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	<updated>2026-05-17T03:05:43Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=207138</id>
		<title>Storage chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=207138"/>
		<updated>2024-11-27T13:19:49Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* History */ noting when 2.0 behavior first appeared. It&amp;#039;s in 2.0.7 but not 1.1.110.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage chest}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;storage chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. [[Logistic robot]]s store any items taken out of the [[Player|player&#039;s]] logistic trash slots here, as well as items picked up from [[active provider chest]]s. [[Construction robot]]s will use stored items to repair damaged entities and construct [[ghost]]s, as well as storing items picked up as a result of a [[deconstruction planner|deconstruction order]]; this includes the [[wood]]/[[stone]]/[[coal]] from [[tree]]s &amp;amp; [[rock]]s which were in the way of a ghost placement, and any items in other chests or on belts or inside buildings such as [[assembling machine]]s when they are marked for deconstruction. Storage chests can be filtered to only accept one type of item from the logistic network.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; storage chests, [[buffer chest]]s &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* Logistic robots, and construction robots fulfilling deconstruction orders, will fill storage chests in the following priority: &lt;br /&gt;
*# Storage chests with a matching filter&lt;br /&gt;
*# Storage chests with a matching inventory&lt;br /&gt;
*# Storage chests with no filter and no inventory &lt;br /&gt;
*# Storage chests with no filter and a mismatched inventory&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:storage_logistic_robots_anim.gif|frame|none|Logistic robots placing items in storage chests.]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Storage chest gui.png|thumb|none|400px|Storage chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Matching filters are prioritized before matching inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New, animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Storage chests can be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage, and the last one is passive provider.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Logistic robots try to not mix different items in storage chests if possible.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=207113</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=207113"/>
		<updated>2024-11-26T18:47:54Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* List of Space Age DLC achievements */ Filled in criteria for finishing DLC from the 3 entries that didn&amp;#039;t have it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 57 in the base game, and an additional 31 when using [[Space Age]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode or no enemies mode disables the following achievements: &lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of original achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| This achievement is not disabled in peaceful mode, however pollution will not trigger attacks in peaceful mode.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| These three achievements refer to the Iron Throne, a large throne in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; made from many swords fused together with dragonfire.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to it.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, and a Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
|&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of achievements added in version 2.0 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If you hand craft your way up to mk2 assembling machines, placing a mk2 will -not- trigger this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
|&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| With map generation settings for patch richness and size set to minimum, mining out the minuscule stone starting patch triggers this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement becomes disabled if you manually destroy an enemy structure before destroying one using artillery, or if using no enemies or peaceful mode. &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age DLC achievements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to the Solar System Edge. Skipping past, by traveling towards the Shattered Planet, may not award the achievement. Set Solar System Edge as the destination.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Gran Torino movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from Predator (1987) movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Split Second movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to the Solar System Edge. Skipping past, by traveling towards the Shattered Planet, may not award the achievement. Set Solar System Edge as the destination.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to the Solar System Edge. Skipping past, by traveling towards the Shattered Planet, may not award the achievement. Set Solar System Edge as the destination.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement now have different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=206765</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=206765"/>
		<updated>2024-11-20T16:06:08Z</updated>

		<summary type="html">&lt;p&gt;Morsk: add 2 lines for more settings /* Enable long reach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;console&#039;&#039;&#039; is Factorio&#039;s in-game command-line interface. See [[command line parameters]] for the command line interface of the Factorio executable.&lt;br /&gt;
&lt;br /&gt;
The in-game console can be used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
&lt;br /&gt;
There are three types of commands:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[#Normal commands|Normal]]&#039;&#039;&#039; - Display information about the game and customize your experience.&lt;br /&gt;
* &#039;&#039;&#039;[[#Multiplayer commands|Multiplayer]]&#039;&#039;&#039; - Message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;[[#Scripting and cheat commands|Scripting/Cheating]]&#039;&#039;&#039; - Run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{Keybinding|grave}} key (&amp;lt;code&amp;gt;`&amp;lt;/code&amp;gt;). This is the key located to the left of the &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; key, above &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Settings menu → Controls → Toggle chat (and Lua console)&#039;&#039;&#039;.&lt;br /&gt;
When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console).&lt;br /&gt;
Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
The console supports [[rich text]] tags. These tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations. Ctrl + Alt-clicking the map or ground will automatically insert a GPS tag and post it into the console. Shift-clicking most things with the console open will insert a tag for that thing into the console.&lt;br /&gt;
&lt;br /&gt;
When the console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages).&lt;br /&gt;
Note that by default, all executed commands are made visible to all users. The fade-out time can be changed via &#039;&#039;&#039;Settings menu → Interface → Chat message delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The console can be cleared with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history. The {{keybinding|Tab}} key provides intelligent code completion on commands, options and player names.&lt;br /&gt;
&lt;br /&gt;
== Normal commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert&amp;gt;&lt;br /&gt;
| /alerts disable turret_fire&lt;br /&gt;
| Enables, disables, mutes, or unmutes the given  [[alerts|alert]] type. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage, train_out_of_fuel, fluid_mixing.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /clear&lt;br /&gt;
| /clear&lt;br /&gt;
| Clears the console.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /color &amp;lt;color&amp;gt;&lt;br /&gt;
| /color 20 255 255&lt;br /&gt;
| Changes your color. Can either be one of the pre-defined colors or [[:Wikipedia:RGB_color_space|RGB value]] in the format of “# # #”. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /evolution&lt;br /&gt;
| /evolution&lt;br /&gt;
| Prints info about the alien evolution factor.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /help [command]&lt;br /&gt;
| /help&lt;br /&gt;
| Prints a list of available commands, the optional argument can specify the command that should be described.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /h [command]&lt;br /&gt;
| /h&lt;br /&gt;
| Same as /help.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /mute-programmable-speaker &amp;lt;mute/unmute&amp;gt; &amp;lt;local/everyone&amp;gt;&lt;br /&gt;
| /mute-programmable-speaker mute local&lt;br /&gt;
| Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local client. Admins can use “everyone” to mute the sounds for everyone on the server.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /perf-avg-frames &amp;lt;number&amp;gt;&lt;br /&gt;
| /perf-avg-frames 100&lt;br /&gt;
| Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /permissions&lt;br /&gt;
| /permissions&lt;br /&gt;
| Opens the [[permissions]] GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /permissions &amp;lt;action&amp;gt; &amp;lt;parameters&amp;gt;&lt;br /&gt;
| /permissions add-player DeveloperGroup kovarex&lt;br /&gt;
| Available actions are add-player &amp;lt;group&amp;gt; &amp;lt;player&amp;gt;, create-group &amp;lt;name&amp;gt;, delete-group &amp;lt;group&amp;gt;, edit-group &amp;lt;group&amp;gt; &amp;lt;input_action&amp;gt; &amp;lt;true/false&amp;gt;, get-player-group &amp;lt;player&amp;gt;, remove-player &amp;lt;group&amp;gt; &amp;lt;player&amp;gt;, rename-group &amp;lt;group&amp;gt; &amp;lt;new_name&amp;gt; and reset&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /reset-tips&lt;br /&gt;
| /reset-tips&lt;br /&gt;
| Resets the state of the tips and tricks as if the game was just started for the first time.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /screenshot [x resolution] [y resolution] [zoom]&lt;br /&gt;
| /screenshot&lt;br /&gt;
| Takes a screenshot with the GUI hidden, centered on the player. It is saved in the &amp;quot;script-output&amp;quot; subfolder of your [[User data directory]].  Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /seed&lt;br /&gt;
| /seed&lt;br /&gt;
| Prints the starting map seed.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /time&lt;br /&gt;
| /time&lt;br /&gt;
| Prints info about how old the map is.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| Toggles logging all input actions performed by the game. This value isn’t persisted between game restarts and only affects your local game in multiplayer sessions.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| Used to investigate [[Desynchronization#Using_heavy_mode_command|desyncs]]. Will slow down the game and make multiplayer unplayable.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| Unlocks all [[shortcut bar]] items, including blueprint string import, copy &amp;amp; paste, deconstruction and upgrade planner.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unlock-tips&lt;br /&gt;
| /unlock-tips&lt;br /&gt;
| Unlocks all tips and tricks entries.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /version&lt;br /&gt;
| /version&lt;br /&gt;
| Prints the current game version.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multiplayer commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;message&amp;gt;&lt;br /&gt;
| Hello team!&lt;br /&gt;
| Console input that does not start with {{keybinding|/}} is shown as a chat message to your team.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /admin&lt;br /&gt;
| /admin&lt;br /&gt;
| Opens the player management GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /admins&lt;br /&gt;
| /admins&lt;br /&gt;
| Prints a list of game admins.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /ban xTROLLx Throwing grenades in base&lt;br /&gt;
| Bans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /bans&lt;br /&gt;
| /bans&lt;br /&gt;
| Prints a list of banned players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
| /banlist get&lt;br /&gt;
| Adds or removes a player from the banlist. Same as /ban or /unban.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /config&lt;br /&gt;
| /config&lt;br /&gt;
| Opens the server configuration GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /config &amp;lt;get/set&amp;gt; &amp;lt;option&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
| /config set password hunter2&lt;br /&gt;
| Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public. The units for the options afk-auto-kick and autosave-interval are in minutes.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
| /delete-blueprint-library everybody confirm&lt;br /&gt;
| Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /demote &amp;lt;player&amp;gt;&lt;br /&gt;
| /demote AzureDiamond&lt;br /&gt;
| Demotes the player from admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /ignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /ignore Cthon98&lt;br /&gt;
| Prevents the chat from showing messages from this player. Admin messages are still shown.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ignores&lt;br /&gt;
| /ignores&lt;br /&gt;
| Prints a list of ignored players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /kick xTROLLx Throwing grenades in base&lt;br /&gt;
| Kicks the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mute &amp;lt;player&amp;gt;&lt;br /&gt;
| /mute Cthon98&lt;br /&gt;
| Prevents the player from saying anything in chat.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mutes&lt;br /&gt;
| /mutes&lt;br /&gt;
| All players that are muted (can’t talk in chat).&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /open &amp;lt;player&amp;gt;&lt;br /&gt;
| /open AzureDiamond&lt;br /&gt;
| Opens another player’s inventory.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /o &amp;lt;player&amp;gt;&lt;br /&gt;
| /o AzureDiamond&lt;br /&gt;
| Same as /open.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /players [online/o/count/c]&lt;br /&gt;
| /players&lt;br /&gt;
| Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /p [online/o/count/c]&lt;br /&gt;
| /p o c&lt;br /&gt;
| Same as /players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /promote &amp;lt;player&amp;gt;&lt;br /&gt;
| /promote AzureDiamond&lt;br /&gt;
| Promotes the player to admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /purge &amp;lt;player&amp;gt;&lt;br /&gt;
| /purge Cthon98&lt;br /&gt;
| Clears all the messages from this player from the chat log.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /reply &amp;lt;message&amp;gt;&lt;br /&gt;
| /reply oh, really?&lt;br /&gt;
| Replies to the last player that whispered to you.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /r &amp;lt;message&amp;gt;&lt;br /&gt;
| /r oh, really?&lt;br /&gt;
| Same as /reply.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /server-save&lt;br /&gt;
| /server-save&lt;br /&gt;
| Saves the game on the server in a multiplayer game.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /shout &amp;lt;message&amp;gt;&lt;br /&gt;
| /shout Hello world!&lt;br /&gt;
| Sends a message to all players including other forces.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /s &amp;lt;message&amp;gt;&lt;br /&gt;
| /s Hello world!&lt;br /&gt;
| Same as /shout.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /swap-players &amp;lt;player&amp;gt; [player]&lt;br /&gt;
| /swap-players AzureDiamond&lt;br /&gt;
| Swaps your character with the given player’s character, or if two players are given swaps the two player characters.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unban &amp;lt;player&amp;gt;&lt;br /&gt;
| /unban xTROLLx&lt;br /&gt;
| Unbans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /unignore Cthon98&lt;br /&gt;
| Allows the chat to show messages from this player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unmute &amp;lt;player&amp;gt;&lt;br /&gt;
| /unmute Cthon98&lt;br /&gt;
| Allows the player to talk in chat again.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /whisper &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /whisper AzureDiamond that&#039;s what I see&lt;br /&gt;
| Sends a message to the specified player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /w &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /w AzureDiamond that&#039;s what I see&lt;br /&gt;
| Same as /whisper.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /whitelist &amp;lt;add/remove/get/clear&amp;gt; [player]&lt;br /&gt;
| /whitelist get&lt;br /&gt;
| Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for “player” when using “get” to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join.&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripting and cheat commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| /cheat [all/&amp;lt;planet-name&amp;gt;/&amp;lt;platform-name&amp;gt;/off]&lt;br /&gt;
| Researches all technologies and enables cheat mode (allowing free crafting of any item). &lt;br /&gt;
* Using the &#039;&#039;&#039;all&#039;&#039;&#039; option also gives the player some additional items.&lt;br /&gt;
* Specifying a &#039;&#039;planet-name&#039;&#039; or &#039;&#039;platform-name&#039;&#039; also moves the player to the origin of the specified planet or platform.&lt;br /&gt;
* Using the &#039;&#039;&#039;off&#039;&#039;&#039; option turns cheat mode off.&lt;br /&gt;
|-&lt;br /&gt;
| /command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed).&lt;br /&gt;
|-&lt;br /&gt;
| /c &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed).&lt;br /&gt;
|-&lt;br /&gt;
| /editor&lt;br /&gt;
| Toggles the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| /measured-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) and measures time it took.&lt;br /&gt;
|-&lt;br /&gt;
| /mc &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) and measures time it took.&lt;br /&gt;
|-&lt;br /&gt;
| /silent-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) without printing it to the console.&lt;br /&gt;
|-&lt;br /&gt;
| /sc &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) without printing it to the console.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
== Basic example scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(1234*5678)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.zoom=0.1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlock and research all technologies ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.research_all_technologies()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undo this with the command in the next section.&lt;br /&gt;
&lt;br /&gt;
Note: Specific technologies can be researched using the [[map editor]] by shift clicking the &amp;quot;start research&amp;quot; button on the technology GUI.&lt;br /&gt;
&lt;br /&gt;
=== Unresearch all technologies ===&lt;br /&gt;
This does not reset manually applied bonuses&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	tech.researched=false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Specific technologies can be unresearched using the [[map editor]] by clicking the &amp;quot;un-research&amp;quot; button on the technology GUI.&lt;br /&gt;
&lt;br /&gt;
=== Reset your force ===&lt;br /&gt;
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.reset()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Always show rail block visualization ===&lt;br /&gt;
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.game_view_settings.show_rail_block_visualisation = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Set all trains to Automatic mode ===&lt;br /&gt;
Set all trains to automatic mode - for example after building them with a blueprint. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for key,ent in pairs (game.player.surface.find_entities_filtered{name=&amp;quot;locomotive&amp;quot;}) do &lt;br /&gt;
    ent.train.manual_mode = false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventory manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.cheat_mode=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.amount=7500&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c surface = game.player.surface&lt;br /&gt;
for _, ore in pairs(surface.find_entities_filtered({type=&amp;quot;resource&amp;quot;})) do&lt;br /&gt;
    ore.amount = 10000&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the [[data.raw|internal name]] of the item desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, here&#039;s a stack of the god-mode energy system interface:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;electric-energy-interface&amp;quot;}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several god-mode items available:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;infinity-chest&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;infinity-pipe&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;electric-energy-interface&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;heat-interface&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a powerful armor with equipment and some tools for construction:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c	local player = game.player&lt;br /&gt;
player.insert{name=&amp;quot;power-armor-mk2&amp;quot;, count = 1}&lt;br /&gt;
local p_armor = player.get_inventory(5)[1].grid&lt;br /&gt;
	p_armor.put({name = &amp;quot;fission-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fission-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fission-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;personal-roboport-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;night-vision-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
player.insert{name=&amp;quot;construction-robot&amp;quot;, count = 25}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Increase player inventory slots ===&lt;br /&gt;
Gives 100 additional bonus inventory slots to your entire force. Used by the [[Toolbelt (research)]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.character_inventory_slots_bonus=100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius}, {game.player.position.x+radius, game.player.position.y+radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
or from start position&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{x = -radius, y = -radius}, {x = radius, y = radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Hide revealed map ===&lt;br /&gt;
&lt;br /&gt;
Hides all revealed chunks, inverted map revealing.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local force = game.player.force&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  force.unchart_chunk({x = chunk.x, y = chunk.y}, surface)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reveal all generated map ===&lt;br /&gt;
&lt;br /&gt;
Revels all of the generated map to the player&#039;s team.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.chart_all()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete chunks ===&lt;br /&gt;
If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface;&lt;br /&gt;
game.player.force.cancel_charting(surface); &lt;br /&gt;
local chunk_radius = 32;&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  if (chunk.x &amp;lt; -chunk_radius or chunk.x &amp;gt; chunk_radius or chunk.y &amp;lt; -chunk_radius or chunk.y &amp;gt; chunk_radius) then&lt;br /&gt;
    surface.delete_chunk(chunk)&lt;br /&gt;
  end&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete unrevealed chunks ===&lt;br /&gt;
This command deletes chunks that are not revealed by the player. Can be used after the command for [[#Hide revealed map|hiding revealed map]] to delete the chunks not covered by radar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;/c local surface = game.player.surface&lt;br /&gt;
local force = game.player.force&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  if not force.is_chunk_charted(surface, chunk) then&lt;br /&gt;
    surface.delete_chunk(chunk)&lt;br /&gt;
  end&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.always_day=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.speed=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freeze time ===&lt;br /&gt;
Stops the advancement of the time. Unfreezes it if you by replace &amp;quot;true&amp;quot; with &amp;quot;false&amp;quot;.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.freeze_daytime=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.clear_pollution()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Completely turn off pollution ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, surface in pairs(game.surfaces) do&lt;br /&gt;
  surface.clear_pollution()&lt;br /&gt;
end&lt;br /&gt;
game.map_settings.pollution.enabled = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add a lot of pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.pollute(game.player.position, 1000000)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Where speakers are, who placed them ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local speakers = game.player.surface.find_entities_filtered{force = game.player.force, type=&amp;quot;programmable-speaker&amp;quot;}&lt;br /&gt;
for key, speaker in pairs(speakers) do&lt;br /&gt;
    game.player.print(speaker.last_user.name .. &amp;quot; placed a speaker at &amp;quot; .. speaker.gps_tag)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable friendly fire for your force ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.friendly_fire = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 11×11 patch of resources, centered on the player character, where the ground is not water.&lt;br /&gt;
The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center.&lt;br /&gt;
The default numbers result in a patch with 2500-3000 ore.&lt;br /&gt;
&lt;br /&gt;
If you want a larger patch, change &amp;quot;local size = 5&amp;quot; to a larger number.&lt;br /&gt;
A larger patch will have exponentially more ore.&lt;br /&gt;
Entering a number above 30 is not recommended.&lt;br /&gt;
&lt;br /&gt;
If you want a richer patch, change &amp;quot;local density = 10&amp;quot; to a larger number.&lt;br /&gt;
Entering a very large number shouldn&#039;t hurt anything but you probably don&#039;t need to go above 100.&lt;br /&gt;
&lt;br /&gt;
To choose which resource is spawned, change &amp;quot;stone&amp;quot; near the bottom to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, or &amp;quot;uranium-ore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local ore=nil&lt;br /&gt;
local size=5&lt;br /&gt;
local density=10&lt;br /&gt;
for y=-size, size do&lt;br /&gt;
	for x=-size, size do&lt;br /&gt;
		a=(size+1-math.abs(x))*10&lt;br /&gt;
		b=(size+1-math.abs(y))*10&lt;br /&gt;
		if a&amp;lt;b then&lt;br /&gt;
			ore=math.random(a*density-a*(density-8), a*density+a*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if b&amp;lt;a then&lt;br /&gt;
			ore=math.random(b*density-b*(density-8), b*density+b*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if surface.get_tile(game.player.position.x+x, game.player.position.y+y).collides_with(&amp;quot;ground-tile&amp;quot;) then&lt;br /&gt;
			surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=ore, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more flexibility, the [[map editor]] can also be used to create/alter/remove resource patches.&lt;br /&gt;
&lt;br /&gt;
=== Remove resources around the player ===&lt;br /&gt;
Removes all resource patches from the ground in a 50 x 50 area around the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local size=50&lt;br /&gt;
local pos=game.player.position&lt;br /&gt;
&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{area={{pos.x-size, pos.y-size},{pos.x+size, pos.y+size}}, type=&amp;quot;resource&amp;quot;}) &lt;br /&gt;
	do e.destroy() &lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3×3 square.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for y=0,2 do&lt;br /&gt;
	for x=0,2 do&lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local position=nil&lt;br /&gt;
for i=1,9 do&lt;br /&gt;
	position=game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
	if position then &lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position=position})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Regenerate resources ===&lt;br /&gt;
For solid resources like iron, destroys all resource entities and creates resource entities as in the original map generation. For fluid resources like oil, sets the yield of all existing resource entities to the original amount. Regenerates resources on the entire surface.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{type=&amp;quot;resource&amp;quot;}) do&lt;br /&gt;
  if e.prototype.infinite_resource then&lt;br /&gt;
    e.amount = e.initial_amount&lt;br /&gt;
  else&lt;br /&gt;
    e.destroy()&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
local non_infinites = {}&lt;br /&gt;
for resource, prototype in pairs(prototypes.get_entity_filtered{{filter=&amp;quot;type&amp;quot;, type=&amp;quot;resource&amp;quot;}}) do&lt;br /&gt;
  if not prototype.infinite_resource then&lt;br /&gt;
    table.insert(non_infinites, resource)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
surface.regenerate_entity(non_infinites)&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{type=&amp;quot;mining-drill&amp;quot;}) do&lt;br /&gt;
    e.update_connections()&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local entity=&amp;quot;belt&amp;quot;&lt;br /&gt;
local surface=game.player.surface&lt;br /&gt;
local count=0&lt;br /&gt;
for key, ent in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(ent.name,entity) then&lt;br /&gt;
		count=count+1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(count)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off cliff generation ===&lt;br /&gt;
Sets size to &amp;quot;none&amp;quot;. Only effective on chunks that are generated after using this command. Use [[#Remove all cliffs]] to delete existing cliffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local mgs = game.player.surface.map_gen_settings&lt;br /&gt;
mgs.cliff_settings.cliff_elevation_0 = 1024&lt;br /&gt;
game.player.surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all cliffs ===&lt;br /&gt;
Removes all cliffs existing cliffs from the world. Use [[#Turn off cliff generation]] to turn off cliff generation in new chunks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, v in pairs(game.player.surface.find_entities_filtered{type=&amp;quot;cliff&amp;quot;}) do&lt;br /&gt;
  v.destroy()&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete all decoratives ===&lt;br /&gt;
Delete the decoratives that can be found in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.destroy_decoratives({})&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change map generation settings ===&lt;br /&gt;
This allows to change the map generation settings for new chunks; it does not alter already generated chunks. [[#Delete chunks|Deleted chunks]] are affected by the setting change because they are newly generated when they get explored again.&lt;br /&gt;
&lt;br /&gt;
To change resource generation settings, replace &amp;quot;iron-ore&amp;quot; with the [[Data.raw#resource|resource]] that should be changed and replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command. Replace &amp;quot;iron-ore&amp;quot; with &amp;quot;enemy-base&amp;quot; to change the enemy base generation settings. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local resource = &amp;quot;iron-ore&amp;quot;&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[resource].size = &amp;quot;very-high&amp;quot;&lt;br /&gt;
mgs.autoplace_controls[resource].frequency = &amp;quot;very-high&amp;quot;&lt;br /&gt;
mgs.autoplace_controls[resource].richness = &amp;quot;very-high&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change water generation settings, replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.water = &amp;quot;very-high&amp;quot; --[[ size]]&lt;br /&gt;
mgs.terrain_segmentation  = &amp;quot;very-high&amp;quot; --[[ frequency]]&lt;br /&gt;
surface.map_gen_settings = mgs &amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Making a structure indestructible ===&lt;br /&gt;
This makes it impossible for an entity to be damaged or killed, e.g. by biters. Hover over the entity and then run:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.destructible = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Connect linked belts ===&lt;br /&gt;
If there exist at least two [https://lua-api.factorio.com/latest/prototypes/LinkedBeltPrototype.html linked belts], and one of them has the &amp;quot;Entity tag&amp;quot; &amp;lt;code&amp;gt;in&amp;lt;/code&amp;gt;, and another linked belt has the &amp;quot;Entity tag&amp;quot; &amp;lt;code&amp;gt;out&amp;lt;/code&amp;gt;, then the following command should link these two linked belts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local i = game.get_entity_by_tag(&#039;in&#039;)&lt;br /&gt;
local o = game.get_entity_by_tag(&#039;out&#039;)&lt;br /&gt;
i.linked_belt_type = &#039;input&#039;&lt;br /&gt;
o.linked_belt_type = &#039;output&#039;&lt;br /&gt;
i.connect_linked_belts(o)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy/evolution scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].set_evolution_factor(X, game.player.surface)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_evolution.time_factor=0&lt;br /&gt;
/c game.map_settings.enemy_evolution.pollution_factor=game.map_settings.enemy_evolution.pollution_factor*2&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units, spawners will not be killed.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the generated world, so any unexplored parts of the map which still need to be generated will still have enemies. You can [[#Prevent biters being on newly generated chunks|prevent biters being on newly generated chunks]] if desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all nearby enemies ===&lt;br /&gt;
&lt;br /&gt;
This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local pp = game.player.position&lt;br /&gt;
local cnt = 0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;, radius=250, position=pp })) do&lt;br /&gt;
	cnt = cnt+1&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
 end	&lt;br /&gt;
game.player.print(cnt)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable peaceful mode ===&lt;br /&gt;
Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.peaceful_mode = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable biter expansion ===&lt;br /&gt;
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_expansion.enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prevent biters being on newly generated chunks ===&lt;br /&gt;
On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by [[#Change map generation settings|changing map generation settings]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[&amp;quot;enemy-base&amp;quot;].size = &amp;quot;none&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead of the command, it is also possible to use a GUI in the [[map editor]] to changing map generation settings mid game. Access the map editor with &amp;lt;code&amp;gt;/editor&amp;lt;/code&amp;gt;, go to the &amp;quot;Surfaces&amp;quot; tab and click &amp;quot;Edit map gen settings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Player character scripts ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get player position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.position)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.teleport({X, Y})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
To teleport to a different planet / surface, use:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.teleport({X, Y}, &#039;surface_name&#039;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the character and destroy it:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.character.destroy()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To undo, spawn a player character. This will spawn a new character at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.create_character()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable long reach ===&lt;br /&gt;
Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 10.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local reach = 10000&lt;br /&gt;
game.player.force.character_build_distance_bonus = reach&lt;br /&gt;
game.player.force.character_reach_distance_bonus = reach&lt;br /&gt;
game.player.force.character_resource_reach_distance_bonus = reach&lt;br /&gt;
game.player.force.character_item_drop_distance_bonus = reach&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Find player corpses ===&lt;br /&gt;
Pings player corpses on the map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local found_corpses = game.player.surface.find_entities_filtered{type=&amp;quot;character-corpse&amp;quot;}&lt;br /&gt;
for _,corpse in pairs(found_corpses) do&lt;br /&gt;
    local player = game.get_player(corpse.character_corpse_player_index)&lt;br /&gt;
    local name = player and player.name or &amp;quot;????&amp;quot;&lt;br /&gt;
    game.player.print(name .. &amp;quot; --&amp;gt; &amp;quot; .. corpse.gps_tag)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Run faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.character_running_speed_modifier=3&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research scripts ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.laboratory_speed_modifier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
-0.5 is half speed, 0 is normal speed, 1 is double speed, 2 is triple etc.&lt;br /&gt;
&lt;br /&gt;
=== Research specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To research a high level of an infinite technology, set its level:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;worker-robots-speed-6&#039;].level = 100&lt;br /&gt;
/c game.player.force.technologies[&#039;mining-productivity-4&#039;].level = 100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unresearch specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=false&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
The internal recipe/item names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes.loader.enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;fast-loader&amp;quot;].enabled = true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;express-loader&amp;quot;].enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable all recipes ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resetting technology effects to default ===&lt;br /&gt;
This will reset the enabled/unlocked state of all recipes to what they would be purely based on the currently researched technologies, as well as resetting other technology effects like mining speed, etc. Any manual modifications to these effects and recipe unlocks will be undone.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.reset_technology_effects()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Note: Can be used as a quick workaround when recipes are unavailable after adding or changing mods even though the technology unlocking them has already been researched.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
A list of the internal names of most things in the vanilla game can also be found on [[data.raw]].&lt;br /&gt;
&lt;br /&gt;
=== Access a mod&#039;s data ===&lt;br /&gt;
If the first word of the command is __mod-name__ it will run in the context of the mod with the same name. For instance, this command prints the data from the Even Distribution mod:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c __even-distribution__ game.player.print(serpent.dump(global))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Print to console the tile under the player ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.surface.get_tile(game.player.position).name)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all researched technologies to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	if tech.researched then&lt;br /&gt;
    list[#list+1] = tech.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;techs.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all enabled recipes to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, recipe in pairs(game.player.force.recipes) do &lt;br /&gt;
	if recipe.enabled then&lt;br /&gt;
    list[#list+1] = recipe.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;recipes.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write mod list to file ===&lt;br /&gt;
Write all currently active mods and their version to the file script-output/mods.txt in the [[user data directory]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.write_file(&amp;quot;mods.txt&amp;quot;, serpent.block(game.active_mods))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|1.1.92|&lt;br /&gt;
* Added a notification when a technology is researched.&lt;br /&gt;
* Added /enable-research-queue console command to enable the research queue without disabling achievements.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Command line parameters]]&lt;br /&gt;
* https://lua-api.factorio.com/latest/index-runtime.html - Factorio API reference for latest version&lt;br /&gt;
&lt;br /&gt;
{{C|Modding}}&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=205866</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=205866"/>
		<updated>2024-11-10T23:20:25Z</updated>

		<summary type="html">&lt;p&gt;Morsk: Added trivia of Star Trek reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 57 in the base game, and an additional 31 when using [[Space Age]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode or no enemies mode disables the following achievements: &lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of original achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| This achievement is not disabled in peaceful mode, however pollution will not trigger attacks in peaceful mode.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| These three achievements refer to the Iron Throne, a large throne in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; made from many swords fused together with dragonfire.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to it.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, and a Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
|&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of achievements added in version 2.0 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If you hand craft your way up to mk2 assembling machines, placing a mk2 will -not- trigger this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
|&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| With map generation settings for patch richness and size set to minimum, mining out the minuscule stone starting patch triggers this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement becomes disabled if you manually destroy an enemy structure before destroying one using artillery, or if using no enemies or peaceful mode. &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age DLC achievements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=The criteria for completing the dlc.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Gran Torino movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from Predator (1987) movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Split Second movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode. {{spoiler|button-text=Spoiler! Click to view.|message=The criteria for completing the dlc.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode. {{spoiler|button-text=Spoiler! Click to view.|message=The criteria for completing the dlc.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement now have different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=182105</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=182105"/>
		<updated>2020-09-05T22:56:07Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Player character scripts */ add script to find player corpses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;console&#039;&#039;&#039; is Factorio&#039;s in-game command-line interface. See [[command line parameters]] for the command line interface of the Factorio executable.&lt;br /&gt;
&lt;br /&gt;
The in-game console can be used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
&lt;br /&gt;
There are three types of commands:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[#Normal commands|Normal]]&#039;&#039;&#039; - Display information about the game and customize your experience.&lt;br /&gt;
* &#039;&#039;&#039;[[#Multiplayer commands|Multiplayer]]&#039;&#039;&#039; - Message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;[[#Scripting and cheat commands|Scripting/Cheating]]&#039;&#039;&#039; - Run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Options Menu → Keyboard → Toggle Lua console&#039;&#039;&#039;.&lt;br /&gt;
When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console).&lt;br /&gt;
Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
The console supports [[rich text]] tags. These tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations. Ctrl + Alt-clicking the map or ground will automatically insert a GPS tag and post it into the console. Shift-clicking most things with the console open will insert a tag for that thing into the console.&lt;br /&gt;
&lt;br /&gt;
When the console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages).&lt;br /&gt;
Note that by default, all executed commands are made visible to all users. You can set the fade-out time via &#039;&#039;&#039;Options Menu → Other Settings → Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command).&lt;br /&gt;
This not only closes the console, but it also hides all the recent messages/commands.&lt;br /&gt;
The console can be cleared with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history. The {{keybinding|Tab}} key will auto-complete commands and player names.&lt;br /&gt;
&lt;br /&gt;
== Normal commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert&amp;gt;&lt;br /&gt;
| /alerts disable turret_fire&lt;br /&gt;
| Enables, disables, mutes, or unmutes the given  [[alerts|alert]] type. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage, train_out_of_fuel, fluid_mixing.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /clear&lt;br /&gt;
| /clear&lt;br /&gt;
| Clears the console.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /color &amp;lt;color&amp;gt;&lt;br /&gt;
| /color 20 255 255 100&lt;br /&gt;
| Changes your color. Can either be one of the pre-defined colors or [[:Wikipedia:RGBA_color_space|RGBA value]] in the format of “# # # #”. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /evolution&lt;br /&gt;
| /evolution&lt;br /&gt;
| Prints info about the alien evolution factor.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /help [command]&lt;br /&gt;
| /help&lt;br /&gt;
| Prints a list of available commands, the optional argument can specify the command that should be described.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /h [command]&lt;br /&gt;
| /h&lt;br /&gt;
| Same as /help.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /mute-programmable-speaker &amp;lt;mute/unmute&amp;gt; &amp;lt;local/everyone&amp;gt;&lt;br /&gt;
| /mute-programmable-speaker mute local&lt;br /&gt;
| Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local client. Admins can use “everyone” to mute the sounds for everyone on the server.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /perf-avg-frames &amp;lt;number&amp;gt;&lt;br /&gt;
| /perf-avg-frames 100&lt;br /&gt;
| Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /permissions&lt;br /&gt;
| /permissions&lt;br /&gt;
| Opens the permissions GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /screenshot [x resolution] [y resolution] [zoom]&lt;br /&gt;
| /screenshot&lt;br /&gt;
| Takes a screenshot with the GUI hidden, centered on the player. It is saved in the &amp;quot;script-output&amp;quot; subfolder of your [[User data directory]].  Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /seed&lt;br /&gt;
| /seed&lt;br /&gt;
| Prints the starting map seed.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /time&lt;br /&gt;
| /time&lt;br /&gt;
| Prints info about how old the map is.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| Toggles logging all input actions performed by the game. This value isn’t persisted between game restarts and only affects your local game in multiplayer sessions.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| Used to investigate [[Desynchronization#Using_heavy_mode_command|desyncs]]. Will slow down the game and make multiplayer unplayable.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-rockets-sent-gui&lt;br /&gt;
| /toggle-rockets-sent-gui&lt;br /&gt;
| Toggles if the rockets sent button is shown in the upper left corner of the screen.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| Unlocks all shortcut bar items.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /version&lt;br /&gt;
| /version&lt;br /&gt;
| Prints the current game version.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multiplayer commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;message&amp;gt;&lt;br /&gt;
| Hello team!&lt;br /&gt;
| Console input that does not start with {{keybinding|/}} is shown as a chat message to your team.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /admin&lt;br /&gt;
| /admin&lt;br /&gt;
| Opens the player management GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /admins&lt;br /&gt;
| /admins&lt;br /&gt;
| Prints a list of game admins.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /ban xTROLLx Throwing grenades in base&lt;br /&gt;
| Bans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
| /banlist get&lt;br /&gt;
| Adds or removes a player from the banlist. Same as /ban or /unban.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /config &amp;lt;get/set&amp;gt; &amp;lt;option&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
| /config set password hunter2&lt;br /&gt;
| Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
| /delete-blueprint-library everybody confirm&lt;br /&gt;
| Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /demote &amp;lt;player&amp;gt;&lt;br /&gt;
| /demote AzureDiamond&lt;br /&gt;
| Demotes the player from admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /ignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /ignore Cthon98&lt;br /&gt;
| Prevents the chat from showing messages from this player. Admin messages are still shown.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ignores&lt;br /&gt;
| /ignores&lt;br /&gt;
| Prints a list of ignored players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /kick xTROLLx Throwing grenades in base&lt;br /&gt;
| Kicks the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mute &amp;lt;player&amp;gt;&lt;br /&gt;
| /mute Cthon98&lt;br /&gt;
| Prevents the player from saying anything in chat.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mutes&lt;br /&gt;
| /mutes&lt;br /&gt;
| All players that are muted (can’t talk in chat).&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /open &amp;lt;player&amp;gt;&lt;br /&gt;
| /open AzureDiamond&lt;br /&gt;
| Opens another player’s inventory.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /o &amp;lt;player&amp;gt;&lt;br /&gt;
| /o AzureDiamond&lt;br /&gt;
| Same as /open.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /players [online/o/count/c]&lt;br /&gt;
| /players&lt;br /&gt;
| Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /promote &amp;lt;player&amp;gt;&lt;br /&gt;
| /promote AzureDiamond&lt;br /&gt;
| Promotes the player to admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /purge &amp;lt;player&amp;gt;&lt;br /&gt;
| /purge Cthon98&lt;br /&gt;
| Clears all the messages from this player from the chat log.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /reply &amp;lt;message&amp;gt;&lt;br /&gt;
| /reply oh, really?&lt;br /&gt;
| Replies to the last player that whispered to you.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /r &amp;lt;message&amp;gt;&lt;br /&gt;
| /r oh, really?&lt;br /&gt;
| Same as /reply.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /server-save&lt;br /&gt;
| /server-save&lt;br /&gt;
| Saves the game on the server in a multiplayer game.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /shout &amp;lt;message&amp;gt;&lt;br /&gt;
| /shout Hello world!&lt;br /&gt;
| Sends a message to all players including other forces.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /s &amp;lt;message&amp;gt;&lt;br /&gt;
| /s Hello world!&lt;br /&gt;
| Same as /shout.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /swap-players &amp;lt;player&amp;gt; [player]&lt;br /&gt;
| /swap-players AzureDiamond&lt;br /&gt;
| Swaps your character with the given player’s character, or if two players are given swaps the two player characters.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unban &amp;lt;player&amp;gt;&lt;br /&gt;
| /unban xTROLLx&lt;br /&gt;
| Unbans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /unignore Cthon98&lt;br /&gt;
| Allows the chat to show messages from this player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unmute &amp;lt;player&amp;gt;&lt;br /&gt;
| /unmute Cthon98&lt;br /&gt;
| Allows the player to talk in chat again.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /whisper &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /whisper AzureDiamond that&#039;s what I see&lt;br /&gt;
| Sends a message to the specified player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /w &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /w AzureDiamond that&#039;s what I see&lt;br /&gt;
| Same as /whisper.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /whitelist &amp;lt;add/remove/get/clear&amp;gt; [player]&lt;br /&gt;
| /whitelist get&lt;br /&gt;
| Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for “player” when using “get” to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join.&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripting and cheat commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| /cheat &amp;lt;all&amp;gt;&lt;br /&gt;
| Researches all technologies and enables cheat mode. Using the &#039;&#039;&#039;all&#039;&#039;&#039; option also gives the player some additional items.&lt;br /&gt;
|-&lt;br /&gt;
| /command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed).&lt;br /&gt;
|-&lt;br /&gt;
| /c &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed).&lt;br /&gt;
|-&lt;br /&gt;
| /editor&lt;br /&gt;
| Toggles the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| /measured-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) and measures time it took.&lt;br /&gt;
|-&lt;br /&gt;
| /silent-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) without printing it to the console.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
== Basic example scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(1234*5678)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.zoom=0.1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlock and research all technologies ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.research_all_technologies()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undo this with the command in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Unresearch all technologies ===&lt;br /&gt;
This does not reset manually applied bonuses&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	tech.researched=false&lt;br /&gt;
	game.player.force.set_saved_technology_progress(tech, 0)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reset your force ===&lt;br /&gt;
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.reset()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Always show rail block visualization ===&lt;br /&gt;
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.game_view_settings.show_rail_block_visualisation = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventory manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.cheat_mode=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.amount=7500&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c surface = game.player.surface&lt;br /&gt;
for _, ore in pairs(surface.find_entities_filtered({type=&amp;quot;resource&amp;quot;})) do&lt;br /&gt;
    ore.amount = 10000&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the [[data.raw|internal name]] of the item desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, here&#039;s a stack of the god-mode energy system interface:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;electric-energy-interface&amp;quot;}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a powerful armor with equipment and some tools for construction:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c	local player = game.player&lt;br /&gt;
player.insert{name=&amp;quot;power-armor-mk2&amp;quot;, count = 1}&lt;br /&gt;
local p_armor = player.get_inventory(5)[1].grid&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;personal-roboport-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;night-vision-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
player.insert{name=&amp;quot;construction-robot&amp;quot;, count = 25}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Increase player inventory slots ===&lt;br /&gt;
Gives 100 additional bonus inventory slots to your entire force. Used by the [[Toolbelt]] research.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.character_inventory_slots_bonus=100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius}, {game.player.position.x+radius, game.player.position.y+radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
or from start position&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{x = -radius, y = -radius}, {x = radius, y = radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Hide revealed map ===&lt;br /&gt;
&lt;br /&gt;
Hides all revealed chunks, inverted map revealing.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local force = game.player.force&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  force.unchart_chunk({x = chunk.x, y = chunk.y}, surface)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reveal all generated map ===&lt;br /&gt;
&lt;br /&gt;
Revels all of the generated map to the player&#039;s team.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.chart_all()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete chunks ===&lt;br /&gt;
If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface;&lt;br /&gt;
game.player.force.cancel_charting(surface); &lt;br /&gt;
local chunk_radius = 32;&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  if (chunk.x &amp;lt; -chunk_radius or chunk.x &amp;gt; chunk_radius or chunk.y &amp;lt; -chunk_radius or chunk.y &amp;gt; chunk_radius) then&lt;br /&gt;
    surface.delete_chunk(chunk)&lt;br /&gt;
  end&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.always_day=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.speed=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expensive (marathon) or normal mode ===&lt;br /&gt;
To change from normal to expensive mode preset (this changes the research cost and intermediate product cost):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.difficulty_settings.recipe_difficulty=1&lt;br /&gt;
game.difficulty_settings.technology_difficulty=1&lt;br /&gt;
game.difficulty_settings.technology_price_multiplier=4&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change back to normal:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.difficulty_settings.recipe_difficulty=0&lt;br /&gt;
game.difficulty_settings.technology_difficulty=0&lt;br /&gt;
game.difficulty_settings.technology_price_multiplier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freeze time ===&lt;br /&gt;
Stops the advancement of the time if you replace &amp;quot;BOOL&amp;quot; with &amp;quot;true&amp;quot; or unfreezes it if you replace it with &amp;quot;false&amp;quot;.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.freeze_daytime=BOOL&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.clear_pollution()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Completely turn off pollution ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, surface in pairs(game.surfaces) do&lt;br /&gt;
  surface.clear_pollution()&lt;br /&gt;
end&lt;br /&gt;
game.map_settings.pollution.enabled = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add a lot of pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.pollute(game.player.position, 1000000)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Where speakers are, by who ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c speakers = game.player.surface.find_entities_filtered{force = game.player.force, type=&amp;quot;programmable-speaker&amp;quot;}&lt;br /&gt;
for key, speaker in pairs(speakers) do&lt;br /&gt;
    game.player.print(speaker.last_user.name .. &amp;quot; placed a speaker at X=&amp;quot; .. speaker.position.x .. &amp;quot;, Y=&amp;quot; .. speaker.position.y)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable friendly fire for your force ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.friendly_fire = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 11×11 patch of resources, centered on the player character, where the ground is not water.&lt;br /&gt;
The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center.&lt;br /&gt;
The default numbers result in a patch with 2500-3000 ore.&lt;br /&gt;
&lt;br /&gt;
If you want a larger patch, change &amp;quot;local size = 5&amp;quot; to a larger number.&lt;br /&gt;
A larger patch will have exponentially more ore.&lt;br /&gt;
Entering a number above 30 is not recommended.&lt;br /&gt;
&lt;br /&gt;
If you want a richer patch, change &amp;quot;local density = 10&amp;quot; to a larger number.&lt;br /&gt;
Entering a very large number shouldn&#039;t hurt anything but you probably don&#039;t need to go above 100.&lt;br /&gt;
&lt;br /&gt;
To choose which resource is spawned, change &amp;quot;stone&amp;quot; near the bottom to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, or &amp;quot;uranium-ore&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local ore=nil&lt;br /&gt;
local size=5&lt;br /&gt;
local density=10&lt;br /&gt;
for y=-size, size do&lt;br /&gt;
	for x=-size, size do&lt;br /&gt;
		a=(size+1-math.abs(x))*10&lt;br /&gt;
		b=(size+1-math.abs(y))*10&lt;br /&gt;
		if a&amp;lt;b then&lt;br /&gt;
			ore=math.random(a*density-a*(density-8), a*density+a*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if b&amp;lt;a then&lt;br /&gt;
			ore=math.random(b*density-b*(density-8), b*density+b*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if surface.get_tile(game.player.position.x+x, game.player.position.y+y).collides_with(&amp;quot;ground-tile&amp;quot;) then&lt;br /&gt;
			surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=ore, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove resources around the player ===&lt;br /&gt;
Removes all resource patches from the ground in a 50 x 50 area around the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local size=50&lt;br /&gt;
local pos=game.player.position&lt;br /&gt;
&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{area={{pos.x-size, pos.y-size},{pos.x+size, pos.y+size}}, type=&amp;quot;resource&amp;quot;}) &lt;br /&gt;
	do e.destroy() &lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3×3 square.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for y=0,2 do&lt;br /&gt;
	for x=0,2 do&lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local position=nil&lt;br /&gt;
for i=1,9 do&lt;br /&gt;
	position=game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
	if position then &lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position=position})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Create 10 fishes ===&lt;br /&gt;
This creates 10 fishes around of player. The player must be on the water edge.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local player = game.player&lt;br /&gt;
local surface = player.surface&lt;br /&gt;
for i = 1, 10 do&lt;br /&gt;
  local position = surface.find_non_colliding_position(&#039;fish&#039;, player.position, 10, 1)&lt;br /&gt;
  if not position then return end&lt;br /&gt;
  surface.create_entity {name = &#039;fish&#039;, position = position}&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local entity=&amp;quot;belt&amp;quot;&lt;br /&gt;
local surface=game.player.surface&lt;br /&gt;
local count=0&lt;br /&gt;
for key, ent in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(ent.name,entity) then&lt;br /&gt;
		count=count+1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(count)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emptying all pipes, underground pipes and pumps ===&lt;br /&gt;
Useful when pipes contain a fluid you dont want.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local deleted=0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(entity.name, &amp;quot;pipe&amp;quot;) or &lt;br /&gt;
		string.find(entity.name, &amp;quot;pump&amp;quot;) &lt;br /&gt;
	then&lt;br /&gt;
		for i=1,#entity.fluidbox do&lt;br /&gt;
			deleted = deleted + 1&lt;br /&gt;
			entity.fluidbox[i] = nil;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(&amp;quot;Fluids removed from &amp;quot;..deleted ..&amp;quot; entities&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off cliff generation ===&lt;br /&gt;
Sets size to &amp;quot;none&amp;quot;. Only effective on chunks that are generated after using this command. Use [[#Remove all cliffs]] to delete existing cliffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local mgs = game.player.surface.map_gen_settings&lt;br /&gt;
mgs.cliff_settings.cliff_elevation_0 = 1024&lt;br /&gt;
game.player.surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all cliffs ===&lt;br /&gt;
Removes all cliffs existing cliffs from the world. Use [[#Turn off cliff generation]] to turn off cliff generation in new chunks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, v in pairs(game.player.surface.find_entities_filtered{type=&amp;quot;cliff&amp;quot;}) do&lt;br /&gt;
  v.destroy()&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete all decoratives ===&lt;br /&gt;
Delete the decoratives that can be found in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.destroy_decoratives({})&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change map generation settings ===&lt;br /&gt;
This allows to change the map generation settings for new chunks; it does not alter already generated chunks. [[#Delete chunks|Deleted chunks]] are affected by the setting change because they are newly generated when they get explored again.&lt;br /&gt;
&lt;br /&gt;
To change resource generation settings, replace &amp;quot;iron-ore&amp;quot; with the [[Data.raw#resource|resource]] that should be changed and replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command. Replace &amp;quot;iron-ore&amp;quot; with &amp;quot;enemy-base&amp;quot; to change the enemy base generation settings. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local resource = &amp;quot;iron-ore&amp;quot;&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[resource].size = &amp;quot;very-high&amp;quot;&lt;br /&gt;
mgs.autoplace_controls[resource].frequency = &amp;quot;very-high&amp;quot;&lt;br /&gt;
mgs.autoplace_controls[resource].richness = &amp;quot;very-high&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change water generation settings, replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.water = &amp;quot;very-high&amp;quot; --[[ size]]&lt;br /&gt;
mgs.terrain_segmentation  = &amp;quot;very-high&amp;quot; --[[ frequency]]&lt;br /&gt;
surface.map_gen_settings = mgs &amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy/evolution scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].evolution_factor=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_evolution.time_factor=0&lt;br /&gt;
/c game.map_settings.enemy_evolution.pollution_factor=game.map_settings.enemy_evolution.pollution_factor*2&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units, spawners will not be killed.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies. You can [[#Prevent biters being on newly generated chunks|prevent biters being on newly generated chunks]] if desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all nearby enemies ===&lt;br /&gt;
&lt;br /&gt;
This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local pp = game.player.position&lt;br /&gt;
local cnt = 0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;, radius=250, position=pp })) do&lt;br /&gt;
	cnt = cnt+1&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
 end	&lt;br /&gt;
game.player.print(cnt)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable peaceful mode ===&lt;br /&gt;
Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.peaceful_mode = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable biter expansion ===&lt;br /&gt;
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_expansion.enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prevent biters being on newly generated chunks ===&lt;br /&gt;
On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by [[#Change map generation settings|changing map generation settings]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[&amp;quot;enemy-base&amp;quot;].size = &amp;quot;none&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player character scripts ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get player position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.position.x .. &amp;quot;, &amp;quot; .. game.player.position.y)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.teleport({X, Y})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.character=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.destroy()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To undo, spawn a player character. This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.create_character()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable long reach ===&lt;br /&gt;
Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 10.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local reach = 10000&lt;br /&gt;
game.player.force.character_build_distance_bonus = reach&lt;br /&gt;
game.player.force.character_reach_distance_bonus = reach&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Find player corpses ===&lt;br /&gt;
Pings player corpses on the map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local found_corpses = game.player.surface.find_entities_filtered{type=&amp;quot;character-corpse&amp;quot;}&lt;br /&gt;
for _,corpse in pairs(found_corpses) do&lt;br /&gt;
    local index = corpse.character_corpse_player_index&lt;br /&gt;
    local player = (index &amp;gt; 0) and game.players[index] or nil&lt;br /&gt;
    local name = player and player.name or &amp;quot;????&amp;quot;&lt;br /&gt;
    game.player.print(name .. &amp;quot; --&amp;gt; [gps=&amp;quot; .. corpse.position.x .. &amp;quot;,&amp;quot; .. corpse.position.y .. &amp;quot;]&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Enable Research Queue ===&lt;br /&gt;
Enable the research queue for the players current team. Can be done after the game has started if it was forgotten during the map&#039;s setup.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.research_queue_enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.laboratory_speed_modifier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc.&lt;br /&gt;
&lt;br /&gt;
=== Research specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unresearch specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=false; game.player.force.set_saved_technology_progress(&#039;electric-energy-distribution-1&#039;, 0)&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=false; game.player.force.set_saved_technology_progress(&#039;steel-processing&#039;, 0)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
The internal recipe/item names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes.loader.enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;fast-loader&amp;quot;].enabled = true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;express-loader&amp;quot;].enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable all recipes ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
A list of the internal names of most things in the vanilla game can also be found on [[data.raw]].&lt;br /&gt;
&lt;br /&gt;
=== Access a mod&#039;s data ===&lt;br /&gt;
If the first word of the command is __mod-name__ it will run in the context of the mod with the same name. For instance, this command prints the data from Resource Spawner Overhaul:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c __rso-mod__ game.player.print(serpent.dump(global))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Print to console which tile are you have under the player position ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.surface.get_tile(game.player.position).name)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all researched technologies to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	if tech.researched then&lt;br /&gt;
    list[#list+1] = tech.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;techs.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all enabled recipes to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, recipe in pairs(game.player.force.recipes) do &lt;br /&gt;
	if recipe.enabled then&lt;br /&gt;
    list[#list+1] = recipe.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;recipes.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write mod list to file ===&lt;br /&gt;
Write all currently active mods and their version to the file script-output/mods.txt in the [[user data directory]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.write_file(&amp;quot;mods.txt&amp;quot;, serpent.block(game.active_mods))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Command line parameters]]&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177127</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177127"/>
		<updated>2019-12-16T00:45:33Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Priorities of robots */ describe storage as part of the priorities, the last priority&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [https://wiki.factorio.com/File:RoboTrainStation.gif here] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots (research)|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;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&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 in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. 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;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
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 migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Worker robots are a priority target of biters, and the [[enemies]] will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point instead of their original target. This means that they may depart from the original route and even go into the opposite direction, depending on where the closest charging point is.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&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 on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the post for charging ===&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choose another port. This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&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;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in active provider chests, then in the player&#039;s trash slots, then in the storage chests and buffer chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|active provider chest}} &amp;gt; {{icon|Character logistic trash slots (research)}} &amp;gt; {{icon|storage chest}}{{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)}}{{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}} &amp;gt; {{icon|storage chest}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Storage does not &amp;quot;request&amp;quot; items on its own. It receives actively discarded items from a) active providers, b) player trash slots, c) deconstruction, and d) robots that have their orders cancelled while carrying items. Storage is the last priority, and receives only items that have nowhere else to go.&lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for a storage chest that already stores items of the same type, then for one which has its filter set to the item type. 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;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple 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;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistic network]]&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding&amp;diff=177126</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding&amp;diff=177126"/>
		<updated>2019-12-16T00:11:54Z</updated>

		<summary type="html">&lt;p&gt;Morsk: grammar, phrasing&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;
== Creating mods ==&lt;br /&gt;
: &#039;&#039;See also: [[Tutorial:Modding]]&#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;
== 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>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding&amp;diff=177125</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding&amp;diff=177125"/>
		<updated>2019-12-15T18:09:05Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Downloading &amp;amp; installing mods */ reorder header to match sections&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 the ability to download &amp;amp; install, with 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;
Mods can be browsed and downloaded from [https://mods.factorio.com/ mod portal (website)] as well. Mods come in the form of ZIP files, installed by copying (not unzipping) them into the &amp;quot;mods&amp;quot; directory within the [[Application_directory#User_Data_directory|user data directory]]. Verify a successful installation by viewing the &amp;quot;Mods&amp;quot; list through the game&#039;s main menu.&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;
== Creating mods ==&lt;br /&gt;
: &#039;&#039;See also: [[Tutorial:Modding]]&#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;
== 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>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Modding&amp;diff=177124</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Modding&amp;diff=177124"/>
		<updated>2019-12-15T18:07:48Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Downloading &amp;amp; installing mods */ recommend in-game mod downloader before website, and rephrase sections so it fits&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;
* [https://mods.factorio.com/ Mod portal (website)]&lt;br /&gt;
* Mod portal (in-game)&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 the ability to download &amp;amp; install, with 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;
Mods can be browsed and downloaded from [https://mods.factorio.com/ mod portal (website)] as well. Mods come in the form of ZIP files, installed by copying (not unzipping) them into the &amp;quot;mods&amp;quot; directory within the [[Application_directory#User_Data_directory|user data directory]]. Verify a successful installation by viewing the &amp;quot;Mods&amp;quot; list through the game&#039;s main menu.&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;
== Creating mods ==&lt;br /&gt;
: &#039;&#039;See also: [[Tutorial:Modding]]&#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;
== 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>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177097</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177097"/>
		<updated>2019-12-13T13:44:27Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Priorities of robots */ undo my addition about distance; it was redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [https://wiki.factorio.com/File:RoboTrainStation.gif here] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots (research)|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;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&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 in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. 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;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
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 migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Worker robots are a priority target of biters, and the [[enemies]] will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point instead of their original target. This means that they may depart from the original route and even go into the opposite direction, depending on where the closest charging point is.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&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 on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the post for charging ===&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choose another port. This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&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;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in the player&#039;s trash slots, then in active provider chests, then in the storage chests and buffer chests (only for character logistic slot requests), then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|active provider chest}} &amp;gt; {{icon|Character logistic trash slots (research)}} &amp;gt; {{icon|storage chest}}{{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)}}{{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, from robots that have had their orders cancelled while they were carrying items, and from the player&#039;s logistic trash slots. Furthermore, items deconstructed by construction robots will be placed into storage chests.  &lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for a storage chest that already stores items of the same type, then for one which has its filter set to the item type. 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;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple 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;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistic network]]&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177096</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177096"/>
		<updated>2019-12-13T13:37:31Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Priorities of robots */ Active Provider &amp;gt; Player. Not that it matters (no one noticed for a year), but the test was clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [https://wiki.factorio.com/File:RoboTrainStation.gif here] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots (research)|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;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&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 in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. 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;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
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 migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Worker robots are a priority target of biters, and the [[enemies]] will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point instead of their original target. This means that they may depart from the original route and even go into the opposite direction, depending on where the closest charging point is.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&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 on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the post for charging ===&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choose another port. This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&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;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in the player&#039;s trash slots, then in active provider chests, then in the storage chests and buffer chests (only for character logistic slot requests), then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
* An item available from multiple sources with the same priority (multiple storage and buffer chests) will be taken from the closest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|active provider chest}} &amp;gt; {{icon|Character logistic trash slots (research)}} &amp;gt; {{icon|storage chest}}{{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)}}{{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, from robots that have had their orders cancelled while they were carrying items, and from the player&#039;s logistic trash slots. Furthermore, items deconstructed by construction robots will be placed into storage chests.  &lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for a storage chest that already stores items of the same type, then for one which has its filter set to the item type. 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;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple 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;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistic network]]&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177095</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177095"/>
		<updated>2019-12-13T13:12:59Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Priorities of robots */ Groups are clearer without the = signs putting space into them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [https://wiki.factorio.com/File:RoboTrainStation.gif here] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots (research)|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;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&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 in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. 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;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
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 migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Worker robots are a priority target of biters, and the [[enemies]] will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point instead of their original target. This means that they may depart from the original route and even go into the opposite direction, depending on where the closest charging point is.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&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 on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the post for charging ===&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choose another port. This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&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;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in the player&#039;s trash slots, then in active provider chests, then in the storage chests and buffer chests (only for character logistic slot requests), then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
* An item available from multiple sources with the same priority (multiple storage and buffer chests) will be taken from the closest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|Character logistic trash slots (research)}} &amp;gt; {{icon|active provider chest}} &amp;gt; {{icon|storage chest}}{{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)}}{{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, from robots that have had their orders cancelled while they were carrying items, and from the player&#039;s logistic trash slots. Furthermore, items deconstructed by construction robots will be placed into storage chests.  &lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for a storage chest that already stores items of the same type, then for one which has its filter set to the item type. 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;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple 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;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistic network]]&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177094</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177094"/>
		<updated>2019-12-13T12:38:13Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Priorities of robots */ removed old comment that buffers only supply players. added that &amp;quot;request from buffers&amp;quot; has special priority. you may be able to find nicer formatting than how I did it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [https://wiki.factorio.com/File:RoboTrainStation.gif here] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots (research)|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;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&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 in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. 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;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
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 migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Worker robots are a priority target of biters, and the [[enemies]] will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point instead of their original target. This means that they may depart from the original route and even go into the opposite direction, depending on where the closest charging point is.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&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 on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the post for charging ===&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choose another port. This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&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;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in the player&#039;s trash slots, then in active provider chests, then in the storage chests and buffer chests (only for character logistic slot requests), then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
* An item available from multiple sources with the same priority (multiple storage and buffer chests) will be taken from the closest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|Character logistic trash slots (research)}} &amp;gt; {{icon|active provider chest}} &amp;gt; {{icon|storage chest}} = {{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)}} = {{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, from robots that have had their orders cancelled while they were carrying items, and from the player&#039;s logistic trash slots. Furthermore, items deconstructed by construction robots will be placed into storage chests.  &lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for a storage chest that already stores items of the same type, then for one which has its filter set to the item type. 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;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple 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;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistic network]]&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177093</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=177093"/>
		<updated>2019-12-13T12:30:23Z</updated>

		<summary type="html">&lt;p&gt;Morsk: /* Priorities of robots */ add info about preferring closer sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [https://wiki.factorio.com/File:RoboTrainStation.gif here] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots (research)|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;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&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 in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. 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;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
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 migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Worker robots are a priority target of biters, and the [[enemies]] will prioritize attacking them over many objects in the vicinity of the robots.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point instead of their original target. This means that they may depart from the original route and even go into the opposite direction, depending on where the closest charging point is.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&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 on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
=== Choosing the post for charging ===&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choose another port. This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&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;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in the player&#039;s trash slots, then in active provider chests, then in the storage chests and buffer chests (only for character logistic slot requests), then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
* An item available from multiple sources with the same priority (multiple storage and buffer chests) will be taken from the closest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|Character logistic trash slots (research)}}  {{icon|active provider chest}}  {{icon|storage chest}}  {{icon|buffer chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)}} {{icon|requester chest}} {{icon|buffer chest}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Player logistic slots only, same priority as storage chests&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, from robots that have had their orders cancelled while they were carrying items, and from the player&#039;s logistic trash slots. Furthermore, items deconstructed by construction robots will be placed into storage chests.  &lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for a storage chest that already stores items of the same type, then for one which has its filter set to the item type. 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;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple 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;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistic network]]&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=159640</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=159640"/>
		<updated>2018-05-27T18:20:57Z</updated>

		<summary type="html">&lt;p&gt;Morsk: link directly to source post; it took me 10 mins to find, so this should help someone else&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right|218 × 412px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LamponBarrelCondition.png|right|400x400px]]&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
# open the lamp (left click on it)&lt;br /&gt;
# Set the input to barrels&lt;br /&gt;
# Set the operator to &amp;lt; (less than)&lt;br /&gt;
# Set the constant number:&lt;br /&gt;
## Left click on the constant number&lt;br /&gt;
## Move the slider until 10 is shown, or edit the value box directly&lt;br /&gt;
## Press set&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items while the belt has backed up (so there&#039;s obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area is 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required of course.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
(These recipes are redundant with the addition of priority splitter functionality in 0.16)&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the simplest circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
&lt;br /&gt;
* Storage tank that provides the [[Steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[Uranium_fuel_cell|Uranium fuel cells]] for the reactor.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|Empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserters that put uranium fuel cells into the reactor. This is connected to the output inserters and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on).&lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above backup steam example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png]] until the Reset signal [[File:Signal-R.png]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png]] &amp;amp; [[File:Signal-R.png]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
* Here is an example of how you could use an RS latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Morsk</name></author>
	</entry>
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