-connect ADDRESS               start factorio and connect to address&lt;br /&gt;
  --load-game FILE                   start Factorio and load a game in&lt;br /&gt;
                                     singleplayer&lt;br /&gt;
  --benchmark FILE                   load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1,000)       number of ticks for benchmarking. Default&lt;br /&gt;
                                     is 1000&lt;br /&gt;
  --force-opengl                     use OpenGL for rendering&lt;br /&gt;
  --force-d3d                        use Direct3D for rendering&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --port N                           network port to use&lt;br /&gt;
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind&lt;br /&gt;
                                     to&lt;br /&gt;
  --rcon-port N                      Port to use for RCON&lt;br /&gt;
  --rcon-password PASSWORD           Password for RCON&lt;br /&gt;
  --server-settings FILE             Path to file with server settings. See&lt;br /&gt;
                                     data/server-settings.example.json&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-load-game SAVE&lt;br /&gt;
&lt;br /&gt;
SAVE is the file name of the save file. For instance, for saves/MySave.zip: ./factorio --mp-load-game MySave.zip&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
  --map2scenario SAVE&lt;br /&gt;
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor. Assuming that save game name is &amp;quot;foo.zip&amp;quot;, executing &#039;./factorio --map2scenario s1&#039; will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;br /&gt;
* http://lua-api.factorio.com/ - links to specific versions of API reference&lt;br /&gt;
[[Category:Console]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Metarmask/Technology_table&amp;diff=134620</id>
		<title>User:Metarmask/Technology table</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Metarmask/Technology_table&amp;diff=134620"/>
		<updated>2017-02-10T19:50:31Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Work-in-progress proof-of-concept table of technologies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The table below was generated using a script reading raw game data. It is not complete as the [[Template:Icon|icon template]] is extremely inefficient.&lt;br /&gt;
&lt;br /&gt;
== Work in progress ==&lt;br /&gt;
The following things have yet to be implemented:&lt;br /&gt;
* Fix floating point bug&lt;br /&gt;
* Fix icon templates taking a ridiculous amount of time to compute, this page took 8 seconds of CPU time. The parser says it used 37 expensive parser functions.&lt;br /&gt;
* Order after total prerequisites while keeping tiered research after each other&lt;br /&gt;
* Make it clearer which modifier count belongs to what icon&lt;br /&gt;
* Add research icons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Allows&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|Rail signals&lt;br /&gt;
|{{Icon|time|30}} {{Icon|science-pack-1|2}} {{Icon|science-pack-2|1}} x 150&lt;br /&gt;
| {{Icon|Automated rail transportation (research)|1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|rail-signal}} {{Icon|rail-chain-signal}}&lt;br /&gt;
|-&lt;br /&gt;
|Optics&lt;br /&gt;
|{{Icon|time|15}} {{Icon|science-pack-1|1}} x 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|small-lamp}}&lt;br /&gt;
|-&lt;br /&gt;
|Explosive rocketry&lt;br /&gt;
|{{Icon|time|20}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} {{Icon|science-pack-3|1}} x 100&lt;br /&gt;
| {{Icon|Rocketry (research)|1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|explosive-rocket}}&lt;br /&gt;
|-&lt;br /&gt;
|Oil processing&lt;br /&gt;
|{{Icon|time|30}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} x 100&lt;br /&gt;
| {{Icon|Steel processing (research)|1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|pumpjack}} {{Icon|oil-refinery}} {{Icon|chemical-plant}} {{Icon|basic-oil-processing}} {{Icon|solid-fuel-from-light-oil}} {{Icon|solid-fuel-from-petroleum-gas}} {{Icon|solid-fuel-from-heavy-oil}} {{Icon|lubricant}}&lt;br /&gt;
|-&lt;br /&gt;
|Concrete&lt;br /&gt;
|{{Icon|time|30}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} x 250&lt;br /&gt;
| {{Icon|Advanced material processing (research)|2}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|concrete}} {{Icon|hazard-concrete}}&lt;br /&gt;
|-&lt;br /&gt;
|Character logistic trash slots 2&lt;br /&gt;
|{{Icon|time|30}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} {{Icon|science-pack-3|1}} x 100&lt;br /&gt;
| {{Icon|Character logistic trash slots (research)|1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|character logistic trash slots (research)| +5}}&lt;br /&gt;
|-&lt;br /&gt;
|Lab research speed 4&lt;br /&gt;
|{{Icon|time|30}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} {{Icon|science-pack-3|1}} x 500&lt;br /&gt;
| {{Icon|Lab research speed (research)|3}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|lab-effectivity}} +50%&lt;br /&gt;
|-&lt;br /&gt;
|Worker robot speed 4&lt;br /&gt;
|{{Icon|time|60}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} {{Icon|science-pack-3|1}} {{Icon|alien-science-pack|1}} x 250&lt;br /&gt;
| {{Icon|Worker robot speed (research)|3}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|Worker robot speed (research)}} +55.00000000000001%&lt;br /&gt;
|-&lt;br /&gt;
|Construction robotics&lt;br /&gt;
|{{Icon|time|30}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} x 100&lt;br /&gt;
| {{Icon|Robotics (research)|1}} {{Icon|Flight (research)|1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|roboport}} {{Icon|logistic-chest-passive-provider}} {{Icon|logistic-chest-storage}} {{Icon|construction-robot}} {{Icon|deconstruction-planner}} +30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Logistic system&lt;br /&gt;
|{{Icon|time|30}} {{Icon|science-pack-1|1}} {{Icon|science-pack-2|1}} {{Icon|science-pack-3|1}} x 150&lt;br /&gt;
| {{Icon|Logistic robotics (research)|1}}&lt;br /&gt;
|&lt;br /&gt;
| {{Icon|logistic-chest-active-provider}} {{Icon|logistic-chest-requester}} {{Icon|logistic-chest-storage}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Heavy_oil&amp;diff=134589</id>
		<title>Heavy oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Heavy_oil&amp;diff=134589"/>
		<updated>2017-02-10T11:20:24Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Fix capitalization, make explanations more concise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Heavy oil/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy oil&#039;&#039;&#039; is a [[liquid]] produced by refining [[crude oil]] in an [[oil refinery]]. It can be processed into [[light oil]] and [[lubricant]]. [[Solid fuel]] and [[flamethrower ammo]] can also be created from heavy oil. It is more efficient to process heavy oil into light oil before creating solid fuel from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Process !!&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|10|Crude oil}} + {{icon|time icon|5|Time}} =&amp;gt; {{icon|heavy-oil|3|Heavy oil}} + ({{icon|light-oil|3|Light oil}} {{icon|petroleum-gas|4|Petroleum gas}})&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|oil-refinery|Oil refinery}} || {{imagelink|advanced-oil-processing|Advanced oil processing}} || {{icon|crude-oil|10|Crude oil}} + {{icon|water|5|Water}} + {{icon|time icon|5|Time}} =&amp;gt; {{icon|heavy-oil|1|Heavy oil}} + ({{icon|light-oil|4.5|Light oil}} {{icon|petroleum-gas|5.5|Petroleum gas}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Changed fluid color to match icon color.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Can now be cracked into [[light oil]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Concrete&amp;diff=134588</id>
		<title>Concrete</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Concrete&amp;diff=134588"/>
		<updated>2017-02-10T08:56:32Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Shorten, add section about placement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Concrete/infobox}}&lt;br /&gt;
&#039;&#039;&#039;Concrete&#039;&#039;&#039; can be used to increase the speed of players and vehicles. Players walk 140% faster on concrete. Each vehicle is affected differently by the terrain it is on. The tank only gets a 20% increase in speed from concrete.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
When concrete is held the area in which it will be placed is highlighted in green. The size of the area can be changed using the plus and minus signs on the numpad. When placed concrete will remove bushes and other terrain decoration.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Added hazard concrete.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Placing stone or concrete floors will remove bushes.}}&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;
* [[Hazard concrete]]&lt;br /&gt;
* [[Stone Brick]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Hazard_concrete&amp;diff=134587</id>
		<title>Hazard concrete</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Hazard_concrete&amp;diff=134587"/>
		<updated>2017-02-10T08:21:51Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Remove duplicate information already in the concrete article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Hazard concrete/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard concrete&#039;&#039;&#039; is identical to [[concrete]] except for its texture.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Virtual_signals&amp;diff=134552</id>
		<title>Virtual signals</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Virtual_signals&amp;diff=134552"/>
		<updated>2017-02-07T17:37:00Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Replace incorrect term&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:virtual_signals.png|thumb|300px|The interface for selecting a virtual signal]]&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
&#039;&#039;&#039;Virtual signals&#039;&#039;&#039; are special non-item signals used in [[circuit network|circuit networks]]. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
== Logic signals ==&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
=== Everything ===&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
=== Anything ===&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal.&lt;br /&gt;
&lt;br /&gt;
=== Each ===&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Logic_signals.png&amp;diff=134551</id>
		<title>File:Logic signals.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Logic_signals.png&amp;diff=134551"/>
		<updated>2017-02-07T17:32:24Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Metarmask uploaded a new version of File:Logic signals.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Virtual_signals&amp;diff=134548</id>
		<title>Virtual signals</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Virtual_signals&amp;diff=134548"/>
		<updated>2017-02-07T17:16:12Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Make explanations more concise, remove info common to all signals, improve captions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:virtual_signals.png|thumb|300px|The interface for selecting a virtual signal]]&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
&#039;&#039;&#039;Virtual signals&#039;&#039;&#039; are special non-item signals used in [[circuit network|circuit networks]]. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
== Logic signals ==&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
=== Everything ===&lt;br /&gt;
&#039;&#039;Everything&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
=== Anything ===&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditionals. The condition will be true when the condition is true for at least one signal.&lt;br /&gt;
&lt;br /&gt;
=== Each ===&lt;br /&gt;
&#039;&#039;Each&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_circuit_(research)&amp;diff=134546</id>
		<title>Advanced circuit (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_circuit_(research)&amp;diff=134546"/>
		<updated>2017-02-07T15:08:40Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Add information. Still doesn&amp;#039;t contain enough to warrant its own article, it&amp;#039;s just a recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Advanced electronics (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced electronics&#039;&#039;&#039; is a [[technologies|technology]] that when [[research|researched]] gives the player access to the recipes for [[advanced circuit|the advanced circuit]] and [[processing unit|the processing unit]]. It requires 100 [[science pack 1]] and 100 [[science pack 2]] and takes 1500 seconds to research with one [[lab]]. [[Plastics (research)|Plastics]] and [[Electronics (research)|Electronics]] must have been acquired before the technology may be researched. In addition to giving access to the crafting recipes the technology also allows researching of the [[Laser (research)|Laser]], [[Advanced electronics 2 (research)|Advanced electronics 2]], [[Electric engine (research)|Electric engine]], [[Advanced material processing 2 (research)|Advanced material processing 2]], [[Stack inserter (research)|Stack inserter]] and [[Modules (research)|Modules]] technologies.&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Fluid_system&amp;diff=134424</id>
		<title>Talk:Fluid system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Fluid_system&amp;diff=134424"/>
		<updated>2017-02-03T14:50:15Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Comment on rename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The category in Factorio that includes &amp;quot;water&amp;quot; and &amp;quot;oil&amp;quot; is best called &#039;&#039;&#039;Fluid&#039;&#039;&#039;, not &amp;quot;liquid&amp;quot;. The words &amp;quot;liquid&amp;quot; and &amp;quot;gas&amp;quot; specifically describe types of matter: solid or liquid or gas (or plasma; see [http://en.wikipedia.org/wiki/State_of_matter#The_four_fundamental_states Wikipedia]). &amp;quot;Fluid&amp;quot; is often used to mean &amp;quot;liquid&amp;quot;, but technically is not the same type. It is anything that &#039;&#039;flows&#039;&#039;, and can be either a liquid or a gas.&lt;br /&gt;
&lt;br /&gt;
I would rename the page, but there are a lot of subpages and language pages that use &#039;&#039;&#039;Liquid&#039;&#039;&#039;. I don&#039;t want to break everything.&lt;br /&gt;
&lt;br /&gt;
--[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 18:38, 4 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
The description of boilers and steam engines also use &amp;quot;fluid&amp;quot; so that&#039;s what we should use. I think &amp;quot;system&amp;quot; is unnecessary too. Will things break if you use the redirect option? [[User:metarmask|metarmask]] ([[User_talk:metarmask|talk]]) 14:50, 3 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserter&amp;diff=134418</id>
		<title>Inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserter&amp;diff=134418"/>
		<updated>2017-02-02T17:09:30Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Rewrite and add stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;inserter&#039;&#039;&#039; (also known as &#039;&#039;&#039;yellow inserter&#039;&#039;&#039;) can be used to transfer items between entities such as [[transport belt|transport belts]] and [[stone furnace|stones furnaces]]. It is the most basic electric inserter.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[fast inserter]], the inserter is not able to pick up items from [[express transport belt|express transport belts]] or from the farthest sides of any turning transport belt.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
* Inserter stack size bonus research is now only used for [[stack inserter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from [[splitter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from [[Roboport]]s and [[Beacon]]s.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimization, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&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;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] for their throughput.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Locomotive&amp;diff=134249</id>
		<title>Infobox:Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Locomotive&amp;diff=134249"/>
		<updated>2017-01-25T18:52:12Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Clean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category=Machinery&lt;br /&gt;
|category-name=Machine&lt;br /&gt;
|health=1000&lt;br /&gt;
|stack-size=5&lt;br /&gt;
|storage-size=3 (Fuel Only)&lt;br /&gt;
|energy=600 kW burner&lt;br /&gt;
|recipe=time, 0.5 + steel plate, 30 + electronic circuit, 10 + engine unit, 20&lt;br /&gt;
|total-raw=time, 436.8 + iron plate, 30 + copper plate, 15 + steel plate, 50&lt;br /&gt;
|required-technologies=Railway&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_signal&amp;diff=134240</id>
		<title>Rail signal</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_signal&amp;diff=134240"/>
		<updated>2017-01-25T16:14:16Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Use third-person perspective, move external links to section, replace model railway analogy with concise explanations, update circuit network section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Rail_signal/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;rail signal&#039;&#039;&#039; divides rails into &#039;&#039;blocks&#039;&#039; and allows [[diesel locomotive|locomotives]] to react to other locomotives allowing multiple trains use the same rails without colliding. Blocks span all connected rails regardless if a train can actually travel between them.&lt;br /&gt;
&lt;br /&gt;
[[File:Rail_blocks.png|thumb|Signals dividing rails into blocks. Each block is highlighted with a different color.]]&lt;br /&gt;
&lt;br /&gt;
== Direction ==&lt;br /&gt;
Which block a signal monitors depends on which side of a rail it is placed. When a signal is on the right-hand side of the track it monitors the block in front of it. When placing rail signals the the opposite signal positions will be highlighted in white. If a signal doesn&#039;t have a signal opposite of it locomotives will only be allowed to travel in the direction that has a signal on the right-hand side.&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
Rail signals have four states:&lt;br /&gt;
; Green&lt;br /&gt;
: The monitored block is empty&lt;br /&gt;
; Orange&lt;br /&gt;
: A train is not able to stop before the monitored block and will pass the signal. The [[debug mode|debug option]] &amp;lt;code&amp;gt;show_train_stop_point&amp;lt;/code&amp;gt; can be used to see the distance locomotives need to stop.&lt;br /&gt;
; Red&lt;br /&gt;
: The monitored block is not empty or another signal monitoring it is orange.&lt;br /&gt;
; Blinking&lt;br /&gt;
: The signal is not on a rail or the monitored block is also the block before the signal&lt;br /&gt;
&lt;br /&gt;
When a signal is red locomotives will stop before it. A [[rail chain signal]] can be used to make locomotives stop earlier.&lt;br /&gt;
&lt;br /&gt;
== Circuit network ==&lt;br /&gt;
[[File:Rail_signal_circuit_network_gui.png|thumb|The interface for configuring a circuit network connection for a rail signal.]]&lt;br /&gt;
A circuit network condition can be configured that when true will make the rail signal red.&lt;br /&gt;
&lt;br /&gt;
A rail signal can also output three different signals depending on if it is in its green, orange or red state. If a rail signal is red because of a circuit network condition the rail signal won&#039;t output a circuit network signal.&lt;br /&gt;
&lt;br /&gt;
== Creating pass-by stations ==&lt;br /&gt;
Rail signals can be used to create pass-by stations. Pass-by stations can enable more traffic on a single, long rail and can be creating by splitting a single rail into two rails parallel to each other. One of the split rails should have rail signals at the beginning and end on the right-hand side going forward and the other should have rail signals at the beginning and end on the right-hand side going backward.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Train]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://imgur.com/a/zG13U#0 Tutorial image album on rail signals]&lt;br /&gt;
* [http://wiki.openttd.org/Signals#Block_signals Block signals in the game OpenTTD]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Railway_signalling#Block_signalling Block signals in real life]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Rail_signal_circuit_network_gui.png&amp;diff=134234</id>
		<title>File:Rail signal circuit network gui.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Rail_signal_circuit_network_gui.png&amp;diff=134234"/>
		<updated>2017-01-24T21:02:27Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Screenshot of the circuit network connection GUI for the rail signal with both modes of operation active.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the circuit network connection GUI for the rail signal with both modes of operation active.&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Rail_blocks.png&amp;diff=134233</id>
		<title>File:Rail blocks.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Rail_blocks.png&amp;diff=134233"/>
		<updated>2017-01-24T20:51:34Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Replacement for Rail_blocks.jpg, more variation in block shape and clearer highlights.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Replacement for Rail_blocks.jpg, more variation in block shape and clearer highlights.&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=134189</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=134189"/>
		<updated>2017-01-22T11:40:01Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Fix broken links (sorry)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Car/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;car&#039;&#039;&#039; is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[biters]]. Cars have a vehicle machine gun that can fire five tiles farther than the [[submachine gun]], 80 slots of storage and 200 health, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small [[biter|biters]] and trees can be safely rammed but colliding with big biters and [[wall|walls]] can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
Since [[engine unit|engine units]] can only be built in [[assembling machine|assembling machines]] cars cannot be built entirely by hand from raw materials.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
&lt;br /&gt;
; Steamrolled&lt;br /&gt;
: Destroy 10 spawners by impact.&lt;br /&gt;
&lt;br /&gt;
== Using cars as storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, move along conveyer belts and interact with [[inserter|inserters]]. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 as small trains].&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won&#039;t have any effect after a brake.&lt;br /&gt;
{|&lt;br /&gt;
!Action&lt;br /&gt;
!Control&lt;br /&gt;
!Default binding&lt;br /&gt;
|-&lt;br /&gt;
|Enter/Leave&lt;br /&gt;
|Enter/Leave vehicle&lt;br /&gt;
|Return&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate forward&lt;br /&gt;
|Move up&lt;br /&gt;
|W&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate backwards&lt;br /&gt;
|Move down&lt;br /&gt;
|S&lt;br /&gt;
|-&lt;br /&gt;
|Steer right&lt;br /&gt;
|Move right&lt;br /&gt;
|D&lt;br /&gt;
|-&lt;br /&gt;
|Steer left&lt;br /&gt;
|Move left&lt;br /&gt;
|A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.11|&lt;br /&gt;
* Cars collide with objects&lt;br /&gt;
}}&lt;br /&gt;
{{history|0.6.0|2=&lt;br /&gt;
&amp;lt;!-- There is no simple way to escape equal signs. Thanks MediaWiki... --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;New car graphics ([http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3087 old])&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=134188</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=134188"/>
		<updated>2017-01-22T11:39:28Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Fix capitalization, links not including S, remove &amp;quot;you&amp;quot;, add history section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Car/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;car&#039;&#039;&#039; is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[biters]]. Cars have a vehicle machine gun that can fire five tiles farther than the [[submachine gun]], 80 slots of storage and 200 health, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small [[biter|biters]] and trees can be safely rammed but colliding with big biters and [[wall|walls]] can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
Since [[engine units]] can only be built in [[assembling machines]] cars cannot be built entirely by hand from raw materials.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
&lt;br /&gt;
; Steamrolled&lt;br /&gt;
: Destroy 10 spawners by impact.&lt;br /&gt;
&lt;br /&gt;
== Using cars as storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, move along conveyer belts and interact with [[inserter|inserters]]. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 as small trains].&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won&#039;t have any effect after a brake.&lt;br /&gt;
{|&lt;br /&gt;
!Action&lt;br /&gt;
!Control&lt;br /&gt;
!Default binding&lt;br /&gt;
|-&lt;br /&gt;
|Enter/Leave&lt;br /&gt;
|Enter/Leave vehicle&lt;br /&gt;
|Return&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate forward&lt;br /&gt;
|Move up&lt;br /&gt;
|W&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate backwards&lt;br /&gt;
|Move down&lt;br /&gt;
|S&lt;br /&gt;
|-&lt;br /&gt;
|Steer right&lt;br /&gt;
|Move right&lt;br /&gt;
|D&lt;br /&gt;
|-&lt;br /&gt;
|Steer left&lt;br /&gt;
|Move left&lt;br /&gt;
|A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.11|&lt;br /&gt;
* Cars collide with objects&lt;br /&gt;
}}&lt;br /&gt;
{{history|0.6.0|2=&lt;br /&gt;
&amp;lt;!-- There is no simple way to escape equal signs. Thanks MediaWiki... --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;New car graphics ([http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3087 old])&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Metarmask/history_test_2&amp;diff=134187</id>
		<title>User:Metarmask/history test 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Metarmask/history_test_2&amp;diff=134187"/>
		<updated>2017-01-22T11:26:03Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Created page with &amp;quot;{{User:Metarmask/history test|0.0.1| * List item one * List item two * List item three }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Metarmask/history test|0.0.1|&lt;br /&gt;
* List item one&lt;br /&gt;
* List item two&lt;br /&gt;
* List item three&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Metarmask/history_test&amp;diff=134186</id>
		<title>User:Metarmask/history test</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Metarmask/history_test&amp;diff=134186"/>
		<updated>2017-01-22T11:25:00Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Created page with &amp;quot;&amp;lt;ul&amp;gt;     &amp;lt;li class=&amp;quot;history-description&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;{{{1}}}&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/li&amp;gt;     {{{2}}} &amp;lt;/ul&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
    &amp;lt;li class=&amp;quot;history-description&amp;quot;&amp;gt;&#039;&#039;&#039;{{{1}}}&#039;&#039;&#039;:&amp;lt;/li&amp;gt;&lt;br /&gt;
    {{{2}}}&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=134003</id>
		<title>Equipment modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=134003"/>
		<updated>2017-01-18T20:46:41Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Remove disambiguation, shorten, add more info, fix list formatting, change name to match in-game name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} &lt;br /&gt;
&lt;br /&gt;
Equipment modules can be added to [[modular armor]] and [[power armor]] and give the player various bonuses. Bonuses stack and can be combined with each other to suit the wearer&#039;s personal preferences. Modules take up a certain amount of space in armor and some consume energy.&lt;br /&gt;
&lt;br /&gt;
All modules have their own technology that must be [[research|researched]] before they can be crafted. The following modules are available:&lt;br /&gt;
&lt;br /&gt;
* [[Basic exoskeleton equipment]]&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]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modular_armor&amp;diff=133969</id>
		<title>Modular armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modular_armor&amp;diff=133969"/>
		<updated>2017-01-18T20:30:06Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Improve sentences, add info about increasing inventory size and how to open it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Modular armor/infobox}}&lt;br /&gt;
&lt;br /&gt;
Modular armor is the most basic armor that provides access to [[equipment modules]] and increases inventory size. The right mouse button can be used on the armor to open a grid for [[equipment modules]]. The grid has the dimensions 5x5.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Armor_modules&amp;diff=133968</id>
		<title>Armor modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Armor_modules&amp;diff=133968"/>
		<updated>2017-01-18T20:27:19Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Metarmask moved page Armor modules to Equipment modules: Name used in technology description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Equipment modules]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=133967</id>
		<title>Equipment modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=133967"/>
		<updated>2017-01-18T20:27:19Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Metarmask moved page Armor modules to Equipment modules: Name used in technology description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} &lt;br /&gt;
&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
Once the player has any modular armor they gain access to various general purpose enhancements, which can be free added or removed from any armor which supports modules. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific &#039;&#039;best&#039;&#039; modules. Additionally, multiple modules of the same type will stack their effects.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor Modules&#039;&#039; may include:&lt;br /&gt;
&lt;br /&gt;
*[[Basic exoskeleton equipment]]&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]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_shield_MK2&amp;diff=133966</id>
		<title>Energy shield MK2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_shield_MK2&amp;diff=133966"/>
		<updated>2017-01-18T20:09:54Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Fix capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Energy shield MK2/infobox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;energy shield MK2&#039;&#039;&#039; generates a stronger protective shield around your character, absorbing a medium amount of [[damage]].&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from your armor. An cheaper version is [[energy shield]]. &lt;br /&gt;
&lt;br /&gt;
It takes 12.5 seconds to recharge from 0 to 150 HP. Multiple shields recharge simultaneously. &lt;br /&gt;
&lt;br /&gt;
The maximum shield recharge rate is ([number of energy shield MK2s] * 150 / 12.5) units per second, if enough power is provided by [[Modular_armor#Equipment|batteries]], [[Portable_solar_panel|solar panels]], or [[Portable_fusion_reactor|fusion reactors]]. The maximum rate is only reached when all shields are recharging at once, i.e., all shields are depleted except the last one (or all shields are depleted including the last one).&lt;br /&gt;
&lt;br /&gt;
e.g.:&lt;br /&gt;
* 4 energy shields MK2&lt;br /&gt;
* 2 portable fusion reactors&lt;br /&gt;
&lt;br /&gt;
# shield bar is full : recharge rate = 1/4 * maximum recharge rate&lt;br /&gt;
# shield 1/4 depleted: recharge rate = 2/4 * maximum recharge rate&lt;br /&gt;
# shield 2/4 depleted: recharge rate = 3/4 * maximum recharge rate&lt;br /&gt;
# shield 3/4 depleted: recharge rate = 4/4 * maximum recharge rate&lt;br /&gt;
&lt;br /&gt;
Adding a fifth energy shield MK2 would reduce the maximum recharge rate to 83.33%, because five shields drain 180kW while two reactors only provide 150kW. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Energy shield]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Automatic_control/Smart_bus&amp;diff=133965</id>
		<title>Talk:Automatic control/Smart bus</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Automatic_control/Smart_bus&amp;diff=133965"/>
		<updated>2017-01-18T19:12:19Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: /* Need for an unofficial term */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Need for an unofficial term ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see why this term is needed. From my understanding the only things circuit and logistic networks have in common is that machines can read and react to signals from them and that those signals most of the time are item counts of machines. Some machines can only connect to one of them which may make this term even more confusing. I would appreciate if someone could link me to any discussions about this as I couldn&#039;t find any. [[User:Metarmask|Metarmask]] ([[User talk:Metarmask|talk]]) 19:12, 18 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Combinators&amp;diff=133964</id>
		<title>Combinators</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Combinators&amp;diff=133964"/>
		<updated>2017-01-18T19:08:37Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Fix word case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
== Quick summary ==&lt;br /&gt;
Combinators are a component of the [[circuit network]] capable of generating, comparing or modifying signals on the network. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combinator&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Decider combinator]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Combinator&amp;diff=133963</id>
		<title>Combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Combinator&amp;diff=133963"/>
		<updated>2017-01-18T19:07:08Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Change to redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Combinators]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Automatic_control/Devices&amp;diff=133962</id>
		<title>Talk:Automatic control/Devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Automatic_control/Devices&amp;diff=133962"/>
		<updated>2017-01-18T18:57:38Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Add missing signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Move to item pages ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be more useful if made into a category. People looking at an item&#039;s wiki page may be looking for the information there. [[User:Metarmask|Metarmask]] ([[User talk:Metarmask|talk]]) 18:57, 18 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Automatic_control/Devices&amp;diff=133961</id>
		<title>Talk:Automatic control/Devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Automatic_control/Devices&amp;diff=133961"/>
		<updated>2017-01-18T18:57:05Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: /* Move to item pages */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Move to item pages ==&lt;br /&gt;
&lt;br /&gt;
I think this page would be more useful if made into a category. People looking at an item&#039;s wiki page may be looking for the information there.&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Combinator&amp;diff=133960</id>
		<title>Combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Combinator&amp;diff=133960"/>
		<updated>2017-01-18T18:53:50Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Created page with &amp;quot;{{Languages}}  {{disambiguation}}  &amp;#039;&amp;#039;Combinator&amp;#039;&amp;#039; may refer to:  * Arithmetic combinator * Decider combinator * Constant combinator&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Combinator&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Technology_Screen.png&amp;diff=133950</id>
		<title>File:Technology Screen.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Technology_Screen.png&amp;diff=133950"/>
		<updated>2017-01-17T20:05:19Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Metarmask moved page File:List of Tectnologies 1.png to File:Technology Screen.png: Name used in controls settings, &amp;quot;list of technologies&amp;quot; is just one part of the GUI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of Tectnologies at new game.&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Research&amp;diff=133949</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Research&amp;diff=133949"/>
		<updated>2017-01-17T19:59:48Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Shorten, clarify, move achievements section, add note about multiplayer, add function for calculating time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039; is used to unlock recipes, [[bonuses]] and more technologies to research. Research is performed by [[lab|labs]] consuming different types of [[science pack|science packs]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Only one technology can be researched at once in single player. In multiplayer research progress is shared between [[Multiplayer#PvP|forces]]. The technology that labs will research is changed using the technology screen which can be accessed by pressing T.&lt;br /&gt;
&lt;br /&gt;
[[File:List_of_Tectnologies_1.png|thumb|The technology screen]]&lt;br /&gt;
&lt;br /&gt;
Research progress for a technology is divided into &#039;&#039;units&#039;&#039;. Each unit has a time and a science pack cost. When research is in progress labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.&lt;br /&gt;
&lt;br /&gt;
The time a technology will take to research can be calculated using this function:&lt;br /&gt;
&lt;br /&gt;
 time = (time cost * units / labs) seconds&lt;br /&gt;
&lt;br /&gt;
[[File:res.png|frame|The progress bar shown in the top right corner of the game when research is in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Automation ===&lt;br /&gt;
&lt;br /&gt;
Crafting science packs by hand is not feasible because of the amount of resources and time needed to craft them. They may act as an incentive to automate which continues on throughout the game.&lt;br /&gt;
&lt;br /&gt;
The insertion of science packs into labs may be automated using [[inserters]] and [[transport belt|transport belts]] as shown in the following screenshots.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_R_G_packs.png]]&lt;br /&gt;
&lt;br /&gt;
The following screenshot shows how all four types of science packs can be inserted from two conveyor belts.&lt;br /&gt;
&lt;br /&gt;
[[File:5_5_Labs_all_packs.png]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
; Tech maniac&lt;br /&gt;
: Research all technologies&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Technology tree]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6257&amp;amp;p=49091#p49091 About needed time for one research]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7913 Total Research Cost]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=8977 Science Pack Production vs. Number of Laboratories] - about the needed number of assemblies for each type of science pack.&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Technology_Screen.png&amp;diff=133948</id>
		<title>File:Technology Screen.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Technology_Screen.png&amp;diff=133948"/>
		<updated>2017-01-17T18:49:39Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Metarmask uploaded a new version of File:List of Tectnologies 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of Tectnologies at new game.&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_switch&amp;diff=133930</id>
		<title>Power switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_switch&amp;diff=133930"/>
		<updated>2017-01-16T22:31:58Z</updated>

		<summary type="html">&lt;p&gt;Metarmask: Clarify and restructure, fix image link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{stub|Note: Needs deeper explanations, pictures}}&lt;br /&gt;
&lt;br /&gt;
{{:Power switch/infobox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power switch is a machine used to toggle connections between copper cables. The machine can be controlled by [[Circuit network|circuit]] and [[Logistic network|logistics]] networks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The power switch has two sides on which [[copper cable|copper cables]] may be attached. The switch can be either on or off. Sparks are emitted from the machine while on and electricity may flow between the copper cables attached to it. Copper cables can be attached to the sides of a power switch by holding them and using the left mouse button on the switch.&lt;br /&gt;
&lt;br /&gt;
The switch has no effect if other connections between the two sides exist. Cables may have to be isolated manually using methods such as clearing all cables on an electric pole by holding shift while using the left mouse button. Another method of isolating cables is to remove individual cables from electric poles by holding copper cable and using the left mouse button on the poles it&#039;s connected to.&lt;br /&gt;
&lt;br /&gt;
[[File:Power_switch_toggle.gif|thumb|An animated image showing a power switch connecting two [[Substation|substations]] toggling between its on and off state.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Added power switch}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-115 Friday Facts 115: The power switch]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Metarmask</name></author>
	</entry>
</feed>