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	<updated>2026-04-24T19:07:02Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=183051</id>
		<title>Command line parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=183051"/>
		<updated>2020-11-12T23:53:01Z</updated>

		<summary type="html">&lt;p&gt;Mulark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts. This page pertains to version 0.17.79.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config PATH&lt;br /&gt;
|config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory PATH&lt;br /&gt;
|Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|Print a warning for all prototype values that were not accessed. Note for mod authors: If an entry is unused and is a table that contains the key/value pair &#039;ignore&#039; with the value &#039;true&#039; then the entire entry is ignored.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path PATH&lt;br /&gt;
|Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario arg&lt;br /&gt;
|map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map arg&lt;br /&gt;
|scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update arg&lt;br /&gt;
|immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create FILE&lt;br /&gt;
|create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings FILE&lt;br /&gt;
|Map generation settings for use with --create, --start-server-load-scenario or --generate-map-preview. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed SEED&lt;br /&gt;
|Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max SEED&lt;br /&gt;
|Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings FILE&lt;br /&gt;
|Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset arg&lt;br /&gt;
|Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview PATH&lt;br /&gt;
|Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random COUNT&lt;br /&gt;
|Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size SCALE&lt;br /&gt;
|Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-scale SCALE&lt;br /&gt;
|Scale (meters per pixel) of map preview (default: 1)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset X,Y&lt;br /&gt;
|Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --noise-outputs TAG,TAG...&lt;br /&gt;
|Indicate which variables of noise program to output&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shading SHADEAMOUNT&lt;br /&gt;
|Apply elevation shading to map preview&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shade-property SHADEPROP&lt;br /&gt;
|Property to apply slope shading to (default: elevation)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities PROTOTYPE,...&lt;br /&gt;
|When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads THREADCOUNT&lt;br /&gt;
|Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --start-server FILE&lt;br /&gt;
|start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario [MOD/]NAME&lt;br /&gt;
|start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick TICK&lt;br /&gt;
|run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark FILE&lt;br /&gt;
|load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks N&lt;br /&gt;
|number of ticks for benchmarking. Default is 1000&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs N&lt;br /&gt;
|how often the number of ticks will be run, map will reload after each run. Default is 1&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose timings&lt;br /&gt;
|comma separated list of Update timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug show-time-usage view&#039;s Update section are allowed here. An empty string disabled verbose benchmarking. Timings are returned in nanoseconds.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats FILE&lt;br /&gt;
|path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect ADDRESS&lt;br /&gt;
|start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|run the game in heavy mode if singleplayer with graphics (heavy mode is related to investigating desyncs, see [[Desynchronization#Using_heavy_mode_command]])&lt;br /&gt;
|-&lt;br /&gt;
| --load-game FILE&lt;br /&gt;
|start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --load-scenario [MOD/]NAME&lt;br /&gt;
|start Factorio and load the specified scenario in singleplayer. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics FILE&lt;br /&gt;
|load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame FILE&lt;br /&gt;
|load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --force-opengl&lt;br /&gt;
|use OpenGL for rendering (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --force-d3d&lt;br /&gt;
|use Direct3D for rendering (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-adapter ID&lt;br /&gt;
|adapter which should be used to initialized Direct3D (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-feature-level&lt;br /&gt;
|override feature level (11, 10.1, 10) (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --dxgi-blit-model&lt;br /&gt;
|force Blit presentation mode (windows only)&lt;br /&gt;
|-&lt;br /&gt;
| --audio-driver&lt;br /&gt;
|default = Allegro&#039;s DirectSound8 backend, sdl = SDL&#039;s WASAPI backend)&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen BOOL&lt;br /&gt;
|start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size N&lt;br /&gt;
|&amp;quot;maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality arg&lt;br /&gt;
|accepted values: normal, low, very-low&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage arg&lt;br /&gt;
|accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset arg&lt;br /&gt;
|accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
|enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --disable-prototype-history&lt;br /&gt;
|Disables tracking which mod created/changed what prototype. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size arg&lt;br /&gt;
|Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|Disables loading of sprites in multiple threads.&lt;br /&gt;
|-&lt;br /&gt;
| --instrument-mod&lt;br /&gt;
|Name of a mod to enable [https://lua-api.factorio.com/latest/Instrument.html Instrument Mode]&lt;br /&gt;
|-&lt;br /&gt;
| --cache-sprite-atlas BOOL&lt;br /&gt;
|Enable/disable sprite atlas cache.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port N&lt;br /&gt;
|network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind ADDRESS[:PORT]&lt;br /&gt;
|IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port N&lt;br /&gt;
|Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-bind ADDRESS:PORT&lt;br /&gt;
|IP address and port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password PASSWORD&lt;br /&gt;
|Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings FILE&lt;br /&gt;
|Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist BOOL&lt;br /&gt;
|If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist FILE&lt;br /&gt;
|Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist FILE&lt;br /&gt;
|Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist FILE&lt;br /&gt;
|Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log FILE&lt;br /&gt;
|Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id FILE&lt;br /&gt;
|Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c game.write_file(&#039;map.txt&#039;, game.table_to_json(game.parse_map_exchange_string(&amp;lt;your exchange string here&amp;gt;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;/div&gt;</summary>
		<author><name>Mulark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=176911</id>
		<title>Command line parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=176911"/>
		<updated>2019-11-19T00:20:53Z</updated>

		<summary type="html">&lt;p&gt;Mulark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts. This page pertains to version 0.17.78.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config PATH&lt;br /&gt;
|config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory PATH&lt;br /&gt;
|Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|Print a warning for all prototype values that were not accessed.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path PATH&lt;br /&gt;
|Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario arg&lt;br /&gt;
|map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map arg&lt;br /&gt;
|scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update arg&lt;br /&gt;
|immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create FILE&lt;br /&gt;
|create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings FILE&lt;br /&gt;
|Map generation settings for use with --create, --start-server-load-scenario or --generate-map-preview. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed SEED&lt;br /&gt;
|Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max SEED&lt;br /&gt;
|Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings FILE&lt;br /&gt;
|Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset arg&lt;br /&gt;
|Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --enable-runtime-autoplace-modification&lt;br /&gt;
|Allows changing autoplace specifications runtime in non-multiplayer non-replay enabled games for debug purposes.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview PATH&lt;br /&gt;
|Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random COUNT&lt;br /&gt;
|Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size SCALE&lt;br /&gt;
|Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-scale SCALE&lt;br /&gt;
|Scale (meters per pixel) of map preview (default: 1)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset X,Y&lt;br /&gt;
|Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --noise-outputs TAG,TAG...&lt;br /&gt;
|Indicate which variables of noise program to output&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shading SHADEAMOUNT&lt;br /&gt;
|Apply elevation shading to map preview&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shade-property SHADEPROP&lt;br /&gt;
|Property to apply slope shading to (default: elevation)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities PROTOTYPE,...&lt;br /&gt;
|When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads THREADCOUNT&lt;br /&gt;
|Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --start-server FILE&lt;br /&gt;
|start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario [MOD/]NAME&lt;br /&gt;
|start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick TICK&lt;br /&gt;
|run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark FILE&lt;br /&gt;
|load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks N&lt;br /&gt;
|number of ticks for benchmarking. Default is 1000&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs N&lt;br /&gt;
|how often the number of ticks will be run, map will reload after each run. Default is 1&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose timings&lt;br /&gt;
|comma separated list of Update timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug show-time-usage view&#039;s Update section are allowed here. An empty string disabled verbose benchmarking.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats FILE&lt;br /&gt;
|path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect ADDRESS&lt;br /&gt;
|start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|run the game in heavy mode&lt;br /&gt;
|-&lt;br /&gt;
| --load-game FILE&lt;br /&gt;
|start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics FILE&lt;br /&gt;
|load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame FILE&lt;br /&gt;
|load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --force-opengl&lt;br /&gt;
|use OpenGL for rendering&lt;br /&gt;
|-&lt;br /&gt;
| --force-d3d&lt;br /&gt;
|use Direct3D for rendering&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-adapter ID&lt;br /&gt;
|adapter which should be used to initialized Direct3D&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-feature-level&lt;br /&gt;
|override feature level (11, 10.1, 10)&lt;br /&gt;
|-&lt;br /&gt;
| --dxgi-blit-model&lt;br /&gt;
|force Blit presentation mode&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen BOOL&lt;br /&gt;
|start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size N&lt;br /&gt;
|&amp;quot;maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality arg&lt;br /&gt;
|accepted values: normal, low, very-low&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage arg&lt;br /&gt;
|accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset arg&lt;br /&gt;
|accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
|enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --disable-prototype-history&lt;br /&gt;
|Disables tracking which mod created/changed what prototype. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size arg&lt;br /&gt;
|Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|Disables loading of sprites in multiple threads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port N&lt;br /&gt;
|network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind ADDRESS[:PORT]&lt;br /&gt;
|IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port N&lt;br /&gt;
|Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password PASSWORD&lt;br /&gt;
|Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings FILE&lt;br /&gt;
|Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist BOOL&lt;br /&gt;
|If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist FILE&lt;br /&gt;
|Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist FILE&lt;br /&gt;
|Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist FILE&lt;br /&gt;
|Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log FILE&lt;br /&gt;
|Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id FILE&lt;br /&gt;
|Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c game.write_file(&#039;map.txt&#039;, game.table_to_json(game.parse_map_exchange_string(&amp;lt;your exchange string here&amp;gt;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;/div&gt;</summary>
		<author><name>Mulark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=176910</id>
		<title>Command line parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Command_line_parameters&amp;diff=176910"/>
		<updated>2019-11-19T00:19:54Z</updated>

		<summary type="html">&lt;p&gt;Mulark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts. This page pertains to version 0.17.67.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General options&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config PATH&lt;br /&gt;
|config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory PATH&lt;br /&gt;
|Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|Print a warning for all prototype values that were not accessed.&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path PATH&lt;br /&gt;
|Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Running options&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario arg&lt;br /&gt;
|map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map arg&lt;br /&gt;
|scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update arg&lt;br /&gt;
|immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create FILE&lt;br /&gt;
|create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings FILE&lt;br /&gt;
|Map generation settings for use with --create, --start-server-load-scenario or --generate-map-preview. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed SEED&lt;br /&gt;
|Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed-max SEED&lt;br /&gt;
|Map generation seed for use with --generate-map-preview to generate multiple previews using every second seed in the interval from map-gen-seed to map-gen-seed-max.&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings FILE&lt;br /&gt;
|Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset arg&lt;br /&gt;
|Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --enable-runtime-autoplace-modification&lt;br /&gt;
|Allows changing autoplace specifications runtime in non-multiplayer non-replay enabled games for debug purposes.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview PATH&lt;br /&gt;
|Generate preview images of the map; PATH should name a PNG file or end with a &#039;/&#039; or &#039;\&#039; to indicate a directory.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview-random COUNT&lt;br /&gt;
|Number of maps to generate with a random seed using --generate-map-preview.&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size SCALE&lt;br /&gt;
|Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-scale SCALE&lt;br /&gt;
|Scale (meters per pixel) of map preview (default: 1)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset X,Y&lt;br /&gt;
|Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --noise-outputs TAG,TAG...&lt;br /&gt;
|Indicate which variables of noise program to output&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shading SHADEAMOUNT&lt;br /&gt;
|Apply elevation shading to map preview&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shade-property SHADEPROP&lt;br /&gt;
|Property to apply slope shading to (default: elevation)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities PROTOTYPE,...&lt;br /&gt;
|When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads THREADCOUNT&lt;br /&gt;
|Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --start-server FILE&lt;br /&gt;
|start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario [MOD/]NAME&lt;br /&gt;
|start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick TICK&lt;br /&gt;
|run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark FILE&lt;br /&gt;
|load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks N&lt;br /&gt;
|number of ticks for benchmarking. Default is 1000&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-runs N&lt;br /&gt;
|how often the number of ticks will be run, map will reload after each run. Default is 1&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose timings&lt;br /&gt;
|comma separated list of Update timings to output each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug show-time-usage view&#039;s Update section are allowed here. An empty string disabled verbose benchmarking.&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-sanitize&lt;br /&gt;
|only output the final benchmark results&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ignore-paused&lt;br /&gt;
|leaves the game paused if it was paused when saved. By default the game is unpaused when a benchmark starts.&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats FILE&lt;br /&gt;
|path of file to which rendering performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect ADDRESS&lt;br /&gt;
|start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --heavy&lt;br /&gt;
|run the game in heavy mode&lt;br /&gt;
|-&lt;br /&gt;
| --load-game FILE&lt;br /&gt;
|start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics FILE&lt;br /&gt;
|load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame FILE&lt;br /&gt;
|load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --force-opengl&lt;br /&gt;
|use OpenGL for rendering&lt;br /&gt;
|-&lt;br /&gt;
| --force-d3d&lt;br /&gt;
|use Direct3D for rendering&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-adapter ID&lt;br /&gt;
|adapter which should be used to initialized Direct3D&lt;br /&gt;
|-&lt;br /&gt;
| --d3d-feature-level&lt;br /&gt;
|override feature level (11, 10.1, 10)&lt;br /&gt;
|-&lt;br /&gt;
| --dxgi-blit-model&lt;br /&gt;
|force Blit presentation mode&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen BOOL&lt;br /&gt;
|start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size N&lt;br /&gt;
|&amp;quot;maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality arg&lt;br /&gt;
|accepted values: normal, low, very-low&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage arg&lt;br /&gt;
|accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset arg&lt;br /&gt;
|accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader&lt;br /&gt;
|enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --disable-prototype-history&lt;br /&gt;
|Disables tracking which mod created/changed what prototype. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size arg&lt;br /&gt;
|Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|Disables loading of sprites in multiple threads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Server options&lt;br /&gt;
|-&lt;br /&gt;
| --port N&lt;br /&gt;
|network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind ADDRESS[:PORT]&lt;br /&gt;
|IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port N&lt;br /&gt;
|Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password PASSWORD&lt;br /&gt;
|Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings FILE&lt;br /&gt;
|Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist BOOL&lt;br /&gt;
|If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist FILE&lt;br /&gt;
|Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist FILE&lt;br /&gt;
|Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist FILE&lt;br /&gt;
|Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log FILE&lt;br /&gt;
|Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id FILE&lt;br /&gt;
|Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
=== Creating a map from custom settings ===&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s useful to create a new game with map and/or map generator settings stored in a JSON file rather than going through the in-game map settings screen.&lt;br /&gt;
One reason is that by editing the settings directly it is possible to set settings outside the range normally available from the GUI.&lt;br /&gt;
&lt;br /&gt;
To do this, Factorio is run from the command-line, and a JSON file containing the map generator settings and a JSON file containing map settings (if customizing them) are needed.&lt;br /&gt;
&lt;br /&gt;
Example for custom generator settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;{&lt;br /&gt;
    &amp;quot;terrain_segmentation&amp;quot;: 0.5,&lt;br /&gt;
    &amp;quot;water&amp;quot;: &amp;quot;2&amp;quot;,&lt;br /&gt;
    &amp;quot;width&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;height&amp;quot;: 0,&lt;br /&gt;
    &amp;quot;starting_area&amp;quot;: &amp;quot;normal&amp;quot;,&lt;br /&gt;
    &amp;quot;peaceful_mode&amp;quot;: false,&lt;br /&gt;
    &amp;quot;autoplace_controls&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;coal&amp;quot;: {&amp;quot;frequency&amp;quot;: 1, &amp;quot;size&amp;quot;: 2, &amp;quot;richness&amp;quot;: 0.5},&lt;br /&gt;
        &amp;quot;copper-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;low&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;high&amp;quot;},&lt;br /&gt;
        &amp;quot;crude-oil&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;enemy-base&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;iron-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;stone&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: 0, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;},&lt;br /&gt;
        &amp;quot;uranium-ore&amp;quot;: {&amp;quot;frequency&amp;quot;: &amp;quot;normal&amp;quot;, &amp;quot;size&amp;quot;: &amp;quot;none&amp;quot;, &amp;quot;richness&amp;quot;: &amp;quot;normal&amp;quot;}&lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;cliff_settings&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;cliff&amp;quot;,                &lt;br /&gt;
        &amp;quot;cliff_elevation_0&amp;quot;: 30,        &lt;br /&gt;
        &amp;quot;cliff_elevation_interval&amp;quot;: 20, &lt;br /&gt;
        &amp;quot;richness&amp;quot;: 1                   &lt;br /&gt;
    },&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;property_expression_names&amp;quot;:&lt;br /&gt;
    {&lt;br /&gt;
        &amp;quot;elevation&amp;quot;: &amp;quot;0_16-elevation&amp;quot;,&lt;br /&gt;
        &amp;quot;temperature&amp;quot;: &amp;quot;35&amp;quot;&lt;br /&gt;
    },&lt;br /&gt;
    &lt;br /&gt;
    &amp;quot;seed&amp;quot;: null&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this is the same format as [https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings MapGenSettings] that are modifiable from Lua. Everything in the file is optional.&lt;br /&gt;
&lt;br /&gt;
Creating a custom save:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --create stuff-seed123.zip --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generating a map preview:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;C:\Program Files\Factorio\bin\x64\Factorio.exe&amp;quot; --generate-map-preview preview-seed123.png --map-gen-settings map-gen-settings.json --map-gen-seed 123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating the JSON files from a map exchange string ====&lt;br /&gt;
&lt;br /&gt;
It can be useful to create the initial JSON files from a known map exchange string instead of creating them from scratch. To convert the map exchange string to JSON, open the game and run the following command with your map exchange string:&lt;br /&gt;
&lt;br /&gt;
 /c game.write_file(&#039;map.txt&#039;, game.table_to_json(game.parse_map_exchange_string(&amp;lt;your exchange string here&amp;gt;)))&lt;br /&gt;
&lt;br /&gt;
Then open the script_output folder in the [[user data directory]] and open map.txt - it will look like this:&lt;br /&gt;
&lt;br /&gt;
 {&amp;quot;map_settings&amp;quot;:{ ...&amp;lt;MAP_SETTINGS&amp;gt; ... },&amp;quot;map_gen_settings&amp;quot;:{ ...&amp;lt;MAP_GEN_SETTINGS&amp;gt;... }}&lt;br /&gt;
&lt;br /&gt;
Copy the { ...&amp;lt;MAP_SETTINGS&amp;gt; ... } section into a new file called &#039;map-settings.json&#039; in the desired location. Copy the { ...&amp;lt;MAP_GEN_SETTINGS&amp;gt; ... } section section into a new file called &#039;map-gen-settings.json&#039; in the desired location.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;/div&gt;</summary>
		<author><name>Mulark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Prototype/Entity&amp;diff=176583</id>
		<title>Prototype/Entity</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Prototype/Entity&amp;diff=176583"/>
		<updated>2019-10-13T20:04:37Z</updated>

		<summary type="html">&lt;p&gt;Mulark: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype parent|PrototypeBase}}&lt;br /&gt;
Abstract base of all entities in the game.&lt;br /&gt;
Entity is basically everything that can be on the map (except tiles).&lt;br /&gt;
For in game script access to entity, take a look at [http://lua-api.factorio.com/latest/LuaEntity.html LuaEntity]&lt;br /&gt;
&lt;br /&gt;
{{Prototype TOC|&#039;&#039;abstract&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
== Extensions ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-list&amp;quot;&amp;gt;&lt;br /&gt;
* [[Prototype/Arrow]] &#039;&#039;&#039;arrow&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/ArtilleryProjectile]] &#039;&#039;&#039;artillery-projectile&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/Beam]] &#039;&#039;&#039;beam&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/CharacterCorpse]] &#039;&#039;&#039;character-corpse&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/Cliff]] &#039;&#039;&#039;cliff&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/Corpse]] &#039;&#039;&#039;corpse&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/RailRemnants]] &#039;&#039;&#039;rail-remnants&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/DeconstructibleTileProxy]] &#039;&#039;&#039;deconstructible-tile-proxy&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/EntityGhost]] &#039;&#039;&#039;entity-ghost&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/EntityWithHealth]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
** [[Prototype/Accumulator]] &#039;&#039;&#039;accumulator&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/ArtilleryTurret]] &#039;&#039;&#039;artillery-turret&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Beacon]] &#039;&#039;&#039;beacon&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Boiler]] &#039;&#039;&#039;boiler&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Character]] &#039;&#039;&#039;character&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Combinator]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
*** [[Prototype/ArithmeticCombinator]] &#039;&#039;&#039;arithmetic-combinator&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/DeciderCombinator]] &#039;&#039;&#039;decider-combinator&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/ConstantCombinator]] &#039;&#039;&#039;constant-combinator&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Container]] &#039;&#039;&#039;container&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/LogisticContainer]] &#039;&#039;&#039;logistic-container&#039;&#039;&#039;&lt;br /&gt;
**** [[Prototype/InfinityContainer]] &#039;&#039;&#039;infinity-container&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/CraftingMachine]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
*** [[Prototype/AssemblingMachine]] &#039;&#039;&#039;assembling-machine&#039;&#039;&#039;&lt;br /&gt;
**** [[Prototype/RocketSilo]] &#039;&#039;&#039;rocket-silo&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/Furnace]] &#039;&#039;&#039;furnace&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/ElectricEnergyInterface]] &#039;&#039;&#039;electric-energy-interface&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/ElectricPole]] &#039;&#039;&#039;electric-pole&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/EnemySpawner]] &#039;&#039;&#039;unit-spawner&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Fish]] &#039;&#039;&#039;fish&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/FlyingRobot]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
*** [[Prototype/CombatRobot]] &#039;&#039;&#039;combat-robot&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/RobotWithLogisticInterface]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
**** [[Prototype/ConstructionRobot]] &#039;&#039;&#039;construction-robot&#039;&#039;&#039;&lt;br /&gt;
**** [[Prototype/LogisticRobot]] &#039;&#039;&#039;logistic-robot&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Gate]] &#039;&#039;&#039;gate&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Generator]] &#039;&#039;&#039;generator&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/HeatInterface]] &#039;&#039;&#039;heat-interface&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/HeatPipe]] &#039;&#039;&#039;heat-pipe&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Inserter]] &#039;&#039;&#039;inserter&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Lab]] &#039;&#039;&#039;lab&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Lamp]] &#039;&#039;&#039;lamp&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/LandMine]] &#039;&#039;&#039;land-mine&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Market]] &#039;&#039;&#039;market&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/MiningDrill]] &#039;&#039;&#039;mining-drill&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/OffshorePump]] &#039;&#039;&#039;offshore-pump&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Pipe]] &#039;&#039;&#039;pipe&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/InfinityPipe]] &#039;&#039;&#039;infinity-pipe&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/PipeToGround]] &#039;&#039;&#039;pipe-to-ground&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/PlayerPort]] &#039;&#039;&#039;player-port&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/PowerSwitch]] &#039;&#039;&#039;power-switch&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/ProgrammableSpeaker]] &#039;&#039;&#039;programmable-speaker&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Pump]] &#039;&#039;&#039;pump&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Radar]] &#039;&#039;&#039;radar&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Rail]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
*** [[Prototype/CurvedRail]] &#039;&#039;&#039;curved-rail&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/StraightRail]] &#039;&#039;&#039;straight-rail&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/RailSignalBase]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
*** [[Prototype/RailChainSignal]] &#039;&#039;&#039;rail-chain-signal&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/RailSignal]] &#039;&#039;&#039;rail-signal&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Reactor]] &#039;&#039;&#039;reactor&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Roboport]] &#039;&#039;&#039;roboport&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/SimpleEntity]] &#039;&#039;&#039;simple-entity&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/SimpleEntityWithOwner]] &#039;&#039;&#039;simple-entity-with-owner&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/SimpleEntityWithForce]] &#039;&#039;&#039;simple-entity-with-force&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/SolarPanel]] &#039;&#039;&#039;solar-panel&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/StorageTank]] &#039;&#039;&#039;storage-tank&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/TrainStop]] &#039;&#039;&#039;train-stop&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/TransportBeltConnectable]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
*** [[Prototype/Loader]] &#039;&#039;&#039;loader&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/Splitter]] &#039;&#039;&#039;splitter&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/TransportBelt]] &#039;&#039;&#039;transport-belt&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/UndergroundBelt]] &#039;&#039;&#039;underground-belt&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Tree]] &#039;&#039;&#039;tree&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Turret]] &#039;&#039;&#039;turret&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/AmmoTurret]] &#039;&#039;&#039;ammo-turret&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/ElectricTurret]] &#039;&#039;&#039;electric-turret&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/FluidTurret]] &#039;&#039;&#039;fluid-turret&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Unit]] &#039;&#039;&#039;unit&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Vehicle]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
*** [[Prototype/Car]] &#039;&#039;&#039;car&#039;&#039;&#039;&lt;br /&gt;
*** [[Prototype/RollingStock]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
**** [[Prototype/ArtilleryWagon]] &#039;&#039;&#039;artillery-wagon&#039;&#039;&#039;&lt;br /&gt;
**** [[Prototype/CargoWagon]] &#039;&#039;&#039;cargo-wagon&#039;&#039;&#039;&lt;br /&gt;
**** [[Prototype/FluidWagon]] &#039;&#039;&#039;fluid-wagon&#039;&#039;&#039;&lt;br /&gt;
**** [[Prototype/Locomotive]] &#039;&#039;&#039;locomotive&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/Wall]] &#039;&#039;&#039;wall&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/Explosion]] &#039;&#039;&#039;explosion&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/FlameThrowerExplosion]] &#039;&#039;&#039;flame-thrower-explosion&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/FireFlame]] &#039;&#039;&#039;fire&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/FluidStream]] &#039;&#039;&#039;stream&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/FlyingText]] &#039;&#039;&#039;flying-text&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/HighlightBoxEntity]] &#039;&#039;&#039;highlight-box&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/ItemEntity]] &#039;&#039;&#039;item-entity&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/ItemRequestProxy]] &#039;&#039;&#039;item-request-proxy&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/LegacyDecorative]] &#039;&#039;&#039;decorative&#039;&#039;&#039; probably exists for migration&lt;br /&gt;
* [[Prototype/Particle]] &#039;&#039;&#039;particle&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/ArtilleryFlare]] &#039;&#039;&#039;artillery-flare&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/LeafParticle]] &#039;&#039;&#039;leaf-particle&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/ParticleSource]] &#039;&#039;&#039;particle-source&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/Projectile]] &#039;&#039;&#039;projectile&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/ResourceEntity]] &#039;&#039;&#039;resource&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/RocketSiloRocket]] &#039;&#039;&#039;rocket-silo-rocket&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/RocketSiloRocketShadow]] &#039;&#039;&#039;rocket-silo-rocket-shadow&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/Smoke]] &amp;lt;abstract&amp;gt;&lt;br /&gt;
** [[Prototype/SimpleSmoke]] &#039;&#039;&#039;smoke&#039;&#039;&#039;&lt;br /&gt;
** [[Prototype/SmokeWithTrigger]] &#039;&#039;&#039;smoke-with-trigger&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/SpeechBubble]] &#039;&#039;&#039;speech-bubble&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/Sticker]] &#039;&#039;&#039;sticker&#039;&#039;&#039;&lt;br /&gt;
* [[Prototype/TileGhost]] &#039;&#039;&#039;tile-ghost&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mandatory properties ==&lt;br /&gt;
Inherits all properties from [[PrototypeBase]].&lt;br /&gt;
&lt;br /&gt;
=== order ===&lt;br /&gt;
:&#039;&#039;See [[PrototypeBase#order]]&#039;&#039;&lt;br /&gt;
Inherited from [[PrototypeBase]]. It is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-enemy.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|icons, icon,  icon_size (IconSpecification)|[[Types/IconSpecification|IconSpecification]]}}&lt;br /&gt;
An icon is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-enemy.&lt;br /&gt;
&lt;br /&gt;
The icon will be used in the editor building selection and the bonus gui.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;icon = &amp;quot;__base__/graphics/icons/wooden-chest.png&amp;quot;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Optional properties ==&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|collision_box|[[Types/BoundingBox|BoundingBox]]|Empty=&amp;lt;nowiki&amp;gt;{{0, 0}, {0, 0}} means no collisions.&amp;lt;/nowiki&amp;gt;|optional=true}}&lt;br /&gt;
Specification of the entity collision boundaries.&lt;br /&gt;
&lt;br /&gt;
Empty collision box is used for smoke, projectiles, particles, explosions etc.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;collision_box = {{-0.4, -0.4}, {0.4, 0.4}}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The {0,0} coordinate in the collision box will match the entity position.&lt;br /&gt;
&lt;br /&gt;
It should be near the center of the collision box, to keep correct entity drawing order. It must include the {0,0} coordinate.&lt;br /&gt;
&lt;br /&gt;
Note, that for buildings, it is customary to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|collision_mask|[[Types/CollisionMask|CollisionMask]]|&amp;lt;nowiki&amp;gt;{&amp;quot;item-layer&amp;quot;, &amp;quot;object-layer&amp;quot;, &amp;quot;player-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/nowiki&amp;gt;|optional=true}}&lt;br /&gt;
&lt;br /&gt;
Two entities can collide only if they share a layer from the collision mask.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
NOTE: &#039;&#039;&#039;Some entity types have their own default&#039;&#039;&#039; that differs from the above default. They are listed here:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Prototype/Arrow]] - no masks&lt;br /&gt;
* [[Prototype/ArtilleryProjectile]] - no masks&lt;br /&gt;
* [[Prototype/Beam]] - no masks&lt;br /&gt;
* [[Prototype/Car]] - &amp;lt;code&amp;gt;{&amp;quot;player-layer&amp;quot;, &amp;quot;train-layer&amp;quot;, &amp;quot;consider-tile-transitions&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Character]] - &amp;lt;code&amp;gt;{&amp;quot;player-layer&amp;quot;, &amp;quot;train-layer&amp;quot;, &amp;quot;consider-tile-transitions&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/CharacterCorpse]] - no masks&lt;br /&gt;
* [[Prototype/Cliff]] - &amp;lt;code&amp;gt;{ &amp;quot;item-layer&amp;quot;, &amp;quot;object-layer&amp;quot;, &amp;quot;player-layer&amp;quot;, &amp;quot;water-tile&amp;quot;, &amp;quot;not-colliding-with-itself&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Corpse]] - no masks&lt;br /&gt;
* [[Prototype/DeconstructibleTileProxy]] - &amp;lt;code&amp;gt;{&amp;quot;ground-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/EntityGhost]] - &amp;lt;code&amp;gt;{&amp;quot;ghost-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Explosion]] - no masks&lt;br /&gt;
* [[Prototype/FireFlame]] - no masks&lt;br /&gt;
* [[Prototype/Fish]] - &amp;lt;code&amp;gt;{&amp;quot;ground-tile&amp;quot;, &amp;quot;colliding-with-tiles-only&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/FluidStream]] - no masks&lt;br /&gt;
* [[Prototype/FlyingRobot]] - no masks&lt;br /&gt;
* [[Prototype/FlyingText]] - no masks&lt;br /&gt;
* [[Prototype/Gate]] - &amp;lt;code&amp;gt;{&amp;quot;item-layer&amp;quot;, &amp;quot;object-layer&amp;quot;, &amp;quot;player-layer&amp;quot;, &amp;quot;water-tile&amp;quot;, &amp;quot;train-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/HeatPipe]] - &amp;lt;code&amp;gt;{&amp;quot;object-layer&amp;quot;, &amp;quot;floor-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/HighlightBoxEntity]] - no masks&lt;br /&gt;
* [[Prototype/ItemEntity]] - &amp;lt;code&amp;gt;{&amp;quot;item-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/ItemRequestProxy]] - no masks&lt;br /&gt;
* [[Prototype/LandMine]] - &amp;lt;code&amp;gt;{&amp;quot;object-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/LegacyDecorative]] - &amp;lt;code&amp;gt;{&amp;quot;doodad-layer&amp;quot;, &amp;quot;not-colliding-with-itself&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Loader]] - &amp;lt;code&amp;gt;{&amp;quot;object-layer&amp;quot;, &amp;quot;item-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Particle]] - no masks&lt;br /&gt;
* [[Prototype/ParticleSource]] - no masks&lt;br /&gt;
* [[Prototype/PlayerPort]] - &amp;lt;code&amp;gt;{&amp;quot;object-layer&amp;quot;, &amp;quot;floor-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Projectile]] - no masks&lt;br /&gt;
* [[Prototype/Rail]] - &amp;lt;code&amp;gt;{&amp;quot;item-layer&amp;quot;, &amp;quot;object-layer&amp;quot;, &amp;quot;floor-layer&amp;quot;, &amp;quot;water-tile&amp;quot;, &amp;quot;not-colliding-with-itself&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/RailSignalBase]] - &amp;lt;code&amp;gt;{&amp;quot;item-layer&amp;quot;, &amp;quot;floor-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/ResourceEntity]] - &amp;lt;code&amp;gt;{&amp;quot;resource-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/RollingStock]] - &amp;lt;code&amp;gt;{&amp;quot;train-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Smoke]] - no masks&lt;br /&gt;
* [[Prototype/SpeechBubble]] - no masks&lt;br /&gt;
* [[Prototype/Splitter]] - &amp;lt;code&amp;gt;{&amp;quot;object-layer&amp;quot;, &amp;quot;item-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Sticker]] - no masks&lt;br /&gt;
* [[Prototype/TileGhost]] - &amp;lt;code&amp;gt;{&amp;quot;ghost-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/TransportBelt]] - &amp;lt;code&amp;gt;{&amp;quot;object-layer&amp;quot;, &amp;quot;floor-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/UndergroundBelt]] - &amp;lt;code&amp;gt;{&amp;quot;object-layer&amp;quot;, &amp;quot;item-layer&amp;quot;, &amp;quot;water-tile&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Unit]] - &amp;lt;code&amp;gt;{&amp;quot;player-layer&amp;quot;, &amp;quot;train-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
* [[Prototype/Vehicle]] - &amp;lt;code&amp;gt;{&amp;quot;player-layer&amp;quot;, &amp;quot;train-layer&amp;quot;}&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|map_generator_bounding_box|[[Types/BoundingBox|BoundingBox]]|The value of collision box.|optional=true}}&lt;br /&gt;
Used instead of the collision box during map generation. Allows space entities differently during map generation, for example if the box is bigger, the entities will be placed farther apart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|selection_box|[[Types/BoundingBox|BoundingBox]]|&amp;lt;nowiki&amp;gt;Empty = {{0, 0}, {0, 0}}&amp;lt;/nowiki&amp;gt;|optional=true}}&lt;br /&gt;
Specification of the entity selection area.&lt;br /&gt;
When empty  the entity will have no selection area (and thus is not selectable).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;selection_box = {{-0.5, -0.5}, {0.5, 0.5}}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The selection box is usually a little bit bigger than the collision box, for tilable entities (like buildings) it should match the tile size of the building.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|drawing_box|[[Types/BoundingBox|BoundingBox]]|&amp;lt;nowiki&amp;gt;Empty = {{0, 0}, {0, 0}} (selection_box is used instead)&amp;lt;/nowiki&amp;gt;|optional=true}}&lt;br /&gt;
Specification of space needed to see the whole entity. &lt;br /&gt;
&lt;br /&gt;
This is used to calculate the correct zoom and positioning in the entity info gui.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;drawing_box = {{-0.5, -0.5}, {0.5, 0.5}}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|sticker_box|[[Types/BoundingBox|BoundingBox]]|The value of collision box.|optional=true}}&lt;br /&gt;
Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear.&lt;br /&gt;
It is optional and the collision box is used when not specified.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|hit_visualization_box|[[Types/BoundingBox|BoundingBox]]|&amp;lt;nowiki&amp;gt;Empty = {{0, 0}, {0, 0}}&amp;lt;/nowiki&amp;gt;|optional=true}}&lt;br /&gt;
Where beams should hit the entity. Useful if the bounding box only covers part of the entity (e.g. feet of the character) and beams only hitting there would look weird.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|flags|[[Types/EntityPrototypeFlags|EntityPrototypeFlags]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|minable|[[Types/MinableProperties|MinableProperties]]|&amp;lt;nowiki&amp;gt;{minable = false, mining_time = 0}&amp;lt;/nowiki&amp;gt;|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|subgroup|[[Types/string|string]]|optional=true}}&lt;br /&gt;
The name of the subgroup this entity should be sorted into in the map editor building selection.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|allow_copy_paste|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|selectable_in_game|[[Types/bool|bool]]|true|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|selection_priority|[[Types/uint8|uint8]]|50|optional=true}}&lt;br /&gt;
The entity with the higher number is selectable before the entity with the lower number.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|emissions_per_second|[[Types/double|double]]|0|optional=true}}&lt;br /&gt;
Amount of emissions created (positive number) or cleaned (negative number) every second by the entity.&lt;br /&gt;
This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption.&lt;br /&gt;
Currently used just for trees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;emissions_per_second = -0.0005 -- cleaning effect of big tree&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|emissions_per_tick|[[Types/double|double]]|0|optional=true}}&lt;br /&gt;
[[#emissions_per_second]], but per tick. Deprecated.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|shooting_cursor_size|[[Types/double|double]]|optional=true}}&lt;br /&gt;
The cursor size used when shooting at this entity.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|created_smoke|[[Types/CreateTrivialSmokeEffectItem|CreateTrivialSmokeEffectItem]]|optional=true}}&lt;br /&gt;
The smoke that is shown when the entity is placed. Default is using the &amp;quot;smoke-building&amp;quot; smoke.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|autoplace|[[Types/AutoplaceSpecification|AutoplaceSpecification]]|nil (entity is not autoplacable)|optional=true}}&lt;br /&gt;
Used to specify the rules for placing this entity during map generation.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|working_sound|[[Types/WorkingSound|WorkingSound]]|optional=true}}&lt;br /&gt;
Will also work on entities that don&#039;t actually do work.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|created_effect|[[Types/Trigger|Trigger]]|optional=true}}&lt;br /&gt;
The effect/trigger that happens when the entity is placed.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|build_sound|[[Types/Sound|Sound]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|mined_sound|[[Types/Sound|Sound]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|vehicle_impact_sound|[[Types/Sound|Sound]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|open_sound|[[Types/Sound|Sound]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|close_sound|[[Types/Sound|Sound]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|build_base_evolution_requirement|[[Types/double|double]]|0|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|alert_icon_shift|[[Types/vector|vector]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|alert_icon_scale|[[Types/float|float]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|fast_replaceable_group|[[Types/string|string]]|optional=true}}&lt;br /&gt;
This allows you to replace an entity that&#039;s already placed, with a different one in your inventory. For example, replacing a burner inserter with a fast inserter.&lt;br /&gt;
&lt;br /&gt;
This is simply a string, so any string can be used here. The entity that should be replaced simply has to use the same string here.&lt;br /&gt;
&lt;br /&gt;
The ones the game uses are:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;underground-belt&amp;quot;&lt;br /&gt;
  &amp;quot;loader&amp;quot;&lt;br /&gt;
  &amp;quot;splitter&amp;quot;&lt;br /&gt;
  &amp;quot;transport-belt&amp;quot;&lt;br /&gt;
  &amp;quot;assembling-machine&amp;quot;&lt;br /&gt;
  &amp;quot;container&amp;quot;&lt;br /&gt;
  &amp;quot;long-handed-inserter&amp;quot;&lt;br /&gt;
  &amp;quot;inserter&amp;quot;&lt;br /&gt;
  &amp;quot;wall&amp;quot;&lt;br /&gt;
  &amp;quot;rail-signal&amp;quot;&lt;br /&gt;
  &amp;quot;container&amp;quot;&lt;br /&gt;
  &amp;quot;pipe&amp;quot;&lt;br /&gt;
  &amp;quot;furnace&amp;quot;&lt;br /&gt;
  &amp;quot;steam-engine&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|next_upgrade|[[Types/string|string]]|optional=true}}&lt;br /&gt;
Name of the entity that will be automatically selected as the upgrade of this entity when using the [[upgrade planner]] without configuration.&lt;br /&gt;
&lt;br /&gt;
This entity may not have &#039;not-upgradable&#039; flag set and must be minable. This entity must produce no item result or mine to an item that isn&#039;t hidden.&amp;lt;br&amp;gt;&lt;br /&gt;
The upgrade target entity needs to have the same bounding box, collision mask, and fast replaceable group as this entity. The upgrade target entity must have least 1 item that builds it that isn&#039;t hidden.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|placeable_by|[[Types/ItemToPlace|ItemToPlace]] or [[Types/table|table]] of [[Types/ItemToPlace|ItemToPlace]]|optional=true}}&lt;br /&gt;
Item that when placed creates this entity. Also determines which item is picked when &amp;quot;Q&amp;quot; (smart pipette) is used on the entity.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|remains_when_mined|[[Types/string|string]] or [[Types/table|table]] of [[Types/string|string]]|optional=true}}&lt;br /&gt;
The entity that remains when this one is mined, deconstructed or fast-replaced. The entity wont actually be spawned if it would collide with the entity that is in the process of being mined.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|additional_pastable_entities|[[Types/string|string]] or [[Types/table|table]] of [[Types/string|string]]|optional=true}}&lt;br /&gt;
Entities this entity prototype can be pasted on to in addition to the standard supported types.&lt;br /&gt;
This is used to allow copying between types that aren&#039;t compatible on the C++ code side.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|tile_width|[[Types/uint32|uint32]]|calculated by the collision box width rounded up.|optional=true}}&lt;br /&gt;
Used to determine how the center of the entity should be positioned when building (unless the offgrid [[Types/EntityPrototypeFlags|flag]] is specified).&lt;br /&gt;
When the tile width is odd, the center will be in the center of the tile, when it is even, the center is on the tile transition.&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|tile_height|[[Types/uint32|uint32]]|calculated by the collision box height rounded up.|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|map_color|[[Types/Color|Color]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|friendly_map_color|[[Types/Color|Color]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
{{Prototype property|enemy_map_color|[[Types/Color|Color]]|optional=true}}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;{&lt;br /&gt;
    type = &amp;quot;container&amp;quot;,&lt;br /&gt;
    name = &amp;quot;wooden-chest&amp;quot;,&lt;br /&gt;
    icon = &amp;quot;__base__/graphics/icons/wooden-chest.png&amp;quot;,&lt;br /&gt;
    flags = {&amp;quot;placeable-neutral&amp;quot;, &amp;quot;player-creation&amp;quot;},&lt;br /&gt;
    minable = {mining_time = 1, result = &amp;quot;wooden-chest&amp;quot;},&lt;br /&gt;
    max_health = 100,&lt;br /&gt;
    corpse = &amp;quot;small-remnants&amp;quot;,&lt;br /&gt;
    collision_box = {{-0.35, -0.35}, {0.35, 0.35}},&lt;br /&gt;
    fast_replaceable_group = &amp;quot;container&amp;quot;,&lt;br /&gt;
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}},&lt;br /&gt;
    inventory_size = 16,&lt;br /&gt;
    open_sound = { filename = &amp;quot;__base__/sound/wooden-chest-open.ogg&amp;quot; },&lt;br /&gt;
    close_sound = { filename = &amp;quot;__base__/sound/wooden-chest-close.ogg&amp;quot; },&lt;br /&gt;
    vehicle_impact_sound =  { filename = &amp;quot;__base__/sound/car-wood-impact.ogg&amp;quot;, volume = 1.0 },&lt;br /&gt;
    picture =&lt;br /&gt;
    {&lt;br /&gt;
      filename = &amp;quot;__base__/graphics/entity/wooden-chest/wooden-chest.png&amp;quot;,&lt;br /&gt;
      priority = &amp;quot;extra-high&amp;quot;,&lt;br /&gt;
      width = 46,&lt;br /&gt;
      height = 33,&lt;br /&gt;
      shift = {0.25, 0.015625}&lt;br /&gt;
    },&lt;br /&gt;
    circuit_wire_connection_point =&lt;br /&gt;
    {&lt;br /&gt;
      shadow =&lt;br /&gt;
      {&lt;br /&gt;
        red = {0.734375, 0.453125},&lt;br /&gt;
        green = {0.609375, 0.515625},&lt;br /&gt;
      },&lt;br /&gt;
      wire =&lt;br /&gt;
      {&lt;br /&gt;
        red = {0.40625, 0.21875},&lt;br /&gt;
        green = {0.40625, 0.375},&lt;br /&gt;
      }&lt;br /&gt;
    },&lt;br /&gt;
    circuit_connector_sprites = get_circuit_connector_sprites({0.1875, 0.15625}, nil, 18),&lt;br /&gt;
    circuit_wire_max_distance = 9&lt;br /&gt;
  }&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mulark</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pollution&amp;diff=170344</id>
		<title>Pollution</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pollution&amp;diff=170344"/>
		<updated>2019-03-09T16:51:34Z</updated>

		<summary type="html">&lt;p&gt;Mulark: /* Chunks */ Update table to reflect 0.17 values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]&lt;br /&gt;
&lt;br /&gt;
Pollution is represented as an abstract &amp;quot;cloud&amp;quot;, updated [[Chunk|per chunk]] every game second (60 ticks) and visible on the map, when &amp;quot;alt-view&amp;quot; is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud.&lt;br /&gt;
&lt;br /&gt;
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.&lt;br /&gt;
&lt;br /&gt;
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player&#039;s [[Pollution#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won&#039;t attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.&lt;br /&gt;
&lt;br /&gt;
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.&lt;br /&gt;
&lt;br /&gt;
== Pollution spread ==&lt;br /&gt;
&lt;br /&gt;
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per [[game-second]] (60 ticks).&lt;br /&gt;
&lt;br /&gt;
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution &amp;quot;back&amp;quot; to the center chunk, so it only loses 24.0 + [[Pollution#De-polluters|absorbed value]].&lt;br /&gt;
&lt;br /&gt;
== Pollution dissipation==&lt;br /&gt;
&lt;br /&gt;
* Every [[chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution#Chunks]]). So the more the pollution spreads, the more is absorbed.&lt;br /&gt;
* [[Tree]]s also absorb some pollution (See [[Pollution#Trees]]).&lt;br /&gt;
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to produce enemies.&lt;br /&gt;
&lt;br /&gt;
== Native life ==&lt;br /&gt;
Pollution attracts [[Enemies|biters]] to the Player&#039;s factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.&lt;br /&gt;
&lt;br /&gt;
Each [[Enemies|spawner]] absorbs 20 + 0.01 * [chunk&#039;s pollution] every game second (60 ticks) if the chunk&#039;s pollution is greater than 20.  If there is 20 or less pollution in the chunk, the spawner absorbs all the pollution.&lt;br /&gt;
&lt;br /&gt;
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.&lt;br /&gt;
&lt;br /&gt;
Required pollution to add an additional biter/spitter to the attack wave:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Pollution&amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 130px;&amp;quot; | Type&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 200&amp;amp;nbsp; || Small biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 1,000&amp;amp;nbsp; || Medium biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 4,000&amp;amp;nbsp; || Big biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 20,000&amp;amp;nbsp; || Behemoth biter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 200&amp;amp;nbsp; || Small spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 600&amp;amp;nbsp; || Medium spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 1,500&amp;amp;nbsp; || Big spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 10,000&amp;amp;nbsp; || Behemoth spitter&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner&#039;s type and [[Enemies#Spawn_chances_by_evolution_factor|evolution factor]].&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
[[Module]]s that list &amp;quot;+x% pollution&amp;quot; increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.&lt;br /&gt;
&lt;br /&gt;
== Production/Absorption ==&lt;br /&gt;
These tables contain information about the levels of pollution produced/absorbed by items in the game.&lt;br /&gt;
=== Polluters ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Object&#039;&#039;&#039; || &#039;&#039;&#039;Pollution per KW per game second (60 ticks)&#039;&#039;&#039; || &#039;&#039;&#039;Pollution per game second at full power&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stone furnace}} || 0.01/KW || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Steel furnace}} || 0.02/KW || 3.6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric furnace}} || 0.005/KW || 0.9&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Burner mining drill}} || 0.03333/KW || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Electric mining drill}} || 0.1/KW || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || 0.1/KW || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 1}} || 0.03333/KW || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 2}} || 0.016/KW || 2.4&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Assembling machine 3}} || 0.00857/KW || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Pump}} || 0.004/KW || 0.12&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Boiler}} || 0.01538/KW || 27.6923&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fire on the ground and burning trees produce 0.005 pollution per tick.&lt;br /&gt;
&lt;br /&gt;
=== De-polluters ===&lt;br /&gt;
&lt;br /&gt;
==== Spawner ====&lt;br /&gt;
If a chunk&#039;s pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk&#039;s pollution] every game second (60 ticks), otherwise it absorbs the chunk&#039;s total pollution.&lt;br /&gt;
&lt;br /&gt;
==== Chunks ====&lt;br /&gt;
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.&lt;br /&gt;
&lt;br /&gt;
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !! Pollution per tick !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
|Grass 1-4 || -0.00045|| -0.027&lt;br /&gt;
|-&lt;br /&gt;
|Dirt 1|| -0.0004|| -0.024&lt;br /&gt;
|-&lt;br /&gt;
|Dirt 2-7 || -0.00045|| -0.027&lt;br /&gt;
|-&lt;br /&gt;
|Dry dirt || -0.00039|| -0.0234&lt;br /&gt;
|-&lt;br /&gt;
|Sand 1-3 || -0.00039|| -0.0234&lt;br /&gt;
|-&lt;br /&gt;
|Red desert 0 || -0.00045|| -0.027&lt;br /&gt;
|-&lt;br /&gt;
|Red desert 1-3 || -0.0004|| -0.024&lt;br /&gt;
|-&lt;br /&gt;
|Water, Green water, Deep water, Deep green water || -0.0003 || -0.018&lt;br /&gt;
|-&lt;br /&gt;
|Path tiles (Stone bricks, concrete etc) || 0.0 || 0.0&lt;br /&gt;
|-&lt;br /&gt;
|Special tiles (Lab tiles, out of map, tutorial grid) || -0.0006 || -0.036&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
Every single tree absorbs a small amount of pollution in its chunk per tick if the total pollution in that chunk is above 3500 units. By absorbing pollution, trees lose their leaves for every 500 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object !! Stage !! Pollution per tick !! Pollution per second&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001 || -0.06&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -0.00067 || -0.04&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -0.00033 || -0.02&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Min leaf density) || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001 || -0.006&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001 || -0.006&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001 || -0.006&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001 || -0.006&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001 || -0.006&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Pollution is directly connected to the following achievement:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Optimized rendering of huge pollution clouds on the map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Large amounts of pollution is created when burning fires.&lt;br /&gt;
* Pollution creation of the productivity module was reduced drastically.&lt;br /&gt;
* Optimized pollution rendering on map and minimap.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Added option to turn off pollution visibility even when detailed info is on. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Speed modules no longer produce extra pollution.&lt;br /&gt;
* Added missing pollution descriptions.&lt;br /&gt;
* Pollution is only shown on the minimap with alt mode on.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced concept of pollution.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Module]]s&lt;br /&gt;
* [[Enemies]]&lt;/div&gt;</summary>
		<author><name>Mulark</name></author>
	</entry>
</feed>