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	<updated>2026-08-21T16:23:42Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=191431</id>
		<title>Debug mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Debug_mode&amp;diff=191431"/>
		<updated>2023-05-31T14:48:10Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:debug_during_play.png|thumb|250px|right|Debug mode, with some of its features enabled.]]The &#039;&#039;debug mode&#039;&#039; is used mainly by developers and modders to analyze the running state of the game. It can be enabled to show detailed information about the game world. The default key to enable debug mode is {{keybinding|F5}}.&lt;br /&gt;
&lt;br /&gt;
For example, one can:&lt;br /&gt;
* See the path the [[Enemies#Biters|biters]] are coming from and where they plan to target,&lt;br /&gt;
* See the position / coordinates of the cursor,&lt;br /&gt;
* See a grid-overlay for the [[map structure|tile]]s and [[Map_structure#Chunk|chunks]],&lt;br /&gt;
* See the blocks in a railway network,&lt;br /&gt;
* See additional non-game related information, such as Updates Per Second and FPS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In addition to this internal debugging tool there are also third-party debugging tools contributed by the community available on the [https://forums.factorio.com/viewforum.php?f=135 Factorio sub-forum for mod development tools].&lt;br /&gt;
&lt;br /&gt;
== Activate the debug mode ==&lt;br /&gt;
&lt;br /&gt;
There are 2 debug-levels:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Always&#039;&#039;&#039; - This is the default mode, if no mode is active. Keep very few things active here.&lt;br /&gt;
* &#039;&#039;&#039;Debug&#039;&#039;&#039; - Toggled by pressing {{keybinding|F5}}. Allows to toggle the debug overlays.&lt;br /&gt;
&lt;br /&gt;
== Configuring the debug mode ==&lt;br /&gt;
&lt;br /&gt;
To configure the 2 modes, press {{keybinding|F4}}. This opens up a menu with many options. You can move this menu with the mouse, if it hides some interesting underlying thing. You can switch between 2 folders, which reflects the option for that debug-mode (&amp;quot;always&amp;quot;, &amp;quot;debug&amp;quot;). The options are the same for each mode. Each mode can be configured to the user&#039;s liking, the different modes are only for convenience. A search function ({{Keybinding|ctrl|F}}) is available.&lt;br /&gt;
&lt;br /&gt;
== List of debug-options and their function ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option !! Description&lt;br /&gt;
|-&lt;br /&gt;
| show-fps || Will show the current frames-per-second and updates per second, short &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt; and &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt;. Should be normally about 60.&lt;br /&gt;
|-&lt;br /&gt;
| show-clock || Shows a real time clock.&lt;br /&gt;
|-&lt;br /&gt;
| show-detailed-info ||&lt;br /&gt;
* Shows the cursor position in [[Map_structure#Tile|tiles]] (and subdivisions of that).&lt;br /&gt;
* Current resolution and zoom.&lt;br /&gt;
* How many objects are on the screen (painted by the graphic card).&lt;br /&gt;
* How many entities, chunks and paths are in the game and used.&lt;br /&gt;
|-&lt;br /&gt;
| show-time-usage ||&lt;br /&gt;
* Internal statistics about how long some calculations take, in milliseconds per [[Time#Ticks|tick]].&lt;br /&gt;
* Time is shown as average/min/max of the last 100 ticks, interval can be changed with /perf-avg-frames.&lt;br /&gt;
* Minimum values exclude zeroes (e.g. from ticks where no mod hooks were run).&lt;br /&gt;
* Overall calculation delays (some are parallel) must be under 16.6 ms to maintain normal framerate at 1x speed with 60 ticks per second.&lt;br /&gt;
* The Top section of metrics cover the wider game engines activities. The middle Update section relates to running the simulation for a tick. The bottom Map Generator section relates to the map generation activity.&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-time-usage ||&lt;br /&gt;
|-&lt;br /&gt;
| show-gpu-time-usage ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sprite-counts || The counts of each sprite rendered on screen.&lt;br /&gt;
|-&lt;br /&gt;
| show-lua-object-statistics ||&lt;br /&gt;
|-&lt;br /&gt;
| show-heat-buffer-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-waiting-icon || When in a multiplayer game: if the game is currently waiting for the server to process.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-statistics || The latency information when in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-multiplayer-selection-rectangles || Allows to view selection rectangles of other players in multiplayer.&lt;br /&gt;
|-&lt;br /&gt;
| show-debug-info-in-tooltips || Shows additional information in the tooltips of entities, items, recipes, tiles etc. &lt;br /&gt;
|-&lt;br /&gt;
| show-resistances-in-tooltips-always || Show entity resitances in all entity tooltips instead of just tooltips of enemy entities and entities with [[Prototype/EntityWithHealth#hide_resistances|hide_resistances]] set to false.&lt;br /&gt;
|-&lt;br /&gt;
| hide-mod-guis || Hides GUIs added by mods. &lt;br /&gt;
|-&lt;br /&gt;
| show-tile-grid || Shows the borders of the [[Map_structure#Tile|tiles]] and [[Map_structure#Chunk|chunks]].&lt;br /&gt;
|-&lt;br /&gt;
| show-blueprint-grid ||&lt;br /&gt;
|-&lt;br /&gt;
| show-collision-rectangles || Shows the collision boxes of each entity (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-selection-rectangles || Shows the a blue box over each entity, if you hover over it, it will be selected.&lt;br /&gt;
|-&lt;br /&gt;
| show-render-rectangles || Shows the a pink box over each entity, if that is on your screen, the entity will be rendered.&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-boxes ||&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-positions ||&lt;br /&gt;
|-&lt;br /&gt;
| show-entity-velocities ||&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-entity-advanced-tiles || Shows on which advanced tiles (2×2 tiles) the entity is registered.&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-input-transport-belts || Shows which entities input into the selected transport line.&lt;br /&gt;
|-&lt;br /&gt;
| show-paths || The calculated paths for the biters in different colors.&lt;br /&gt;
|-&lt;br /&gt;
| show-path-requests ||&lt;br /&gt;
|-&lt;br /&gt;
| show-next-waypoint-bb || Shows waypoints for biters (in green), nearly the same info as the next.&lt;br /&gt;
|-&lt;br /&gt;
| show-target || Shows the current target of the biters (red).&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-group-info || Biter groups, which belong together (circles and lines belonging together)&lt;br /&gt;
|-&lt;br /&gt;
| show-unit-behavior-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pathfinder-fringe ||&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache || The source-positions of a path and about the length (?)&lt;br /&gt;
|-&lt;br /&gt;
| show-path-cache-paths ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-paths || Which path a train will follow.&lt;br /&gt;
|-&lt;br /&gt;
| show-rolling-stock-count || Shows inserter positions&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-connections || Shows rail connections.&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-joints ||&lt;br /&gt;
|-&lt;br /&gt;
| show-rail-segment-collision-boxes ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-stop-point || When a train slows down it shows the calculated point where it should halt&lt;br /&gt;
|-&lt;br /&gt;
| show-train-braking-distance || The distance a train will take to stop at its current speed&lt;br /&gt;
|-&lt;br /&gt;
| show-train-signals ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-repathing || Display a flying &amp;quot;repathed&amp;quot; text over a train whenever it repaths.&lt;br /&gt;
|-&lt;br /&gt;
| show-network-connected-entities || Displays the network-id of the electric network that a pole is connected to&lt;br /&gt;
|-&lt;br /&gt;
| show-circuit-network-numbers || Shows the number (and color) of circuit networks&lt;br /&gt;
|-&lt;br /&gt;
| show-energy-sources-networks || Which network-id an entity is connected to.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-state || Inserters, fish, turrets are turned to passive, if not used; Red = inactive, Purple = inactive when enemies aren&#039;t around (turrets etc), Green = inactive when player isn&#039;t around (fish). Passive entities consume less CPU power.&lt;br /&gt;
|-&lt;br /&gt;
| show-wakeup-lists || When an entity is sleeping in another entity it shows which entities it&#039;s sleeping in.&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-lines ||&lt;br /&gt;
|-&lt;br /&gt;
| show-transport-line-gaps ||&lt;br /&gt;
|-&lt;br /&gt;
| show-pollution-values || Shows the numeric pollution amount on each chunk.&lt;br /&gt;
|-&lt;br /&gt;
| show-active-entities-on-chunk-counts ||&lt;br /&gt;
Shows counts of active entities per chunk. They are divided into two categories:&lt;br /&gt;
* Blue = active when a player is around (e.g. fish)&lt;br /&gt;
* Green = active when enemies are around (e.g. turrets)&lt;br /&gt;
|-&lt;br /&gt;
| show-active-chunks || Shows in the map view, which chunks are &amp;quot;on&amp;quot;, unmarked chunks are not calculated.&lt;br /&gt;
|-&lt;br /&gt;
| show-polluted-chunks || Shows which chunks have pollution.&lt;br /&gt;
|-&lt;br /&gt;
| hide-chart-tags || Hides map tags.&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunks || Where is space left to spread the brood?. Goes from red (nearly no space) to green (space to expand).&lt;br /&gt;
|-&lt;br /&gt;
| show-enemy-expansion-candidate-chunk-values || Which chunks the enemies will try to expand into.&lt;br /&gt;
|-&lt;br /&gt;
| show-bad-attack-chunks ||&lt;br /&gt;
|-&lt;br /&gt;
| show-tile-variations || Shows, which tile-variation (1, 2 or 4 tile sized) is painted for which area of the map. Quite confusing, zoom in to see the meaning.&lt;br /&gt;
|-&lt;br /&gt;
| show-raw-tile-transitions || Turns connected textures for land and water off, so the distinction can easily be made.&lt;br /&gt;
|-&lt;br /&gt;
| show-fluid-box-fluid-info || How much fluid is in a pipe/storage tank, shows flow of liquid in pipes.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-info || Displays which sound of which entity is played and how loud.&lt;br /&gt;
|-&lt;br /&gt;
| show-environment-sound-area ||&lt;br /&gt;
|-&lt;br /&gt;
| show-selected-entity-audible-range ||&lt;br /&gt;
|-&lt;br /&gt;
| show-recently-played-sound-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-logistic-robot-targets ||&lt;br /&gt;
|-&lt;br /&gt;
| show-spidertron-movement ||&lt;br /&gt;
|-&lt;br /&gt;
| show-player-robots ||&lt;br /&gt;
|-&lt;br /&gt;
| show-fire-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-sticker-info ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-names ||&lt;br /&gt;
|-&lt;br /&gt;
| show-decorative-collision-rectangles ||&lt;br /&gt;
|-&lt;br /&gt;
| allow-increased-zoom ||&lt;br /&gt;
|-&lt;br /&gt;
| show-chunk-components ||&lt;br /&gt;
|-&lt;br /&gt;
| show-train-no-path-details || Chat shows extra info on pathfinder for no-pathing trains. [https://forums.factorio.com/viewtopic.php?p=567834#p567834]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Modding_tutorial&amp;diff=191430</id>
		<title>Tutorial:Modding tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Modding_tutorial&amp;diff=191430"/>
		<updated>2023-05-31T14:28:36Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tutorials range from teaching the first steps of modding to in-depth explanations of individual mechanics:&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial:Modding tutorial/Gangsir|Modding tutorial/Gangsir]] — A simple modding tutorial that suits beginners well.&lt;br /&gt;
* [[Tutorial:Mod structure|Mod structure]] — More details on how mods need to be structured in order to be loaded by the game.&lt;br /&gt;
* [[Tutorial:Scripting|Scripting]] — A small tutorial that focuses on run-time scripting and provides some info on how to use the story script.&lt;br /&gt;
* [[Tutorial:Mod settings|Mod settings]] — A comprehensive tutorial about how to create and use mod settings.&lt;br /&gt;
* [[Tutorial:Localisation|Localisation]] — A tutorial about how to format and use localisation, which is how mods are translated.&lt;br /&gt;
* [[Tutorial:Inspecting a live mod|Inspecting a live mod]] — An annotated tour of a mod that is live on the mod portal right now.&lt;br /&gt;
* [[Tutorial:Mod changelog format|Mod changelog format]] — The formatting requirements for the mod changelog.txt file.&lt;br /&gt;
* [[Tutorial:Script interfaces|Script interfaces]] — A small tutorial about script interfaces ([http://lua-api.factorio.com/latest/LuaRemote.html LuaRemote]) and custom keyboard shortcuts.&lt;br /&gt;
* [https://togos.github.io/togos-example-noise-programs/ Noise Expressions] — A tutorial about generating terrain, complete with [https://mods.factorio.com/mod/togos-example-noise-programs example mod].&lt;br /&gt;
* [https://github.com/ClaudeMetz/UntitledGuiGuide/wiki Untitled GUI Guide] — A tutorial about building custom interfaces that also expands into more advanced parts of GUI modding.&lt;br /&gt;
&lt;br /&gt;
=== Additional info ===&lt;br /&gt;
* [[Tutorial:Modding FAQ|Modding FAQ]]&lt;br /&gt;
* [[Prototype definitions|Prototype documentation]]&lt;br /&gt;
* [[Scenario system]] — Save-based mods (&amp;quot;soft mods&amp;quot;) and their limitations&lt;br /&gt;
* [http://lua-api.factorio.com/latest/ Factorio API Documentation] — Documentation of the runtime api&lt;br /&gt;
* [https://lua-api.factorio.com/latest/Migrations.html Migrations guide] — All information about mod migrations&lt;br /&gt;
* [https://github.com/wube/factorio-data Factorio data github repository] — Tracks changes of the lua prototype definitions in Factorio in between releases.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
=== Third-Party Tools ===&lt;br /&gt;
&lt;br /&gt;
There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging.&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=135 Factorio sub-forum for mod development tools]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
* [[:Category:Technical]] — Documentation of technical formats and API&#039;s not related to modding&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding&amp;diff=191429</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding&amp;diff=191429"/>
		<updated>2023-05-31T14:27:10Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: /* Creating mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This page tells you how to download and install mods, and gives a quick overview of what you should keep in mind when creating a mod. For more detailed instructions on creating mods, you may view the [[Tutorial:Modding_tutorial| modding tutorial page]]. If you are looking for the modding API, check out the [http://lua-api.factorio.com/latest/ official Factorio Lua API documentation] website. If you wish to know where to install a mod which is in a zipped format, please read the instructions on the [[Application_directory|application directory]] page.&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; installing mods ==&lt;br /&gt;
&lt;br /&gt;
You can download the mods from the following places:&lt;br /&gt;
&lt;br /&gt;
* Mod portal (in-game)&lt;br /&gt;
* [https://mods.factorio.com/ Mod portal (website)]&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b Mod subforum]&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (in-game) ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mods&amp;quot; section of the main menu is the best way to get mods. It combines downloading &amp;amp; installing, checking installed mods for updates, and enabling/disabling installed mods.&lt;br /&gt;
&lt;br /&gt;
=== Mod portal (website) ===&lt;br /&gt;
&lt;br /&gt;
The [https://mods.factorio.com/ mod portal (website)] is the center of mod hosting, where authors upload mods, and you can find previous versions, and discussions. Mods come as ZIP files, installed by copying (not unzipping) into the &amp;quot;mods&amp;quot; directory in the [[Application_directory#User_Data_directory|user data directory]]. Verify a successful installation by viewing the &amp;quot;Mods&amp;quot; list through the main menu, in-game.&lt;br /&gt;
&lt;br /&gt;
=== Mod subforum ===&lt;br /&gt;
&lt;br /&gt;
Mod authors maintain threads in the official [https://forums.factorio.com/viewforum.php?f=14&amp;amp;sid=68de6ef9ee46dcd7566653335917752b mod subforum] to support their work. There may be experimental mods or updates here that aren&#039;t available on the main portal. They will be downloaded as ZIP files, either as forum &amp;quot;attachments&amp;quot;, or with a link to a hosting site. These are installed the same way as mods downloaded from the portal.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
&lt;br /&gt;
Many mods use Factorio&#039;s base mod as their only dependency which you do not have to install separately. However, some mods may require you to install other mods for them to work and can also make suggestions for you to install other mods for them to extend their functionality.&lt;br /&gt;
&lt;br /&gt;
==== Required dependency ====&lt;br /&gt;
&lt;br /&gt;
When a mod you installed requires you to install another mod for it to work, the other mod, in this case, is a required dependency. The in-game mod portal automatically downloads required dependencies when downloading any mod.&lt;br /&gt;
&lt;br /&gt;
==== Optional dependency ====&lt;br /&gt;
&lt;br /&gt;
When a mod makes a suggestion to install another mod, but if it does not need that other mod for it to work, the other mod, in this case, is an optional dependency. You can install the optional dependencies which extend the functionality of a mod to enhance your gaming experience with the mod.&lt;br /&gt;
&lt;br /&gt;
==== Incompatibility ====&lt;br /&gt;
&lt;br /&gt;
The dependencies can also be used to declare a mod to be incompatible with other mods, which prevents them from being loaded together.&lt;br /&gt;
&lt;br /&gt;
== Creating mods ==&lt;br /&gt;
: &#039;&#039;See also: [[Tutorial:Modding tutorial|Modding tutorial]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== API documentation ===&lt;br /&gt;
&lt;br /&gt;
* [[Prototype definitions|Prototype documentation]] — What prototypes can be added to the game, and what are their properties&lt;br /&gt;
* [http://lua-api.Factorio.com/latest Documentation of the runtime API] — Hook into events and change the world around the player.&lt;br /&gt;
* [[Tutorial:Mod structure|Mod structure]] — The basic structure of all mods&lt;br /&gt;
* [https://github.com/wube/factorio-data Factorio data github repository] — Tracks changes of the Lua prototype definitions in Factorio between releases.&lt;br /&gt;
* [[Data.raw]] — Lists the names and types of all built-in prototypes&lt;br /&gt;
&lt;br /&gt;
=== Lua scripting ===&lt;br /&gt;
&lt;br /&gt;
You need to use the Lua programming language (version 5.2.1) to create any mods in Factorio. The game&#039;s mod system injects your code into the startup and to the data construction stage of the game. You can use any text editor to write the code for your mod. Well-known text editors that offer syntax highlighting for Lua are Notepad++ and Sublime Text.&lt;br /&gt;
&lt;br /&gt;
Useful resources for Lua:&lt;br /&gt;
&lt;br /&gt;
* [http://lua-users.org/wiki/TutorialDirectory Lua tutorial]&lt;br /&gt;
* [https://www.lua.org/manual/5.2/ Lua reference manual]&lt;br /&gt;
* [https://repl.it/languages/lua Lua REPL] : A Lua read-eval-print-loop, essentially a sandbox.&lt;br /&gt;
&lt;br /&gt;
=== Licensing ===&lt;br /&gt;
&lt;br /&gt;
Every mod requires a license since Factorio &#039;&#039;&#039;v0.11&#039;&#039;&#039;. If a mod has no license, it is assumed to have a Creative Commons license — [http://creativecommons.org/licenses/by-nc/4.0 Attribution-Noncommercial 4.0 International (CC BY-NC 4.0)]. However, it is possible to purposely make the mod [https://choosealicense.com/licenses/unlicense/ unlicensed], to allow the code within it to be available to the public domain. The most popular distribution licenses for Factorio mods are the [https://choosealicense.com/licenses/mit/ MIT license] and the [https://choosealicense.com/licenses/gpl-3.0/ GPLv3] license.&lt;br /&gt;
&lt;br /&gt;
Other useful legal links include:&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=6202&amp;amp;p=48971#p48968 Forum post on allowed use of base-mod content]&lt;br /&gt;
* [http://www.factorio.com/terms-of-service Factorio terms of service]&lt;br /&gt;
* [https://choosealicense.com/licenses/ Choose a license]&lt;br /&gt;
&lt;br /&gt;
=== Third-Party Tools ===&lt;br /&gt;
&lt;br /&gt;
There is a wide variety of tools contributed by community members to help in mod development, such as plugins for IDEs to provide auto-completion, debuggers, as well as scripts to automate common tasks regarding translations or packaging.&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewforum.php?f=135 Factorio sub-forum for mod development tools]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Technical]] — Documentation of technical formats and API&#039;s not related to modding&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=191404</id>
		<title>Rich text</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=191404"/>
		<updated>2023-05-27T13:48:41Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: add an example of how to reach the utility sprites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Rich text formatting in allows the use of tags within most of the game&#039;s textboxes to change the visual formatting of text or to embed interactable images/entities. Predefined text tags are employed for this purpose.&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
&lt;br /&gt;
Tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations.&lt;br /&gt;
Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into [[console|chat]].&lt;br /&gt;
&lt;br /&gt;
Shift clicking most things with the console open will insert a tag for that thing into chat. The chat and many other textboxes in the game have a button on the right edge that opens an icon selector. This can be used to easily insert rich text tags of recipes, items, fluids, virtual signals and entities into the textbox.&lt;br /&gt;
&lt;br /&gt;
When used in chat, the tag image will be followed by a text description, except for the img tag.&lt;br /&gt;
Used elsewhere only the image is shown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;.&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
[img=&amp;lt;i&amp;gt;sprite-prototype-name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [img=item.iron-plate]&amp;lt;br&amp;gt;&lt;br /&gt;
[img=quantity-time]&amp;lt;br&amp;gt;&lt;br /&gt;
[img=utility/played_green]&lt;br /&gt;
| [[File:Iron_plate.png|28px]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Time_icon.png|28px]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Played green.png|28px]]&lt;br /&gt;
| Embeds only a small inline game graphic. The period format must be used in game save names. This tag uses [https://lua-api.factorio.com/latest/Concepts.html#SpritePath sprite paths]:&lt;br /&gt;
&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt; is any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal, achievement, equipment or utility.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;: see below&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;sprite-prototype-name&amp;lt;/i&amp;gt; is the [[Data.raw#sprite|internal-name]] of a [[Prototype/Sprite|sprite prototype]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item=iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]] [Item: Iron plate]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the item&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [entity=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [entity=small-biter]&lt;br /&gt;
| [[File:Small_biter.png|28px]] [Entity: Small biter]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the entity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [technology=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [technology=logistics]&lt;br /&gt;
| [[File:Logistics_(research).png|28px]] [Technology: Logistics]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the technology&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [recipe=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [recipe=basic-oil-processing]&lt;br /&gt;
| [[File:Basic_oil_processing.png|28px]] [Recipe: Basic oil processing]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the recipe, usually the item name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item-group=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item-group=combat]&lt;br /&gt;
| [[File:Item-group_military.png|28px]] [Item Group: Combat]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is any of: logistics, production, intermediate-products, combat, fluids or signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [fluid=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [fluid=water]&lt;br /&gt;
| [[File:Water.png|28px]] [Fluid: Water]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the fluid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [tile=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [tile=grass-3]&lt;br /&gt;
| [[File:Grass_3.png|28px]] [Tile: Grass 3]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the tile, usually the lowercase name with hyphens replacing spaces as written from the map editor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [virtual-signal=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [virtual-signal=signal-A]&lt;br /&gt;
| [[File:Signal-A.png|28px]] [Virtual Signal: Signal A]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the word signal followed by either an uppercase letter, number, color, each, everything or anything&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [achievement=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [achievement=minions]&lt;br /&gt;
| [[File:Minions-achievement.png|28px]] [Achievement: Minions]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the achievement, usually the lowercase name with hyphens replacing spaces&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [gps=&amp;lt;i&amp;gt;x,y&amp;lt;/i&amp;gt;]&lt;br /&gt;
[gps=&amp;lt;i&amp;gt;x,y,surface&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [gps=0,0]&lt;br /&gt;
| [[File:Map.png|28px]] [Location: 0,0]&lt;br /&gt;
| Embeds a map location and marks the location on the map of other players.&lt;br /&gt;
&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt; is the x point coordinate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt; is the y point coordinate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;surface&amp;lt;/i&amp;gt; is the current surface. Is only added if the player Ctrl+alt clicks on a surface that is not the default surface. When the player is on another surface than &amp;lt;i&amp;gt;surface&amp;lt;/i&amp;gt;, clicking the tag does nothing. Mods must handle this case with [https://lua-api.factorio.com/latest/events.html#on_player_clicked_gps_tag on_player_clicked_gps_tag]&lt;br /&gt;
|-&lt;br /&gt;
| [special-item=&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt;]&lt;br /&gt;
| &lt;br /&gt;
| [[File:Blueprint.png|28px]] [Blueprint]&lt;br /&gt;
| Embeds a blueprint. Players can get a blueprint item by clicking the icon.&lt;br /&gt;
&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt; is the blueprint string of a blueprint, deconstruction planner or upgrade planners&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [armor=&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [armor=Player] &lt;br /&gt;
| [[File:Power_armor_MK2.png|28px]] [Armor: Player]&lt;br /&gt;
| Embeds the armor of a player. Allows other players to see the equipment installed.&lt;br /&gt;
&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt; is the name of the player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train=93] &lt;br /&gt;
| [[File:Locomotive.png|28px]] [Train: 2]&lt;br /&gt;
| Embeds a reference to a train. Clicking the icon will open the train GUI for that train.&lt;br /&gt;
&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt; is the internal unit number of the train&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train-stop=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train-stop=100]&lt;br /&gt;
| [[File:Train_stop.png|28px]] [Train Stop: Trangar]&lt;br /&gt;
| Embeds a reference to a train stop. Clicking the icon will open the GUI for that train stop.&lt;br /&gt;
&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt; is the internal unit number of the train stop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [tooltip=&amp;lt;i&amp;gt;text,tooltip locale key&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [tooltip=Hover to see &amp;quot;Iron plate&amp;quot;,item-name.iron-plate]&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Iron plate&amp;quot;&amp;gt; [[File:Custom-tag-icon.png|28px]] Hover to see &amp;quot;Iron plate&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Shows the given &amp;lt;i&amp;gt;text&amp;lt;/i&amp;gt; with a &amp;lt;i&amp;gt;tooltip&amp;lt;/i&amp;gt; that is specified with a [[Tutorial:Localisation#Localising_simple_strings|locale key]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text modifiers ==&lt;br /&gt;
[[File:Fonts.png|right|thumbnail|100px|Different fonts displayed in-game. (Click to enlarge.)]]&lt;br /&gt;
&lt;br /&gt;
The color and font of text can be changed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| [color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[/color]&amp;lt;br&amp;gt;&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#rrggbb&amp;lt;/i&amp;gt;]...[/color]&amp;lt;br&amp;gt;&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#aarrggbb&amp;lt;/i&amp;gt;]...[/color]&amp;lt;br&amp;gt;&lt;br /&gt;
[color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[.color]&amp;lt;br&amp;gt;&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#rrggbb&amp;lt;/i&amp;gt;]...[.color]&amp;lt;br&amp;gt;&lt;br /&gt;
[color=&amp;lt;i&amp;gt;#aarrggbb&amp;lt;/i&amp;gt;]...[.color]&lt;br /&gt;
| [color=red]Red[/color] text&amp;lt;br&amp;gt;&lt;br /&gt;
[color=1,0,0]Red[/color] text&amp;lt;br&amp;gt;&lt;br /&gt;
[color=255,0,0]Red[/color] text&amp;lt;br&amp;gt;&lt;br /&gt;
[color=#ff0000]Red[/color] text&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; text&lt;br /&gt;
| &amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt; is a comma separated RGB color ranging from 0 to 1 or 0 to 255, or a color name&lt;br /&gt;
Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
|-&lt;br /&gt;
| [font=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[/font]&amp;lt;br&amp;gt;&lt;br /&gt;
[font=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[.font]&lt;br /&gt;
| [font=default-bold]Bold text[/font]&lt;br /&gt;
| &amp;lt;b&amp;gt;Bold text&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt; is the name of the [[Data.raw#font|Factorio font]] to render&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [[Data.raw]] for the list of internal names of recipes, technologies, fluids, etc.&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Played_green.png&amp;diff=191403</id>
		<title>File:Played green.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Played_green.png&amp;diff=191403"/>
		<updated>2023-05-27T13:47:55Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=145545</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=145545"/>
		<updated>2017-08-19T11:35:24Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: linkify first instances of damage and resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in four stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
[[Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
[[Spitters]] are much like [[Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The current (as of 0.14.22) default settings are:&lt;br /&gt;
&lt;br /&gt;
Percentual Increases:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| Tick                     || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units     || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner  || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Big Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; |  Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0      ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05   ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1    ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15   ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2    ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25   ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3    ||100.0%    ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35   ||71.25%    ||28.75%   ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4    ||50.0%     ||50.0%    ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45   ||33.75%    ||66.25%   ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5    ||20.0%     ||80.0%    ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55   ||7.6%      ||79.8%    ||12.6%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6    ||          ||79.0%    ||21.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65   ||          ||62.5%    ||37.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7    ||          ||38.25%   ||61.75%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75   ||          ||33.5%    ||66.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8    ||          ||29.5%    ||70.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85   ||          ||26.25%   ||73.25%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9    ||          ||24.0%    ||76.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95   ||          ||16.25%   ||58.75%   || 25%&lt;br /&gt;
|-&lt;br /&gt;
|1      ||          ||12.5%    ||50.0%    ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width:4em&amp;quot; | Factor&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Biter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Small Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Medium Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Big Spitter&lt;br /&gt;
!style=&amp;quot;width:5em&amp;quot; | Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0      ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.05   ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.1    ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.15   ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.2    ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.25   ||100.0%        ||         ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.3    ||41.25%        ||58.75%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.35   ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.4    ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.45   ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.5    ||              ||100.0%   ||         ||         ||&lt;br /&gt;
|-&lt;br /&gt;
|0.55   ||              ||66.0%    ||11.5%    ||22.5%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.6    ||              ||39.5%    ||39.5%    ||21.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.65   ||              ||17.5%    ||53.75%   ||28.75%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.7    ||              ||         ||65.0%    ||35.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.75   ||              ||         ||55.00%   ||45.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.8    ||              ||         ||45.0%    ||55.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.85   ||              ||         ||35.0%    ||65.0%    ||&lt;br /&gt;
|-&lt;br /&gt;
|0.9    ||              ||         ||23.75%   ||76.25%   ||&lt;br /&gt;
|-&lt;br /&gt;
|0.95   ||              ||         ||16.25%   ||58.75%   ||25.0%&lt;br /&gt;
|-&lt;br /&gt;
|1      ||              ||         ||12.5%    ||50.0%    ||37.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Resistance&amp;diff=145544</id>
		<title>Resistance</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Resistance&amp;diff=145544"/>
		<updated>2017-08-19T11:34:32Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: redirect Resistance directly to Damage#Resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Damage#Resistance]]&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Resistances&amp;diff=145543</id>
		<title>Resistances</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Resistances&amp;diff=145543"/>
		<updated>2017-08-19T11:34:09Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: redirect Resistances directly to Damage#Resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Damage#Resistance]]&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134716</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134716"/>
		<updated>2017-02-18T21:13:50Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: /* Priorities of robots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of different chests and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct researches, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also usable for a [[Circuit network]] by using wires, like [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
&lt;br /&gt;
Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they choose the first storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, and construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When choosing between chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901] This is however only true when an item is being requested, not when an item is sent away. [https://gfycat.com/HatefulUnlawfulErmine] In the case of items being sent into the logistics network distance does not matter, and the rules laid out above matter instead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134668</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134668"/>
		<updated>2017-02-16T17:32:36Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: /* Distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of different chests and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct researches, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also usable for a [[Circuit network]] by using wires, like [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
&lt;br /&gt;
Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they begin using a new storage chest. This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, and construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When choosing between chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901] This is however only true when an item is being requested, not when an item is sent away. [https://gfycat.com/HatefulUnlawfulErmine]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134232</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134232"/>
		<updated>2017-01-24T19:47:19Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: /* Distance */ turns out i was being misinformed here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of different chests and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct researches, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also usable for a [[Circuit network]] by using wires, like [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
&lt;br /&gt;
Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they begin using a new storage chest. This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, and construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When choosing between chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134230</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134230"/>
		<updated>2017-01-24T18:10:06Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: /* Priorities of robots */ orthography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of [[Logistic network/Chests|different chests]] and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct researches, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also usable for a [[Circuit network]] by using wires, like [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
&lt;br /&gt;
With v0.10.0, the bots are not longer destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they begin using a new storage chest. This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, and construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
Bots ignore distances between chests and request targets. Bots will fulfill requests from the very first chest they find that contains the required items, which can be right next to the target, or in the furthest corner of the logistics area. No check or sorting for distance is done.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134229</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=134229"/>
		<updated>2017-01-24T18:09:45Z</updated>

		<summary type="html">&lt;p&gt;Mithaldu: /* Priorities of robots */ a section stating clearly that logi bots ignore distance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of [[Logistic network/Chests|different chests]] and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct researches, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also usable for a [[Circuit network]] by using wires, like [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
&lt;br /&gt;
With v0.10.0, the bots are not longer destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they begin using a new storage chest. This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, and construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfil &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
Bots ignore distances between chests and request targets. Bots will fulfill requests from the very first chest they find that contains the required items, which can be right next to the target, or in the furthest corner of the logistics area. No check or sorting for distance is done.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>Mithaldu</name></author>
	</entry>
</feed>