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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pelia</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-04-10T02:05:43Z</updated>
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		<id>https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=154277</id>
		<title>Template:Translation/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=154277"/>
		<updated>2018-01-20T00:00:17Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Missing headers and infobox nitpckings of technology pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|}}}&lt;br /&gt;
| Assembling machine 1 = Montovna 1&lt;br /&gt;
| Oil processing = Zpracování ropy&lt;br /&gt;
| Circuit network = Obvodová síť&lt;br /&gt;
| tiles = polí&lt;br /&gt;
| Stack size = Velikost štosu&lt;br /&gt;
| Stack = Štos&lt;br /&gt;
| Dimensions = Rozměry&lt;br /&gt;
| Transmission = Přenos&lt;br /&gt;
| Robot recharge rate = Výkon nabíjení robotů&lt;br /&gt;
| Internal buffer recharge rate = Výkon nabíjení vnitřní baterie&lt;br /&gt;
| Energy capacity = Kapacita energie&lt;br /&gt;
| Supply area = Zásobovací oblast&lt;br /&gt;
| Construction area = Stavební oblast&lt;br /&gt;
| Normal mode = Normální mód&lt;br /&gt;
| Expensive mode = Drahý mód&lt;br /&gt;
| Machine = Stroj&lt;br /&gt;
| Edit = Upravit&lt;br /&gt;
| Enemies = Nepřátelé&lt;br /&gt;
| Achievements = Úspěchy&lt;br /&gt;
| Logic = Logika&lt;br /&gt;
| Calculations per 60 UPS = Výpočtů na 60 UPS&lt;br /&gt;
| Wire reach = Dosah spojení&lt;br /&gt;
| Walking speed = Rychlost pohybu&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Technology = Technologie&lt;br /&gt;
| Vehicle = Vozidlo&lt;br /&gt;
| Effects = Účinky&lt;br /&gt;
| Character quickbar size bonus = Bonus velikosti rychlého panelu&lt;br /&gt;
| None required = Žádné požadavky&lt;br /&gt;
| Used to build Grass = Použitelné k vystavění trávy&lt;br /&gt;
| Vehicle acceleration = Zrychlení vozidla&lt;br /&gt;
| Fluid system = Soustava kapalin&lt;br /&gt;
&lt;br /&gt;
| Logistics = Logistika&lt;br /&gt;
| Storage = Úložiště&lt;br /&gt;
| Belt transport system = Pásový dopravníkový systém&lt;br /&gt;
| Inserters = Překladače&lt;br /&gt;
| Energy &amp;amp; pipe distribution = Energetická/potrubní distribuce&lt;br /&gt;
| Transport = Přeprava&lt;br /&gt;
| Logistic network = Logistická síť&lt;br /&gt;
| Terrain = Terén&lt;br /&gt;
| Navigation = Navigace&lt;br /&gt;
| Wooden chest = Dřevěná truhla&lt;br /&gt;
| Iron chest = Železná truhla&lt;br /&gt;
| Steel chest = Ocelová truhla&lt;br /&gt;
| Storage tank = Skladovací nádrž&lt;br /&gt;
| Transport belt = Přepravní pás&lt;br /&gt;
| Fast transport belt = Rychlý přepravní pás&lt;br /&gt;
| Express transport belt = Expresní přepravní pás&lt;br /&gt;
| Underground belt = Podzemní pás&lt;br /&gt;
| Fast underground belt = Rychlý podzemní pás&lt;br /&gt;
| Express underground belt = Expresní podzemní pás&lt;br /&gt;
| Splitter = Dělič&lt;br /&gt;
| Fast splitter = Rychlý dělič&lt;br /&gt;
| Express splitter = Expresní dělič&lt;br /&gt;
| Burner inserter = Spalovací překladač&lt;br /&gt;
| Inserter = Překladač&lt;br /&gt;
| Fast inserter = Rychlý překladač&lt;br /&gt;
| Filter inserter = Filtrovací překladač&lt;br /&gt;
| Stack inserter = Překladač se zásobníkem&lt;br /&gt;
| Stack filter inserter = Filtrovací překladač se zásobníkem&lt;br /&gt;
| Small electric pole = Malý elektrický pilíř&lt;br /&gt;
| Medium electric pole = Střední elektrický pilíř&lt;br /&gt;
| Big electric pole = Velký elektrický pilíř&lt;br /&gt;
| Substation = Rozvodna&lt;br /&gt;
| Pipe = Trubka&lt;br /&gt;
| Pipe to ground = Podzemní trubka&lt;br /&gt;
| Rail = Kolej&lt;br /&gt;
| Train stop = Želežniční zastávka&lt;br /&gt;
| Rail signal = Želežniční signál&lt;br /&gt;
| Rail chain signal = Řetězový signál&lt;br /&gt;
| Locomotive = Lokomotiva&lt;br /&gt;
| Cargo wagon = Nákladní vagon&lt;br /&gt;
| Fluid wagon = Cisternový vagon&lt;br /&gt;
| Car = Auto&lt;br /&gt;
| Logistic robot = Logistický robot&lt;br /&gt;
| Construction robot = Stavební robot&lt;br /&gt;
| Active provider chest = Aktivní poskytovací truhla&lt;br /&gt;
| Passive provider chest = Pasivní poskytovací truhla&lt;br /&gt;
| Requester chest = Přijímací truhla&lt;br /&gt;
| Storage chest = Skladovací truhla&lt;br /&gt;
| Lamp = Lampa&lt;br /&gt;
| Red wire = Červený drát&lt;br /&gt;
| Green wire = Zelený drát&lt;br /&gt;
| Arithmetic combinator = Aritmetický kombinátor&lt;br /&gt;
| Decider combinator = Rozhodovací kombinátor&lt;br /&gt;
| Constant combinator = Konstantní kombinátor&lt;br /&gt;
| Power switch = Vypínač&lt;br /&gt;
| Programmable speaker = Programovatelný reproduktor&lt;br /&gt;
| Stone brick = Kamenná cihla&lt;br /&gt;
| Concrete = Beton&lt;br /&gt;
| Hazard concrete = Výstražný beton&lt;br /&gt;
| Landfill = Zemina&lt;br /&gt;
| Production = Výroba&lt;br /&gt;
| Intermediate products = Meziprodukty&lt;br /&gt;
| Combat = Boj&lt;br /&gt;
| Technologies = Technologie &lt;br /&gt;
| Robots = Roboti&lt;br /&gt;
| Repair pack = Opravářská sada&lt;br /&gt;
| Robotic network = Robotická síť&lt;br /&gt;
| Logistic robotics (research) = Logistická robotika (výzkum)&lt;br /&gt;
| Energy consumption = Spotřeba energie&lt;br /&gt;
&lt;br /&gt;
| Right mouse button = Pravé tl. myši&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Middle mouse button = Prostřední tl. myši&lt;br /&gt;
| Mouse wheel up = Kol. myši nahoru&lt;br /&gt;
| Mouse wheel down = Kol. myši dolů&lt;br /&gt;
| PAD + = Num +&lt;br /&gt;
| PAD - = Num -&lt;br /&gt;
| SPACE = Mezerník&lt;br /&gt;
| Toolbelt (research) = Opasek (výzkum)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Main Page = Hlavní stránka&lt;br /&gt;
| Main article = Hlavní článek&lt;br /&gt;
&lt;br /&gt;
| Keyboard Bindings = Klávesy&lt;br /&gt;
| Keyboard bindings = Klávesy&lt;br /&gt;
| Map editor = Editor map&lt;br /&gt;
&lt;br /&gt;
| Lifespan = Životní doba&lt;br /&gt;
| Health = Životy&lt;br /&gt;
| Max. energy = Max. energie&lt;br /&gt;
| Mining hardness = Těžební tvrdost&lt;br /&gt;
| Mining speed = Těžební rychlost&lt;br /&gt;
| Mining time = Těžební doba&lt;br /&gt;
| Pollution = Znečištění&lt;br /&gt;
| Resource = Zdroj&lt;br /&gt;
| Durability = Odolnost&lt;br /&gt;
| Damage = Poškození&lt;br /&gt;
| Mining power = Těžební výkon&lt;br /&gt;
| Fuel value = Hodnota paliva&lt;br /&gt;
| Smelting speed = Rychlost tavby&lt;br /&gt;
| Craftingspeed = Rychlost výroby&lt;br /&gt;
| Required technologies = Požadované technologie&lt;br /&gt;
| Damage bonus = Bonus poškození&lt;br /&gt;
| Item = Předmět&lt;br /&gt;
| Items = Předměty&lt;br /&gt;
| Tool = Nástroje&lt;br /&gt;
| Boosting technologies = Vylepšováno technologiemi&lt;br /&gt;
| Ressource = Zdroje&lt;br /&gt;
| Discharge defense = Výbojová obrana&lt;br /&gt;
| Shooting speed = Kadence&lt;br /&gt;
| Range = Dosah&lt;br /&gt;
| Storage Size = Velikost úložiště&lt;br /&gt;
| Storage size = Velikost úložiště&lt;br /&gt;
| Magazine Size = Kapacita zásobníku&lt;br /&gt;
| Magazine size = Kapacita zásobníku&lt;br /&gt;
&lt;br /&gt;
| Processed by = Zpracováno&lt;br /&gt;
| Consumed by = Spotřebováno&lt;br /&gt;
&lt;br /&gt;
| Power production = Energetika&lt;br /&gt;
| burner = palivo&lt;br /&gt;
| Units = Jednotky&lt;br /&gt;
| Chests = Truhly&lt;br /&gt;
| Crafting = Sestavování&lt;br /&gt;
| Cliff explosives = Skalní trhavina&lt;br /&gt;
| Long handed inserter = Dlouhoruký překladač&lt;br /&gt;
&lt;br /&gt;
| Specific = Konkrétní&lt;br /&gt;
| seconds = sekundy&lt;br /&gt;
| each = za každý&lt;br /&gt;
| physical = fyzické&lt;br /&gt;
| electric = elektrické&lt;br /&gt;
&lt;br /&gt;
|Recipe = Formule&lt;br /&gt;
|Total raw = Celkem v základních surovinách&lt;br /&gt;
|none required = žádné požadavky&lt;br /&gt;
|Produced by = Vytvářeno v&lt;br /&gt;
&lt;br /&gt;
| Pump = Pumpa&lt;br /&gt;
&lt;br /&gt;
| Resources = Zdroje&lt;br /&gt;
| Fuel = Palivo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements name --&amp;gt;&lt;br /&gt;
| Automated cleanup = Automatický úklid&lt;br /&gt;
| Automated construction = Automatizovaná stavba&lt;br /&gt;
| Circuit veteran 1 = Veterán obvodů 1&lt;br /&gt;
| Circuit veteran 2 = Veterán obvodů 2&lt;br /&gt;
| Circuit veteran 3 = Veterán obvodů 3&lt;br /&gt;
| Computer age 1 = Doba počítačová 1&lt;br /&gt;
| Computer age 2 = Doba počítačová 2&lt;br /&gt;
| Computer age 3 = Doba počítačová 3&lt;br /&gt;
| Delivery service = Zásilková služba&lt;br /&gt;
| Eco unfriendly = Nepřítel ekologie&lt;br /&gt;
| Getting on track = Želežničář&lt;br /&gt;
| Getting on track like a pro = Želežničář profesionál&lt;br /&gt;
| Golem = Golem&lt;br /&gt;
| Iron throne 1 = Železný trůn 1&lt;br /&gt;
| Iron throne 2 = Železný trůn 2&lt;br /&gt;
| Iron throne 3 = Železný trůn 3&lt;br /&gt;
| It stinks and they dont like it = Znečištění se jim nelíbí&lt;br /&gt;
| Lazy bastard = Líný parchant&lt;br /&gt;
| Logistic network embargo = Logistická síť? Na co...&lt;br /&gt;
| Mass production 1 = Masová výroba 1&lt;br /&gt;
| Mass production 2 = Masová výroba 2&lt;br /&gt;
| Mass production 3 = Masová výroba 3&lt;br /&gt;
| Minions = Posluhovači&lt;br /&gt;
| No time for chitchat = Není čas na kecy&lt;br /&gt;
| Pyromaniac = Pyroman&lt;br /&gt;
| Raining bullets = Prší kulky&lt;br /&gt;
| Run Forrest, run = Běž Forreste, utíkej&lt;br /&gt;
| Smoke me a kipper, I&#039;ll be back for breakfast = Nachystejte uzenáče, na snídani jsem zpátky&lt;br /&gt;
| So long and thanks for all the fish = Sbohem, a díky za všechny ryby&lt;br /&gt;
| Solaris = Solaris&lt;br /&gt;
| Steam all the way = Plnou parou vpřed&lt;br /&gt;
| Steamrolled = Parní válec&lt;br /&gt;
| Tech maniac = Šílený vědec&lt;br /&gt;
| There is no spoon = Lžíce tu není&lt;br /&gt;
| Trans-Factorio express = Trans-Factorio Express&lt;br /&gt;
| Watch your step = Dívej se kam šlapeš&lt;br /&gt;
| You are doing it right = Děláš to správně&lt;br /&gt;
| You&#039;ve got a package = Dostal jsi zásilku&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements description --&amp;gt;&lt;br /&gt;
| Deconstruct 100 objects with the [[construction robot]]s. = Dekonstruuj 100 objektů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Construct 100 machines using [[construction robot|robots]]. = Postav 100 strojů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Produce 1.0k [[advanced circuit]]s per hour. = Vyrob 1000 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 10k [[advanced circuit]]s per hour. = Vyrob 1x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 25k [[advanced circuit]]s per hour. = Vyrob 2,5x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 500 [[processing unit]]s per hour. = Vyrob 500 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 1.0k [[processing unit]]s per hour. = Vyrob 1x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 5k [[processing unit]]s per hour. = Vyrob 5x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Supply the player with 10k items delivered by [[logistic robot]]s. = Pošli hráči 10 000 předmětů přes [[logistic robot/cs|logistické roboty]].&lt;br /&gt;
| Research [[oil processing (research)]]. = Vyzkoumej [[oil processing (research)/cs|Zpracování ropy]].&lt;br /&gt;
| Build a [[locomotive]]. = Postav [[locomotive/cs|lokomotivu]].&lt;br /&gt;
| Build a [[locomotive]] within the first 90 minutes of the game. = Postav [[locomotive/cs|lokomotivu]] během prvních 90 minut hry.&lt;br /&gt;
| Survive a hit of 500 [[damage]] or more. = Vydrž ránu s [[damage/cs|poškozením]] nad 500.&lt;br /&gt;
| Produce 20k [[iron plate]]s per hour. = Vyrob 2x10^4 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 200k [[iron plate]]s per hour. = Vyrob 2x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 400k [[iron plate]]s per hour. = Vyrob 4x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Trigger an [[enemies|alien]] attack by [[pollution]]. = Spusť útok [[enemies/cs|nepřítele]] vlivem [[pollution/cs|znečištění]].&lt;br /&gt;
| Win the game by crafting no more than 111 items manually. = Vyhraj hru, aniž bys postavil více než 111 předmětů manuálně.&lt;br /&gt;
| Win the game without building any [[active provider chest|active provider]] or [[requester chest]]s. = Vyhraj, aniž bys položil [[active provider chest/cs|aktivní]] nebo [[requester chest/cs|požadavkovou truhlu]].&lt;br /&gt;
| Produce 10k [[electronic circuit]]s. = Vyrob 1x10^4 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 1M [[electronic circuit]]s. = Vyrob 1x10^6 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 20M [[electronic circuit]]s. = Vyrob 2x10^7 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Have 100 combat robots or more following you. = Měj nad 100 bojových robotů, kteří tě následují.&lt;br /&gt;
| Finish the game within 15 hours. = Vyhraj během 15 hodin.&lt;br /&gt;
| Destroy 10k [[tree]]s with fire. = Spal 10 000 [[tree/cs|stromů]].&lt;br /&gt;
| Win the game without building any [[laser turret]]s. = Vyhraj, aniž bys postavil jedinou [[laser turret/cs|laserovou věž]].&lt;br /&gt;
| Destroy 100 [[tree]]s by impact. = Poraž 100 [[tree/cs|stromů]] nárazem.&lt;br /&gt;
| Finish the game. = Vyhraj hru.&lt;br /&gt;
| {{spoiler|button-text = Spoiler! Click to view.|message = Send a [[raw fish]] into space via [[rocket silo|rocket]].}} = {{spoiler|button-text = Spoiler! Kliknutím rozkrýt.|message = Pošli [[raw fish/cs|rybu]] na orbit pomocí [[rocket silo/cs|raketového sila]].}}&lt;br /&gt;
| Produce more than 10 GJ per hour using [[solar panel]]s. = Vyrob 10 GJ energie za hodinu se [[solar panel/cs|solárními panely]].&lt;br /&gt;
| Win the game without building any [[solar panel]]s. = Vyhraj bez postavení jediného [[solar panel/cs|solárního panelu]].&lt;br /&gt;
| Destroy 10 [[Enemies#Spawners|spawners]] by impact. = Znič 10 [[Enemies#Nester/cs|hnízd]].&lt;br /&gt;
| Research all [[technologies]]. = Vyzkoumej všechny [[technologies/cs|technologie]].&lt;br /&gt;
| Finish the game within 8 hours. = Vyhraj hru během 8 hodin.&lt;br /&gt;
| Have a [[train]] plan a path 1000 tiles or longer. = Nechej vlak naplánovat spoj delší než 1000 polí.&lt;br /&gt;
| Get killed by a moving [[locomotive]]. = Nech se zabít jedoucí lokomotivou.&lt;br /&gt;
| Construct more machines using [[construction robot|robots]] than manually. = Polož více strojů pomocí stavebních robotů než-li manuálně.&lt;br /&gt;
| Supply the player by [[logistic robot]]. = Zásobuj hráče [[logistic robot/cs|logistickým robotem]].&lt;br /&gt;
| Electric system = Elektrická soustava&lt;br /&gt;
| Electric network = Elektrická síť&lt;br /&gt;
&lt;br /&gt;
| Production items = Výrobky&lt;br /&gt;
| Tools = Nástroje&lt;br /&gt;
| Electricity = Elektřina&lt;br /&gt;
| Resource extraction = Získávání zdrojů&lt;br /&gt;
| Furnaces  = Pece&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Iron axe = Železná sekera&lt;br /&gt;
| Steel axe = Ocelová sekera&lt;br /&gt;
| Blueprint = Plán&lt;br /&gt;
| Deconstruction planner = Plánovač dekonstrukce &lt;br /&gt;
| Blueprint book = Kniha plánů&lt;br /&gt;
| Boiler = Bojler&lt;br /&gt;
| Steam engine = Parní stroj&lt;br /&gt;
| Steam turbine = Parní turbína&lt;br /&gt;
| Solar panel = Solární panel&lt;br /&gt;
| Accumulator = Akumulátor&lt;br /&gt;
| Nuclear reactor = Jaderný reaktor&lt;br /&gt;
| Heat exchanger = Tepelný výměník&lt;br /&gt;
| Heat pipe = Tepelné potrubí&lt;br /&gt;
| Burner mining drill = Spalovací vrták&lt;br /&gt;
| Electric mining drill = Elektrický vrták&lt;br /&gt;
| Offshore pump = Pobřežní pumpa&lt;br /&gt;
| Pumpjack = Ropné čerpadlo&lt;br /&gt;
| Stone furnace = Kamenná pec&lt;br /&gt;
| Steel furnace = Ocelová pec&lt;br /&gt;
| Electric furnace = Elektrická pec&lt;br /&gt;
| Assembling machine 2 = Montovna 2&lt;br /&gt;
| Assembling machine 3 = Montovna 3&lt;br /&gt;
| Oil refinery = Ropná rafinérie&lt;br /&gt;
| Chemical plant = Chemička&lt;br /&gt;
| Centrifuge = Odstředivka&lt;br /&gt;
| Lab = Laboratoř&lt;br /&gt;
| Beacon = Maják&lt;br /&gt;
| Speed module = Rychlostní modul &lt;br /&gt;
| Speed module 2 = Rychlostní modul 2 &lt;br /&gt;
| Speed module 3 = Rychlostní modul 3&lt;br /&gt;
| Efficiency module = Modul efektivity&lt;br /&gt;
| Efficiency module 2 = Modul efektivity 2&lt;br /&gt;
| Efficiency module 3 = Modul efektivity 3&lt;br /&gt;
| Productivity module = Modul produktivity&lt;br /&gt;
| Productivity module 2 = Modul produktivity 2&lt;br /&gt;
| Productivity module 3 = Modul produktivity 3&lt;br /&gt;
| Resources and fluids = Zdroje a kapaliny&lt;br /&gt;
| Materials = Materiály&lt;br /&gt;
| Crafting components = Komponenty výroby&lt;br /&gt;
| Science packs = Vědecké balíčky&lt;br /&gt;
| Raw wood = Surové dřevo&lt;br /&gt;
| Coal = Uhlí&lt;br /&gt;
| Stone = Kámen&lt;br /&gt;
| Iron ore = Železná ruda&lt;br /&gt;
| Copper ore = Měděná ruda&lt;br /&gt;
| Uranium ore = Uranová ruda&lt;br /&gt;
| Raw fish = Syrová ryba&lt;br /&gt;
| Crude oil = Surová ropa&lt;br /&gt;
| Heavy oil = Těžký olej&lt;br /&gt;
| Light oil = Lehký olej&lt;br /&gt;
| Lubricant = Mazivo&lt;br /&gt;
| Petroleum gas = Ropný plyn&lt;br /&gt;
| Sulfuric acid = Kyselina sírová&lt;br /&gt;
| Water = Voda&lt;br /&gt;
| Steam = Pára&lt;br /&gt;
| Wood = Dřevo&lt;br /&gt;
| Iron plate = Železný plát &lt;br /&gt;
| Copper plate = Měděný plát&lt;br /&gt;
| Solid fuel = Tuhé palivo&lt;br /&gt;
| Steel plate = Ocelový plát&lt;br /&gt;
| Plastic bar = Plast&lt;br /&gt;
| Sulfur = Síra&lt;br /&gt;
| Battery = Baterie&lt;br /&gt;
| Explosives = Výbušniny&lt;br /&gt;
| explosive = výbušné&lt;br /&gt;
| Uranium processing = Zpracování uranu&lt;br /&gt;
| Copper cable = Měděný kabel&lt;br /&gt;
| Iron stick = Železná tyč&lt;br /&gt;
| Iron gear wheel = Železné ozubené kolečko&lt;br /&gt;
| Electronic circuit = Elektrický obvod&lt;br /&gt;
| Advanced circuit = Pokročilý obvod&lt;br /&gt;
| Processing unit = Procesor&lt;br /&gt;
| Engine unit = Motor&lt;br /&gt;
| Electric engine unit = Elektrický motor &lt;br /&gt;
| Flying robot frame = Stroj létavého robota&lt;br /&gt;
| Satellite = Satelit&lt;br /&gt;
| Rocket part = Část rakety&lt;br /&gt;
| Rocket control unit = Řidicí jednotka rakety&lt;br /&gt;
| Low density structure = Odlehčená struktura&lt;br /&gt;
| Rocket fuel = Raketové palivo&lt;br /&gt;
| Nuclear fuel = Jaderné palivo&lt;br /&gt;
| Uranium-235 = Uran-235&lt;br /&gt;
| Uranium-238 = Uran-238&lt;br /&gt;
| Uranium fuel cell = Uranový palivový článek&lt;br /&gt;
| Used up uranium fuel cell = Vyhořelý uranový palivový článek&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace uranového paliva&lt;br /&gt;
| Kovarex enrichment process = Kovarexův obohacující proces&lt;br /&gt;
| Science pack 1 = Vědecký balíček 1&lt;br /&gt;
| Science pack 2 = Vědecký balíček 2&lt;br /&gt;
| Science pack 3 = Vědecký balíček 3&lt;br /&gt;
| Military science pack = Vojenský vědecký balíček&lt;br /&gt;
| Production science pack = Výrobní vědecký balíček&lt;br /&gt;
| High tech science pack = Vědecký balíček pokročilé technologie&lt;br /&gt;
| Space science pack = Vesmírný vědecký balíček&lt;br /&gt;
| Combat items = Bojové předměty&lt;br /&gt;
| Weapons = Zbraně&lt;br /&gt;
| Ammo = Munice&lt;br /&gt;
| Capsules = Kapsle&lt;br /&gt;
| Armor = Zbroj&lt;br /&gt;
| Armor modules = Moduly zbroje&lt;br /&gt;
| Defense = Obrana&lt;br /&gt;
| Pistol = Pistole&lt;br /&gt;
| Submachine gun = Samopal &lt;br /&gt;
| Shotgun = Brokovnice&lt;br /&gt;
| Combat shotgun = Bojová brokovnice&lt;br /&gt;
| Rocket launcher = Raketomet&lt;br /&gt;
| Flamethrower = Plamenomet&lt;br /&gt;
| Land mine = Mina&lt;br /&gt;
| Firearm magazine = Zásobník nábojů&lt;br /&gt;
| Piercing rounds magazine = Zásobník průrazných nábojů&lt;br /&gt;
| Uranium rounds magazine =  Zásobník uranových nábojů&lt;br /&gt;
| Shotgun shells = Náboje brokovnice&lt;br /&gt;
| Piercing shotgun shells = Průrazné náboje brokovnice&lt;br /&gt;
| Cannon shell = Náboj kanonu&lt;br /&gt;
| Explosive cannon shell = Výbušný náboj kanonu&lt;br /&gt;
| Uranium cannon shell = Uranový náboj kanonu&lt;br /&gt;
| Explosive uranium cannon shell = Výbušný uranový náboj kanonu&lt;br /&gt;
| Artillery shell = Dělostřelecká nálož&lt;br /&gt;
| Rocket = Raketa&lt;br /&gt;
| Explosive rocket = Výbušná raketa&lt;br /&gt;
| Atomic bomb = Atomová bomba&lt;br /&gt;
| Flamethrower ammo = Plamenometné palivo&lt;br /&gt;
| Grenade = Granát&lt;br /&gt;
| Cluster grenade = Tříštivý granát&lt;br /&gt;
| Poison capsule = Jedová kapsle&lt;br /&gt;
| Slowdown capsule = Zpomalovací kapsle&lt;br /&gt;
| Defender capsule = Obranná kapsle&lt;br /&gt;
| Distractor capsule = Rozptylovací kapsle&lt;br /&gt;
| Destroyer capsule = Kapsle s ničiteli&lt;br /&gt;
| Discharge defense remote = Ovladač obranného výboje&lt;br /&gt;
| Artillery targeting remote = Ovladač dělostřeleckého navádění&lt;br /&gt;
| Light armor = Lehká zbroj&lt;br /&gt;
| Heavy armor = Těžká zbroj&lt;br /&gt;
| Modular armor = Modulární zbroj&lt;br /&gt;
| Power armor = Silová zbroj&lt;br /&gt;
| Power armor MK2 = Silová zbroj MK2&lt;br /&gt;
| Portable solar panel = Přenosný solární panel&lt;br /&gt;
| Portable fusion reactor = Přenosný fůzní reaktor&lt;br /&gt;
| Energy shield = Energetický štít&lt;br /&gt;
| Energy shield MK2 = Energetický štít MK2&lt;br /&gt;
| Battery MK1 = Baterie MK1&lt;br /&gt;
| Battery MK2 = Baterie MK2&lt;br /&gt;
| Personal laser defense = Osobní laserová obrana&lt;br /&gt;
| Exoskeleton = Exoskelet&lt;br /&gt;
| Personal roboport = Osobní roboport&lt;br /&gt;
| Personal roboport MK2 = Osobní roboport MK2&lt;br /&gt;
| Nightvision = Noktovizor&lt;br /&gt;
| Stone wall = Kamenná zeď&lt;br /&gt;
| Gate = Brána&lt;br /&gt;
| Gun turret = Zbrojní věž &lt;br /&gt;
| Laser turret = Laserová věž&lt;br /&gt;
| Flamethrower turret = Plamenometná věž&lt;br /&gt;
| Artillery turret = Dělostřelecká věž&lt;br /&gt;
| Radar = Radar&lt;br /&gt;
| Rocket silo = Raketové silo &lt;br /&gt;
| Buffer chest = Vyrovnávací truhla&lt;br /&gt;
&lt;br /&gt;
| Machines = Stroje&lt;br /&gt;
| Weaponry = Zbraně&lt;br /&gt;
| Bonuses = Bonusy&lt;br /&gt;
| Player augmentation = Vylepšení hráče&lt;br /&gt;
| Crafting = Crafting&lt;br /&gt;
| Transportation = Přeprava&lt;br /&gt;
| Equipment modules = Moduly výzbroje&lt;br /&gt;
| Advanced electronics = Pokročilá elektronika&lt;br /&gt;
| Automation = Automatizace&lt;br /&gt;
| Electric energy distribution 1 = Distribuce elektrické energie 1&lt;br /&gt;
| Electric energy accumulators = Akumulátory elektrické energie&lt;br /&gt;
| Fluid handling = Zpracování tekutin&lt;br /&gt;
| Nuclear power = Jaderná energie&lt;br /&gt;
| Rocket silo = Raketové silo&lt;br /&gt;
| Solar energy = Solární energie&lt;br /&gt;
| Cluster grenade = Třístivý granát&lt;br /&gt;
| Combat robotics = Bojová robotika&lt;br /&gt;
| Military = Vojenství&lt;br /&gt;
| Rocketry = Raketové pohony&lt;br /&gt;
| Uranium ammo = Uranová munice&lt;br /&gt;
| Braking force = Brzdná síla&lt;br /&gt;
| Bullet damage = Poškození nábojů&lt;br /&gt;
| Bullet shooting speed = Kadence nábojů&lt;br /&gt;
| Cannon shell damage = Poškození kanonu&lt;br /&gt;
| Cannon shell shooting speed = Kadence kanonu&lt;br /&gt;
| Combat robot damage = Poškození bojových robotů&lt;br /&gt;
| Flamethrower damage = Poškození plamenometu&lt;br /&gt;
| Follower robot count = Počet následujících robotů&lt;br /&gt;
| Grenade damage = Poškození granátů&lt;br /&gt;
| Gun turret damage = Poškození střelných věží&lt;br /&gt;
| Inserter capacity bonus = Bonus nosnosti překladačů&lt;br /&gt;
| Lab research speed = Výzkumná rychlost laboratoří&lt;br /&gt;
| Laser turret damage = Poškození laserových věží&lt;br /&gt;
| Laser turret shooting speed = Kadence laserových věží&lt;br /&gt;
| Mining productivity = Těžební produktivita&lt;br /&gt;
| Rocket damage = Poškození raket&lt;br /&gt;
| Rocket shooting speed = Kadence raket&lt;br /&gt;
| Shotgun shell damage = Poškození nábojů brokovnice&lt;br /&gt;
| Shotgun shell shooting speed = Kadence brokovnice&lt;br /&gt;
| Worker robot cargo size = Nosnost létavých strojů&lt;br /&gt;
| Worker robot speed = Rychlost létavých strojů&lt;br /&gt;
| Character logistic slots = Logistické sloty postavy&lt;br /&gt;
| trash = odpadní&lt;br /&gt;
| auto trash = auto-odpadní&lt;br /&gt;
| Construction robotics = Stavební robotika&lt;br /&gt;
| Logistic robotics = Logistická robotika&lt;br /&gt;
| Toolbelt = Opasek&lt;br /&gt;
| Gates = Brány&lt;br /&gt;
| Landmines = Miny&lt;br /&gt;
| Stone walls = Kamenné zdi&lt;br /&gt;
| Gun turrets = Střelné věže&lt;br /&gt;
| Laser turrets = Laserové věže&lt;br /&gt;
| Advanced material processing = Pokročilé zpracování materiálu&lt;br /&gt;
| Advanced oil processing = Pokročilé zpracování ropy&lt;br /&gt;
| Coal liquefaction = Zkapalnění uhlí&lt;br /&gt;
| Electronics = Elektronika&lt;br /&gt;
| Engine = Motor&lt;br /&gt;
| Electric engine = Elektrický motor &lt;br /&gt;
| Flammables = Hořlaviny&lt;br /&gt;
| Flight = Let&lt;br /&gt;
| Laser = Laser&lt;br /&gt;
| Logistic system = Logistický systém&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace jaderného paliva&lt;br /&gt;
| Optics = Optika&lt;br /&gt;
| Plastics = Plasty&lt;br /&gt;
| Robotics = Robotika&lt;br /&gt;
| Steel processing = Zpracování oceli&lt;br /&gt;
| Sulfur processing = Zpracování síry&lt;br /&gt;
| Automated rail transportation = Automatizovaná železnice&lt;br /&gt;
| Automobilism = Automobilní průmysl&lt;br /&gt;
| Rail signals = Železniční signály&lt;br /&gt;
| Railway = Železnice&lt;br /&gt;
| Tanks = Tanky&lt;br /&gt;
| Battery equipment = Výzbroj baterie&lt;br /&gt;
| Energy shield equipment = Výzbroj štítu&lt;br /&gt;
| Exoskeleton equipment = Výzbroj exoskeletu&lt;br /&gt;
| Nightvision equipment = Výzbroj noktovizoru&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Effect transmission = Přenos účinků&lt;br /&gt;
| research = výzkum&lt;br /&gt;
| Resarch = Výzkum&lt;br /&gt;
&lt;br /&gt;
| Advanced electronics (research) = Pokročilá elektronika (výzkum)&lt;br /&gt;
| Automation (research) = Automatizace (výzkum)&lt;br /&gt;
| Electric energy distribution 1 (research) = Distribuce elektrické energie 1 (výzkum)&lt;br /&gt;
| Electric energy accumulators (research) = Akumulátory elektrické energie (výzkum)&lt;br /&gt;
| Fluid handling (research) = Zpracování tekutin (výzkum)&lt;br /&gt;
| Nuclear power (research) = Jaderná energie (výzkum)&lt;br /&gt;
| Rocket silo (research) = Raketové silo (výzkum)&lt;br /&gt;
| Solar energy (research) = Solární energie (výzkum)&lt;br /&gt;
| Cluster grenade (research) = Třístivý granát (výzkum)&lt;br /&gt;
| Combat robotics (research) = Bojová robotika (výzkum)&lt;br /&gt;
| Military (research) = Vojenství (výzkum)&lt;br /&gt;
| Rocketry (research) = Raketové pohony (výzkum)&lt;br /&gt;
| Uranium ammo (research) = Uranová munice (výzkum)&lt;br /&gt;
| Braking force (research) = Brzdná síla (výzkum)&lt;br /&gt;
| Bullet damage (research) = Poškození nábojů (výzkum)&lt;br /&gt;
| Bullet shooting speed (research) = Kadence nábojů (výzkum)&lt;br /&gt;
| Cannon shell damage (research) = Poškození kanonu (výzkum)&lt;br /&gt;
| Cannon shell shooting speed (research) = Kadence kanonu (výzkum)&lt;br /&gt;
| Combat robot damage (research) = Poškození bojových robotů (výzkum)&lt;br /&gt;
| Flamethrower damage (research) = Poškození plamenometu (výzkum)&lt;br /&gt;
| Follower robot count (research) = Počet následujících robotů (výzkum)&lt;br /&gt;
| Grenade damage (research) = Poškození granátů (výzkum)&lt;br /&gt;
| Gun turret damage (research) = Poškození střelných věží (výzkum)&lt;br /&gt;
| Inserter capacity bonus (research) = Bonus nosnosti překladačů (výzkum)&lt;br /&gt;
| Lab research speed (research) = Výzkumná rychlost laboratoří (výzkum)&lt;br /&gt;
| Laser turret damage (research) = Poškození laserových věží (výzkum)&lt;br /&gt;
| Laser turret shooting speed (research) = Kadence laserových věží (výzkum)&lt;br /&gt;
| Mining productivity (research) = Těžební produktivita (výzkum)&lt;br /&gt;
| Rocket damage (research) = Poškození raket (výzkum)&lt;br /&gt;
| Rocket shooting speed (research) = Kadence raket (výzkum)&lt;br /&gt;
| Shotgun shell damage (research) = Poškození nábojů brokovnice (výzkum)&lt;br /&gt;
| Shotgun shell shooting speed (research) = Kadence brokovnice (výzkum)&lt;br /&gt;
| Worker robot cargo size (research) = Nosnost létavých strojů (výzkum)&lt;br /&gt;
| Worker robot speed (research) = Rychlost létavých strojů (výzkum)&lt;br /&gt;
| Character logistic slots (research) = Logistické sloty postavy (výzkum)&lt;br /&gt;
| trash (research) = odpadní (výzkum)&lt;br /&gt;
| auto trash (research) = auto-odpadní (výzkum)&lt;br /&gt;
| Construction robotics (research) = Stavební robotika (výzkum)&lt;br /&gt;
| Logistic robotics (research) = Logistická robotika (výzkum)&lt;br /&gt;
| Toolbelt (research) = Opasek (výzkum)&lt;br /&gt;
| Gates (research) = Brány (výzkum)&lt;br /&gt;
| Landmines (research) = Miny (výzkum)&lt;br /&gt;
| Stone walls (research) = Kamenné zdi (výzkum)&lt;br /&gt;
| Gun turrets (research) = Střelné věže (výzkum)&lt;br /&gt;
| Laser turrets (research) = Laserové věže (výzkum)&lt;br /&gt;
| Advanced material processing (research) = Pokročilé zpracování materiálu (výzkum)&lt;br /&gt;
| Advanced oil processing (research) = Pokročilé zpracování ropy (výzkum)&lt;br /&gt;
| Coal liquefaction (research) = Zkapalnění uhlí (výzkum)&lt;br /&gt;
| Electronics (research) = Elektronika (výzkum)&lt;br /&gt;
| Engine (research) = Motor (výzkum)&lt;br /&gt;
| Electric engine (research) = Elektrický motor  (výzkum)&lt;br /&gt;
| Flammables (research) = Hořlaviny (výzkum)&lt;br /&gt;
| Flight (research) = Let (výzkum)&lt;br /&gt;
| Laser (research) = Laser (výzkum)&lt;br /&gt;
| Logistic system (research) = Logistický systém (výzkum)&lt;br /&gt;
| Nuclear fuel reprocessing (research) = Recyklace jaderného paliva (výzkum)&lt;br /&gt;
| Optics (research) = Optika (výzkum)&lt;br /&gt;
| Plastics (research) = Plasty (výzkum)&lt;br /&gt;
| Robotics (research) = Robotika (výzkum)&lt;br /&gt;
| Steel processing (research) = Zpracování oceli (výzkum)&lt;br /&gt;
| Sulfur processing (research) = Zpracování síry (výzkum)&lt;br /&gt;
| Automated rail transportation (research) = Automatizovaná železnice (výzkum)&lt;br /&gt;
| Automobilism (research) = Automobilní průmysl (výzkum)&lt;br /&gt;
| Rail signals (research) = Železniční signály (výzkum)&lt;br /&gt;
| Railway (research) = Železnice (výzkum)&lt;br /&gt;
| Tanks (research) = Tanky (výzkum)&lt;br /&gt;
| Battery equipment (research) = Výzbroj baterie (výzkum)&lt;br /&gt;
| Energy shield equipment (research) = Výzbroj štítu (výzkum)&lt;br /&gt;
| Exoskeleton equipment (research) = Výzbroj exoskeletu (výzkum)&lt;br /&gt;
| Nightvision equipment (research) = Výzbroj noktovizoru (výzkum)&lt;br /&gt;
| Modules (research) = Moduly (výzkum)&lt;br /&gt;
| Effect transmission (research) = Přenos účinků (výzkum)&lt;br /&gt;
&lt;br /&gt;
| Cost = Náklady&lt;br /&gt;
| Research = Výzkum&lt;br /&gt;
| Allows = Umožňuje&lt;br /&gt;
| Advanced electronics 2 (research) = Pokročilá elektronika 2 (výzkum)&lt;br /&gt;
| Added in = Od verze&lt;br /&gt;
| Key technology for large scale production. = Klíčová technologie pro sériovou výrobu.&lt;br /&gt;
| Automation 2 (research) = Automatizace 2 (výzkum)&lt;br /&gt;
| Automation 3 (research) = Automatizace 3 (výzkum)&lt;br /&gt;
| Accumulators are used to store electric energy. = Akumulátory jsou použity ke skladování elektrické energie.&lt;br /&gt;
&lt;br /&gt;
| #default = {{{1}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_energy_accumulators_(research)/cs&amp;diff=154276</id>
		<title>Electric energy accumulators (research)/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_energy_accumulators_(research)/cs&amp;diff=154276"/>
		<updated>2018-01-19T23:57:33Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric energy accumulators (research)}}&lt;br /&gt;
&lt;br /&gt;
== Čtěte také ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Automation_3_(research)/cs&amp;diff=154275</id>
		<title>Automation 3 (research)/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Automation_3_(research)/cs&amp;diff=154275"/>
		<updated>2018-01-19T23:55:18Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Automation 3 (research)}}&lt;br /&gt;
&lt;br /&gt;
== Čtěte také ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Automation_2_(research)&amp;diff=154274</id>
		<title>Infobox:Automation 2 (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Automation_2_(research)&amp;diff=154274"/>
		<updated>2018-01-19T23:53:25Z</updated>

		<summary type="html">&lt;p&gt;Pelia: A dot missing screws up trans templates. Bloody hell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = automation-2&lt;br /&gt;
|expensive-cost-multiplier = 320&lt;br /&gt;
| category = Technology&lt;br /&gt;
| icontext       = 2&lt;br /&gt;
| cost  = Time, 5 + Science pack 1, 1&lt;br /&gt;
| cost-multiplier = 80&lt;br /&gt;
| required-technologies = Electronics&lt;br /&gt;
| allows = Automation 3, 3 + Engine + Fluid handling&lt;br /&gt;
| effects = Assembling machine 2&lt;br /&gt;
| extra1         = Key technology for large scale production.&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Automation_2_(research)/cs&amp;diff=154273</id>
		<title>Automation 2 (research)/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Automation_2_(research)/cs&amp;diff=154273"/>
		<updated>2018-01-19T23:52:03Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Automation 2 (research)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatizace 2&#039;&#039;&#039; zpřístupní [[Assembling machine 2/cs|Montovnu 2]], jádro pokročilé automatické výroby. Její výzkum je nutný, aby bylo možné automatizovat {{L|Science pack 2}}.&lt;br /&gt;
&lt;br /&gt;
== Čtěte také ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Automation_(research)/cs&amp;diff=154272</id>
		<title>Automation (research)/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Automation_(research)/cs&amp;diff=154272"/>
		<updated>2018-01-19T23:47:12Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Automation (research)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatizace&#039;&#039;&#039; je jednou z prvních technologií, kterou hráč získá. Zpřístupňuje výrobu [[Long handed inserter/cs|dlouhorukého překladače]] a také [[Assembling machine 1/cs|Montovny 1]], která je prvopočátkem automatické výroby a tudíž zásadním aspektem Factoria.&lt;br /&gt;
&lt;br /&gt;
== Čtěte také ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Processing_unit_(research)/cs&amp;diff=154271</id>
		<title>Processing unit (research)/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Processing_unit_(research)/cs&amp;diff=154271"/>
		<updated>2018-01-19T23:38:52Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Translated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced electronics 2 (research)}}&lt;br /&gt;
&lt;br /&gt;
== Čtěte také ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_circuit_(research)/cs&amp;diff=154270</id>
		<title>Advanced circuit (research)/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_circuit_(research)/cs&amp;diff=154270"/>
		<updated>2018-01-19T23:33:32Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced electronics (research)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pokročilá elektronika&#039;&#039;&#039; umožňuje hráči vyrábět pokročilejší elektroniku ve formě [[advanced circuit/cs|pokročilých obvodů]]. &lt;br /&gt;
&lt;br /&gt;
== Čtěte také ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=154269</id>
		<title>Template:Translation/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=154269"/>
		<updated>2018-01-19T23:30:17Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Added entries for tech page headers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|}}}&lt;br /&gt;
| Assembling machine 1 = Montovna 1&lt;br /&gt;
| Oil processing = Zpracování ropy&lt;br /&gt;
| Circuit network = Obvodová síť&lt;br /&gt;
| tiles = polí&lt;br /&gt;
| Stack size = Velikost štosu&lt;br /&gt;
| Stack = Štos&lt;br /&gt;
| Dimensions = Rozměry&lt;br /&gt;
| Transmission = Přenos&lt;br /&gt;
| Robot recharge rate = Výkon nabíjení robotů&lt;br /&gt;
| Internal buffer recharge rate = Výkon nabíjení vnitřní baterie&lt;br /&gt;
| Energy capacity = Kapacita energie&lt;br /&gt;
| Supply area = Zásobovací oblast&lt;br /&gt;
| Construction area = Stavební oblast&lt;br /&gt;
| Normal mode = Normální mód&lt;br /&gt;
| Expensive mode = Drahý mód&lt;br /&gt;
| Machine = Stroj&lt;br /&gt;
| Edit = Upravit&lt;br /&gt;
| Enemies = Nepřátelé&lt;br /&gt;
| Achievements = Úspěchy&lt;br /&gt;
| Logic = Logika&lt;br /&gt;
| Calculations per 60 UPS = Výpočtů na 60 UPS&lt;br /&gt;
| Wire reach = Dosah spojení&lt;br /&gt;
| Walking speed = Rychlost pohybu&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Technology = Technologie&lt;br /&gt;
| Vehicle = Vozidlo&lt;br /&gt;
| Effects = Účinky&lt;br /&gt;
| Character quickbar size bonus = Bonus velikosti rychlého panelu&lt;br /&gt;
| None required = Žádné požadavky&lt;br /&gt;
| Used to build Grass = Použitelné k vystavění trávy&lt;br /&gt;
| Vehicle acceleration = Zrychlení vozidla&lt;br /&gt;
| Fluid system = Soustava kapalin&lt;br /&gt;
&lt;br /&gt;
| Logistics = Logistika&lt;br /&gt;
| Storage = Úložiště&lt;br /&gt;
| Belt transport system = Pásový dopravníkový systém&lt;br /&gt;
| Inserters = Překladače&lt;br /&gt;
| Energy &amp;amp; pipe distribution = Energetická/potrubní distribuce&lt;br /&gt;
| Transport = Přeprava&lt;br /&gt;
| Logistic network = Logistická síť&lt;br /&gt;
| Terrain = Terén&lt;br /&gt;
| Navigation = Navigace&lt;br /&gt;
| Wooden chest = Dřevěná truhla&lt;br /&gt;
| Iron chest = Železná truhla&lt;br /&gt;
| Steel chest = Ocelová truhla&lt;br /&gt;
| Storage tank = Skladovací nádrž&lt;br /&gt;
| Transport belt = Přepravní pás&lt;br /&gt;
| Fast transport belt = Rychlý přepravní pás&lt;br /&gt;
| Express transport belt = Expresní přepravní pás&lt;br /&gt;
| Underground belt = Podzemní pás&lt;br /&gt;
| Fast underground belt = Rychlý podzemní pás&lt;br /&gt;
| Express underground belt = Expresní podzemní pás&lt;br /&gt;
| Splitter = Dělič&lt;br /&gt;
| Fast splitter = Rychlý dělič&lt;br /&gt;
| Express splitter = Expresní dělič&lt;br /&gt;
| Burner inserter = Spalovací překladač&lt;br /&gt;
| Inserter = Překladač&lt;br /&gt;
| Fast inserter = Rychlý překladač&lt;br /&gt;
| Filter inserter = Filtrovací překladač&lt;br /&gt;
| Stack inserter = Překladač se zásobníkem&lt;br /&gt;
| Stack filter inserter = Filtrovací překladač se zásobníkem&lt;br /&gt;
| Small electric pole = Malý elektrický pilíř&lt;br /&gt;
| Medium electric pole = Střední elektrický pilíř&lt;br /&gt;
| Big electric pole = Velký elektrický pilíř&lt;br /&gt;
| Substation = Rozvodna&lt;br /&gt;
| Pipe = Trubka&lt;br /&gt;
| Pipe to ground = Podzemní trubka&lt;br /&gt;
| Rail = Kolej&lt;br /&gt;
| Train stop = Želežniční zastávka&lt;br /&gt;
| Rail signal = Želežniční signál&lt;br /&gt;
| Rail chain signal = Řetězový signál&lt;br /&gt;
| Locomotive = Lokomotiva&lt;br /&gt;
| Cargo wagon = Nákladní vagon&lt;br /&gt;
| Fluid wagon = Cisternový vagon&lt;br /&gt;
| Car = Auto&lt;br /&gt;
| Logistic robot = Logistický robot&lt;br /&gt;
| Construction robot = Stavební robot&lt;br /&gt;
| Active provider chest = Aktivní poskytovací truhla&lt;br /&gt;
| Passive provider chest = Pasivní poskytovací truhla&lt;br /&gt;
| Requester chest = Přijímací truhla&lt;br /&gt;
| Storage chest = Skladovací truhla&lt;br /&gt;
| Lamp = Lampa&lt;br /&gt;
| Red wire = Červený drát&lt;br /&gt;
| Green wire = Zelený drát&lt;br /&gt;
| Arithmetic combinator = Aritmetický kombinátor&lt;br /&gt;
| Decider combinator = Rozhodovací kombinátor&lt;br /&gt;
| Constant combinator = Konstantní kombinátor&lt;br /&gt;
| Power switch = Vypínač&lt;br /&gt;
| Programmable speaker = Programovatelný reproduktor&lt;br /&gt;
| Stone brick = Kamenná cihla&lt;br /&gt;
| Concrete = Beton&lt;br /&gt;
| Hazard concrete = Výstražný beton&lt;br /&gt;
| Landfill = Zemina&lt;br /&gt;
| Production = Výroba&lt;br /&gt;
| Intermediate products = Meziprodukty&lt;br /&gt;
| Combat = Boj&lt;br /&gt;
| Technologies = Technologie &lt;br /&gt;
| Robots = Roboti&lt;br /&gt;
| Repair pack = Opravářská sada&lt;br /&gt;
| Robotic network = Robotická síť&lt;br /&gt;
| Logistic robotics (research) = Logistická robotika (výzkum)&lt;br /&gt;
| Energy consumption = Spotřeba energie&lt;br /&gt;
&lt;br /&gt;
| Right mouse button = Pravé tl. myši&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Middle mouse button = Prostřední tl. myši&lt;br /&gt;
| Mouse wheel up = Kol. myši nahoru&lt;br /&gt;
| Mouse wheel down = Kol. myši dolů&lt;br /&gt;
| PAD + = Num +&lt;br /&gt;
| PAD - = Num -&lt;br /&gt;
| SPACE = Mezerník&lt;br /&gt;
| Toolbelt (research) = Opasek (výzkum)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Main Page = Hlavní stránka&lt;br /&gt;
| Main article = Hlavní článek&lt;br /&gt;
&lt;br /&gt;
| Keyboard Bindings = Klávesy&lt;br /&gt;
| Keyboard bindings = Klávesy&lt;br /&gt;
| Map editor = Editor map&lt;br /&gt;
&lt;br /&gt;
| Lifespan = Životní doba&lt;br /&gt;
| Health = Životy&lt;br /&gt;
| Max. energy = Max. energie&lt;br /&gt;
| Mining hardness = Těžební tvrdost&lt;br /&gt;
| Mining speed = Těžební rychlost&lt;br /&gt;
| Mining time = Těžební doba&lt;br /&gt;
| Pollution = Znečištění&lt;br /&gt;
| Resource = Zdroj&lt;br /&gt;
| Durability = Odolnost&lt;br /&gt;
| Damage = Poškození&lt;br /&gt;
| Mining power = Těžební výkon&lt;br /&gt;
| Fuel value = Hodnota paliva&lt;br /&gt;
| Smelting speed = Rychlost tavby&lt;br /&gt;
| Craftingspeed = Rychlost výroby&lt;br /&gt;
| Required technologies = Požadované technologie&lt;br /&gt;
| Damage bonus = Bonus poškození&lt;br /&gt;
| Item = Předmět&lt;br /&gt;
| Items = Předměty&lt;br /&gt;
| Tool = Nástroje&lt;br /&gt;
| Boosting technologies = Vylepšováno technologiemi&lt;br /&gt;
| Ressource = Zdroje&lt;br /&gt;
| Discharge defense = Výbojová obrana&lt;br /&gt;
| Shooting speed = Kadence&lt;br /&gt;
| Range = Dosah&lt;br /&gt;
| Storage Size = Velikost úložiště&lt;br /&gt;
| Storage size = Velikost úložiště&lt;br /&gt;
| Magazine Size = Kapacita zásobníku&lt;br /&gt;
| Magazine size = Kapacita zásobníku&lt;br /&gt;
&lt;br /&gt;
| Processed by = Zpracováno&lt;br /&gt;
| Consumed by = Spotřebováno&lt;br /&gt;
&lt;br /&gt;
| Power production = Energetika&lt;br /&gt;
| burner = palivo&lt;br /&gt;
| Units = Jednotky&lt;br /&gt;
| Chests = Truhly&lt;br /&gt;
| Crafting = Sestavování&lt;br /&gt;
| Cliff explosives = Skalní trhavina&lt;br /&gt;
| Long handed inserter = Dlouhoruký překladač&lt;br /&gt;
&lt;br /&gt;
| Specific = Konkrétní&lt;br /&gt;
| seconds = sekundy&lt;br /&gt;
| each = za každý&lt;br /&gt;
| physical = fyzické&lt;br /&gt;
| electric = elektrické&lt;br /&gt;
&lt;br /&gt;
|Recipe = Formule&lt;br /&gt;
|Total raw = Celkem v základních surovinách&lt;br /&gt;
|none required = žádné požadavky&lt;br /&gt;
|Produced by = Vytvářeno v&lt;br /&gt;
&lt;br /&gt;
| Pump = Pumpa&lt;br /&gt;
&lt;br /&gt;
| Resources = Zdroje&lt;br /&gt;
| Fuel = Palivo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements name --&amp;gt;&lt;br /&gt;
| Automated cleanup = Automatický úklid&lt;br /&gt;
| Automated construction = Automatizovaná stavba&lt;br /&gt;
| Circuit veteran 1 = Veterán obvodů 1&lt;br /&gt;
| Circuit veteran 2 = Veterán obvodů 2&lt;br /&gt;
| Circuit veteran 3 = Veterán obvodů 3&lt;br /&gt;
| Computer age 1 = Doba počítačová 1&lt;br /&gt;
| Computer age 2 = Doba počítačová 2&lt;br /&gt;
| Computer age 3 = Doba počítačová 3&lt;br /&gt;
| Delivery service = Zásilková služba&lt;br /&gt;
| Eco unfriendly = Nepřítel ekologie&lt;br /&gt;
| Getting on track = Želežničář&lt;br /&gt;
| Getting on track like a pro = Želežničář profesionál&lt;br /&gt;
| Golem = Golem&lt;br /&gt;
| Iron throne 1 = Železný trůn 1&lt;br /&gt;
| Iron throne 2 = Železný trůn 2&lt;br /&gt;
| Iron throne 3 = Železný trůn 3&lt;br /&gt;
| It stinks and they dont like it = Znečištění se jim nelíbí&lt;br /&gt;
| Lazy bastard = Líný parchant&lt;br /&gt;
| Logistic network embargo = Logistická síť? Na co...&lt;br /&gt;
| Mass production 1 = Masová výroba 1&lt;br /&gt;
| Mass production 2 = Masová výroba 2&lt;br /&gt;
| Mass production 3 = Masová výroba 3&lt;br /&gt;
| Minions = Posluhovači&lt;br /&gt;
| No time for chitchat = Není čas na kecy&lt;br /&gt;
| Pyromaniac = Pyroman&lt;br /&gt;
| Raining bullets = Prší kulky&lt;br /&gt;
| Run Forrest, run = Běž Forreste, utíkej&lt;br /&gt;
| Smoke me a kipper, I&#039;ll be back for breakfast = Nachystejte uzenáče, na snídani jsem zpátky&lt;br /&gt;
| So long and thanks for all the fish = Sbohem, a díky za všechny ryby&lt;br /&gt;
| Solaris = Solaris&lt;br /&gt;
| Steam all the way = Plnou parou vpřed&lt;br /&gt;
| Steamrolled = Parní válec&lt;br /&gt;
| Tech maniac = Šílený vědec&lt;br /&gt;
| There is no spoon = Lžíce tu není&lt;br /&gt;
| Trans-Factorio express = Trans-Factorio Express&lt;br /&gt;
| Watch your step = Dívej se kam šlapeš&lt;br /&gt;
| You are doing it right = Děláš to správně&lt;br /&gt;
| You&#039;ve got a package = Dostal jsi zásilku&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements description --&amp;gt;&lt;br /&gt;
| Deconstruct 100 objects with the [[construction robot]]s. = Dekonstruuj 100 objektů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Construct 100 machines using [[construction robot|robots]]. = Postav 100 strojů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Produce 1.0k [[advanced circuit]]s per hour. = Vyrob 1000 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 10k [[advanced circuit]]s per hour. = Vyrob 1x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 25k [[advanced circuit]]s per hour. = Vyrob 2,5x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 500 [[processing unit]]s per hour. = Vyrob 500 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 1.0k [[processing unit]]s per hour. = Vyrob 1x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 5k [[processing unit]]s per hour. = Vyrob 5x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Supply the player with 10k items delivered by [[logistic robot]]s. = Pošli hráči 10 000 předmětů přes [[logistic robot/cs|logistické roboty]].&lt;br /&gt;
| Research [[oil processing (research)]]. = Vyzkoumej [[oil processing (research)/cs|Zpracování ropy]].&lt;br /&gt;
| Build a [[locomotive]]. = Postav [[locomotive/cs|lokomotivu]].&lt;br /&gt;
| Build a [[locomotive]] within the first 90 minutes of the game. = Postav [[locomotive/cs|lokomotivu]] během prvních 90 minut hry.&lt;br /&gt;
| Survive a hit of 500 [[damage]] or more. = Vydrž ránu s [[damage/cs|poškozením]] nad 500.&lt;br /&gt;
| Produce 20k [[iron plate]]s per hour. = Vyrob 2x10^4 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 200k [[iron plate]]s per hour. = Vyrob 2x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 400k [[iron plate]]s per hour. = Vyrob 4x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Trigger an [[enemies|alien]] attack by [[pollution]]. = Spusť útok [[enemies/cs|nepřítele]] vlivem [[pollution/cs|znečištění]].&lt;br /&gt;
| Win the game by crafting no more than 111 items manually. = Vyhraj hru, aniž bys postavil více než 111 předmětů manuálně.&lt;br /&gt;
| Win the game without building any [[active provider chest|active provider]] or [[requester chest]]s. = Vyhraj, aniž bys položil [[active provider chest/cs|aktivní]] nebo [[requester chest/cs|požadavkovou truhlu]].&lt;br /&gt;
| Produce 10k [[electronic circuit]]s. = Vyrob 1x10^4 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 1M [[electronic circuit]]s. = Vyrob 1x10^6 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 20M [[electronic circuit]]s. = Vyrob 2x10^7 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Have 100 combat robots or more following you. = Měj nad 100 bojových robotů, kteří tě následují.&lt;br /&gt;
| Finish the game within 15 hours. = Vyhraj během 15 hodin.&lt;br /&gt;
| Destroy 10k [[tree]]s with fire. = Spal 10 000 [[tree/cs|stromů]].&lt;br /&gt;
| Win the game without building any [[laser turret]]s. = Vyhraj, aniž bys postavil jedinou [[laser turret/cs|laserovou věž]].&lt;br /&gt;
| Destroy 100 [[tree]]s by impact. = Poraž 100 [[tree/cs|stromů]] nárazem.&lt;br /&gt;
| Finish the game. = Vyhraj hru.&lt;br /&gt;
| {{spoiler|button-text = Spoiler! Click to view.|message = Send a [[raw fish]] into space via [[rocket silo|rocket]].}} = {{spoiler|button-text = Spoiler! Kliknutím rozkrýt.|message = Pošli [[raw fish/cs|rybu]] na orbit pomocí [[rocket silo/cs|raketového sila]].}}&lt;br /&gt;
| Produce more than 10 GJ per hour using [[solar panel]]s. = Vyrob 10 GJ energie za hodinu se [[solar panel/cs|solárními panely]].&lt;br /&gt;
| Win the game without building any [[solar panel]]s. = Vyhraj bez postavení jediného [[solar panel/cs|solárního panelu]].&lt;br /&gt;
| Destroy 10 [[Enemies#Spawners|spawners]] by impact. = Znič 10 [[Enemies#Nester/cs|hnízd]].&lt;br /&gt;
| Research all [[technologies]]. = Vyzkoumej všechny [[technologies/cs|technologie]].&lt;br /&gt;
| Finish the game within 8 hours. = Vyhraj hru během 8 hodin.&lt;br /&gt;
| Have a [[train]] plan a path 1000 tiles or longer. = Nechej vlak naplánovat spoj delší než 1000 polí.&lt;br /&gt;
| Get killed by a moving [[locomotive]]. = Nech se zabít jedoucí lokomotivou.&lt;br /&gt;
| Construct more machines using [[construction robot|robots]] than manually. = Polož více strojů pomocí stavebních robotů než-li manuálně.&lt;br /&gt;
| Supply the player by [[logistic robot]]. = Zásobuj hráče [[logistic robot/cs|logistickým robotem]].&lt;br /&gt;
| Electric system = Elektrická soustava&lt;br /&gt;
| Electric network = Elektrická síť&lt;br /&gt;
&lt;br /&gt;
| Production items = Výrobky&lt;br /&gt;
| Tools = Nástroje&lt;br /&gt;
| Electricity = Elektřina&lt;br /&gt;
| Resource extraction = Získávání zdrojů&lt;br /&gt;
| Furnaces  = Pece&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Iron axe = Železná sekera&lt;br /&gt;
| Steel axe = Ocelová sekera&lt;br /&gt;
| Blueprint = Plán&lt;br /&gt;
| Deconstruction planner = Plánovač dekonstrukce &lt;br /&gt;
| Blueprint book = Kniha plánů&lt;br /&gt;
| Boiler = Bojler&lt;br /&gt;
| Steam engine = Parní stroj&lt;br /&gt;
| Steam turbine = Parní turbína&lt;br /&gt;
| Solar panel = Solární panel&lt;br /&gt;
| Accumulator = Akumulátor&lt;br /&gt;
| Nuclear reactor = Jaderný reaktor&lt;br /&gt;
| Heat exchanger = Tepelný výměník&lt;br /&gt;
| Heat pipe = Tepelné potrubí&lt;br /&gt;
| Burner mining drill = Spalovací vrták&lt;br /&gt;
| Electric mining drill = Elektrický vrták&lt;br /&gt;
| Offshore pump = Pobřežní pumpa&lt;br /&gt;
| Pumpjack = Ropné čerpadlo&lt;br /&gt;
| Stone furnace = Kamenná pec&lt;br /&gt;
| Steel furnace = Ocelová pec&lt;br /&gt;
| Electric furnace = Elektrická pec&lt;br /&gt;
| Assembling machine 2 = Montovna 2&lt;br /&gt;
| Assembling machine 3 = Montovna 3&lt;br /&gt;
| Oil refinery = Ropná rafinérie&lt;br /&gt;
| Chemical plant = Chemička&lt;br /&gt;
| Centrifuge = Odstředivka&lt;br /&gt;
| Lab = Laboratoř&lt;br /&gt;
| Beacon = Maják&lt;br /&gt;
| Speed module = Rychlostní modul &lt;br /&gt;
| Speed module 2 = Rychlostní modul 2 &lt;br /&gt;
| Speed module 3 = Rychlostní modul 3&lt;br /&gt;
| Efficiency module = Modul efektivity&lt;br /&gt;
| Efficiency module 2 = Modul efektivity 2&lt;br /&gt;
| Efficiency module 3 = Modul efektivity 3&lt;br /&gt;
| Productivity module = Modul produktivity&lt;br /&gt;
| Productivity module 2 = Modul produktivity 2&lt;br /&gt;
| Productivity module 3 = Modul produktivity 3&lt;br /&gt;
| Resources and fluids = Zdroje a kapaliny&lt;br /&gt;
| Materials = Materiály&lt;br /&gt;
| Crafting components = Komponenty výroby&lt;br /&gt;
| Science packs = Vědecké balíčky&lt;br /&gt;
| Raw wood = Surové dřevo&lt;br /&gt;
| Coal = Uhlí&lt;br /&gt;
| Stone = Kámen&lt;br /&gt;
| Iron ore = Železná ruda&lt;br /&gt;
| Copper ore = Měděná ruda&lt;br /&gt;
| Uranium ore = Uranová ruda&lt;br /&gt;
| Raw fish = Syrová ryba&lt;br /&gt;
| Crude oil = Surová ropa&lt;br /&gt;
| Heavy oil = Těžký olej&lt;br /&gt;
| Light oil = Lehký olej&lt;br /&gt;
| Lubricant = Mazivo&lt;br /&gt;
| Petroleum gas = Ropný plyn&lt;br /&gt;
| Sulfuric acid = Kyselina sírová&lt;br /&gt;
| Water = Voda&lt;br /&gt;
| Steam = Pára&lt;br /&gt;
| Wood = Dřevo&lt;br /&gt;
| Iron plate = Železný plát &lt;br /&gt;
| Copper plate = Měděný plát&lt;br /&gt;
| Solid fuel = Tuhé palivo&lt;br /&gt;
| Steel plate = Ocelový plát&lt;br /&gt;
| Plastic bar = Plast&lt;br /&gt;
| Sulfur = Síra&lt;br /&gt;
| Battery = Baterie&lt;br /&gt;
| Explosives = Výbušniny&lt;br /&gt;
| explosive = výbušné&lt;br /&gt;
| Uranium processing = Zpracování uranu&lt;br /&gt;
| Copper cable = Měděný kabel&lt;br /&gt;
| Iron stick = Železná tyč&lt;br /&gt;
| Iron gear wheel = Železné ozubené kolečko&lt;br /&gt;
| Electronic circuit = Elektrický obvod&lt;br /&gt;
| Advanced circuit = Pokročilý obvod&lt;br /&gt;
| Processing unit = Procesor&lt;br /&gt;
| Engine unit = Motor&lt;br /&gt;
| Electric engine unit = Elektrický motor &lt;br /&gt;
| Flying robot frame = Stroj létavého robota&lt;br /&gt;
| Satellite = Satelit&lt;br /&gt;
| Rocket part = Část rakety&lt;br /&gt;
| Rocket control unit = Řidicí jednotka rakety&lt;br /&gt;
| Low density structure = Odlehčená struktura&lt;br /&gt;
| Rocket fuel = Raketové palivo&lt;br /&gt;
| Nuclear fuel = Jaderné palivo&lt;br /&gt;
| Uranium-235 = Uran-235&lt;br /&gt;
| Uranium-238 = Uran-238&lt;br /&gt;
| Uranium fuel cell = Uranový palivový článek&lt;br /&gt;
| Used up uranium fuel cell = Vyhořelý uranový palivový článek&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace uranového paliva&lt;br /&gt;
| Kovarex enrichment process = Kovarexův obohacující proces&lt;br /&gt;
| Science pack 1 = Vědecký balíček 1&lt;br /&gt;
| Science pack 2 = Vědecký balíček 2&lt;br /&gt;
| Science pack 3 = Vědecký balíček 3&lt;br /&gt;
| Military science pack = Vojenský vědecký balíček&lt;br /&gt;
| Production science pack = Výrobní vědecký balíček&lt;br /&gt;
| High tech science pack = Vědecký balíček pokročilé technologie&lt;br /&gt;
| Space science pack = Vesmírný vědecký balíček&lt;br /&gt;
| Combat items = Bojové předměty&lt;br /&gt;
| Weapons = Zbraně&lt;br /&gt;
| Ammo = Munice&lt;br /&gt;
| Capsules = Kapsle&lt;br /&gt;
| Armor = Zbroj&lt;br /&gt;
| Armor modules = Moduly zbroje&lt;br /&gt;
| Defense = Obrana&lt;br /&gt;
| Pistol = Pistole&lt;br /&gt;
| Submachine gun = Samopal &lt;br /&gt;
| Shotgun = Brokovnice&lt;br /&gt;
| Combat shotgun = Bojová brokovnice&lt;br /&gt;
| Rocket launcher = Raketomet&lt;br /&gt;
| Flamethrower = Plamenomet&lt;br /&gt;
| Land mine = Mina&lt;br /&gt;
| Firearm magazine = Zásobník nábojů&lt;br /&gt;
| Piercing rounds magazine = Zásobník průrazných nábojů&lt;br /&gt;
| Uranium rounds magazine =  Zásobník uranových nábojů&lt;br /&gt;
| Shotgun shells = Náboje brokovnice&lt;br /&gt;
| Piercing shotgun shells = Průrazné náboje brokovnice&lt;br /&gt;
| Cannon shell = Náboj kanonu&lt;br /&gt;
| Explosive cannon shell = Výbušný náboj kanonu&lt;br /&gt;
| Uranium cannon shell = Uranový náboj kanonu&lt;br /&gt;
| Explosive uranium cannon shell = Výbušný uranový náboj kanonu&lt;br /&gt;
| Artillery shell = Dělostřelecká nálož&lt;br /&gt;
| Rocket = Raketa&lt;br /&gt;
| Explosive rocket = Výbušná raketa&lt;br /&gt;
| Atomic bomb = Atomová bomba&lt;br /&gt;
| Flamethrower ammo = Plamenometné palivo&lt;br /&gt;
| Grenade = Granát&lt;br /&gt;
| Cluster grenade = Tříštivý granát&lt;br /&gt;
| Poison capsule = Jedová kapsle&lt;br /&gt;
| Slowdown capsule = Zpomalovací kapsle&lt;br /&gt;
| Defender capsule = Obranná kapsle&lt;br /&gt;
| Distractor capsule = Rozptylovací kapsle&lt;br /&gt;
| Destroyer capsule = Kapsle s ničiteli&lt;br /&gt;
| Discharge defense remote = Ovladač obranného výboje&lt;br /&gt;
| Artillery targeting remote = Ovladač dělostřeleckého navádění&lt;br /&gt;
| Light armor = Lehká zbroj&lt;br /&gt;
| Heavy armor = Těžká zbroj&lt;br /&gt;
| Modular armor = Modulární zbroj&lt;br /&gt;
| Power armor = Silová zbroj&lt;br /&gt;
| Power armor MK2 = Silová zbroj MK2&lt;br /&gt;
| Portable solar panel = Přenosný solární panel&lt;br /&gt;
| Portable fusion reactor = Přenosný fůzní reaktor&lt;br /&gt;
| Energy shield = Energetický štít&lt;br /&gt;
| Energy shield MK2 = Energetický štít MK2&lt;br /&gt;
| Battery MK1 = Baterie MK1&lt;br /&gt;
| Battery MK2 = Baterie MK2&lt;br /&gt;
| Personal laser defense = Osobní laserová obrana&lt;br /&gt;
| Exoskeleton = Exoskelet&lt;br /&gt;
| Personal roboport = Osobní roboport&lt;br /&gt;
| Personal roboport MK2 = Osobní roboport MK2&lt;br /&gt;
| Nightvision = Noktovizor&lt;br /&gt;
| Stone wall = Kamenná zeď&lt;br /&gt;
| Gate = Brána&lt;br /&gt;
| Gun turret = Zbrojní věž &lt;br /&gt;
| Laser turret = Laserová věž&lt;br /&gt;
| Flamethrower turret = Plamenometná věž&lt;br /&gt;
| Artillery turret = Dělostřelecká věž&lt;br /&gt;
| Radar = Radar&lt;br /&gt;
| Rocket silo = Raketové silo &lt;br /&gt;
| Buffer chest = Vyrovnávací truhla&lt;br /&gt;
&lt;br /&gt;
| Machines = Stroje&lt;br /&gt;
| Weaponry = Zbraně&lt;br /&gt;
| Bonuses = Bonusy&lt;br /&gt;
| Player augmentation = Vylepšení hráče&lt;br /&gt;
| Crafting = Crafting&lt;br /&gt;
| Transportation = Přeprava&lt;br /&gt;
| Equipment modules = Moduly výzbroje&lt;br /&gt;
| Advanced electronics = Pokročilá elektronika&lt;br /&gt;
| Automation = Automatizace&lt;br /&gt;
| Electric energy distribution 1 = Distribuce elektrické energie 1&lt;br /&gt;
| Electric energy accumulators = Akumulátory elektrické energie&lt;br /&gt;
| Fluid handling = Zpracování tekutin&lt;br /&gt;
| Nuclear power = Jaderná energie&lt;br /&gt;
| Rocket silo = Raketové silo&lt;br /&gt;
| Solar energy = Solární energie&lt;br /&gt;
| Cluster grenade = Třístivý granát&lt;br /&gt;
| Combat robotics = Bojová robotika&lt;br /&gt;
| Military = Vojenství&lt;br /&gt;
| Rocketry = Raketové pohony&lt;br /&gt;
| Uranium ammo = Uranová munice&lt;br /&gt;
| Braking force = Brzdná síla&lt;br /&gt;
| Bullet damage = Poškození nábojů&lt;br /&gt;
| Bullet shooting speed = Kadence nábojů&lt;br /&gt;
| Cannon shell damage = Poškození kanonu&lt;br /&gt;
| Cannon shell shooting speed = Kadence kanonu&lt;br /&gt;
| Combat robot damage = Poškození bojových robotů&lt;br /&gt;
| Flamethrower damage = Poškození plamenometu&lt;br /&gt;
| Follower robot count = Počet následujících robotů&lt;br /&gt;
| Grenade damage = Poškození granátů&lt;br /&gt;
| Gun turret damage = Poškození střelných věží&lt;br /&gt;
| Inserter capacity bonus = Bonus nosnosti překladačů&lt;br /&gt;
| Lab research speed = Výzkumná rychlost laboratoří&lt;br /&gt;
| Laser turret damage = Poškození laserových věží&lt;br /&gt;
| Laser turret shooting speed = Kadence laserových věží&lt;br /&gt;
| Mining productivity = Těžební produktivita&lt;br /&gt;
| Rocket damage = Poškození raket&lt;br /&gt;
| Rocket shooting speed = Kadence raket&lt;br /&gt;
| Shotgun shell damage = Poškození nábojů brokovnice&lt;br /&gt;
| Shotgun shell shooting speed = Kadence brokovnice&lt;br /&gt;
| Worker robot cargo size = Nosnost létavých strojů&lt;br /&gt;
| Worker robot speed = Rychlost létavých strojů&lt;br /&gt;
| Character logistic slots = Logistické sloty postavy&lt;br /&gt;
| trash = odpadní&lt;br /&gt;
| auto trash = auto-odpadní&lt;br /&gt;
| Construction robotics = Stavební robotika&lt;br /&gt;
| Logistic robotics = Logistická robotika&lt;br /&gt;
| Toolbelt = Opasek&lt;br /&gt;
| Gates = Brány&lt;br /&gt;
| Landmines = Miny&lt;br /&gt;
| Stone walls = Kamenné zdi&lt;br /&gt;
| Gun turrets = Střelné věže&lt;br /&gt;
| Laser turrets = Laserové věže&lt;br /&gt;
| Advanced material processing = Pokročilé zpracování materiálu&lt;br /&gt;
| Advanced oil processing = Pokročilé zpracování ropy&lt;br /&gt;
| Coal liquefaction = Zkapalnění uhlí&lt;br /&gt;
| Electronics = Elektronika&lt;br /&gt;
| Engine = Motor&lt;br /&gt;
| Electric engine = Elektrický motor &lt;br /&gt;
| Flammables = Hořlaviny&lt;br /&gt;
| Flight = Let&lt;br /&gt;
| Laser = Laser&lt;br /&gt;
| Logistic system = Logistický systém&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace jaderného paliva&lt;br /&gt;
| Optics = Optika&lt;br /&gt;
| Plastics = Plasty&lt;br /&gt;
| Robotics = Robotika&lt;br /&gt;
| Steel processing = Zpracování oceli&lt;br /&gt;
| Sulfur processing = Zpracování síry&lt;br /&gt;
| Automated rail transportation = Automatizovaná železnice&lt;br /&gt;
| Automobilism = Automobilní průmysl&lt;br /&gt;
| Rail signals = Železniční signály&lt;br /&gt;
| Railway = Železnice&lt;br /&gt;
| Tanks = Tanky&lt;br /&gt;
| Battery equipment = Výzbroj baterie&lt;br /&gt;
| Energy shield equipment = Výzbroj štítu&lt;br /&gt;
| Exoskeleton equipment = Výzbroj exoskeletu&lt;br /&gt;
| Nightvision equipment = Výzbroj noktovizoru&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Effect transmission = Přenos účinků&lt;br /&gt;
| research = výzkum&lt;br /&gt;
| Resarch = Výzkum&lt;br /&gt;
&lt;br /&gt;
| Advanced electronics (research) = Pokročilá elektronika (výzkum)&lt;br /&gt;
| Automation (research) = Automatizace (výzkum)&lt;br /&gt;
| Electric energy distribution 1 (research) = Distribuce elektrické energie 1 (výzkum)&lt;br /&gt;
| Electric energy accumulators (research) = Akumulátory elektrické energie (výzkum)&lt;br /&gt;
| Fluid handling (research) = Zpracování tekutin (výzkum)&lt;br /&gt;
| Nuclear power (research) = Jaderná energie (výzkum)&lt;br /&gt;
| Rocket silo (research) = Raketové silo (výzkum)&lt;br /&gt;
| Solar energy (research) = Solární energie (výzkum)&lt;br /&gt;
| Cluster grenade (research) = Třístivý granát (výzkum)&lt;br /&gt;
| Combat robotics (research) = Bojová robotika (výzkum)&lt;br /&gt;
| Military (research) = Vojenství (výzkum)&lt;br /&gt;
| Rocketry (research) = Raketové pohony (výzkum)&lt;br /&gt;
| Uranium ammo (research) = Uranová munice (výzkum)&lt;br /&gt;
| Braking force (research) = Brzdná síla (výzkum)&lt;br /&gt;
| Bullet damage (research) = Poškození nábojů (výzkum)&lt;br /&gt;
| Bullet shooting speed (research) = Kadence nábojů (výzkum)&lt;br /&gt;
| Cannon shell damage (research) = Poškození kanonu (výzkum)&lt;br /&gt;
| Cannon shell shooting speed (research) = Kadence kanonu (výzkum)&lt;br /&gt;
| Combat robot damage (research) = Poškození bojových robotů (výzkum)&lt;br /&gt;
| Flamethrower damage (research) = Poškození plamenometu (výzkum)&lt;br /&gt;
| Follower robot count (research) = Počet následujících robotů (výzkum)&lt;br /&gt;
| Grenade damage (research) = Poškození granátů (výzkum)&lt;br /&gt;
| Gun turret damage (research) = Poškození střelných věží (výzkum)&lt;br /&gt;
| Inserter capacity bonus (research) = Bonus nosnosti překladačů (výzkum)&lt;br /&gt;
| Lab research speed (research) = Výzkumná rychlost laboratoří (výzkum)&lt;br /&gt;
| Laser turret damage (research) = Poškození laserových věží (výzkum)&lt;br /&gt;
| Laser turret shooting speed (research) = Kadence laserových věží (výzkum)&lt;br /&gt;
| Mining productivity (research) = Těžební produktivita (výzkum)&lt;br /&gt;
| Rocket damage (research) = Poškození raket (výzkum)&lt;br /&gt;
| Rocket shooting speed (research) = Kadence raket (výzkum)&lt;br /&gt;
| Shotgun shell damage (research) = Poškození nábojů brokovnice (výzkum)&lt;br /&gt;
| Shotgun shell shooting speed (research) = Kadence brokovnice (výzkum)&lt;br /&gt;
| Worker robot cargo size (research) = Nosnost létavých strojů (výzkum)&lt;br /&gt;
| Worker robot speed (research) = Rychlost létavých strojů (výzkum)&lt;br /&gt;
| Character logistic slots (research) = Logistické sloty postavy (výzkum)&lt;br /&gt;
| trash (research) = odpadní (výzkum)&lt;br /&gt;
| auto trash (research) = auto-odpadní (výzkum)&lt;br /&gt;
| Construction robotics (research) = Stavební robotika (výzkum)&lt;br /&gt;
| Logistic robotics (research) = Logistická robotika (výzkum)&lt;br /&gt;
| Toolbelt (research) = Opasek (výzkum)&lt;br /&gt;
| Gates (research) = Brány (výzkum)&lt;br /&gt;
| Landmines (research) = Miny (výzkum)&lt;br /&gt;
| Stone walls (research) = Kamenné zdi (výzkum)&lt;br /&gt;
| Gun turrets (research) = Střelné věže (výzkum)&lt;br /&gt;
| Laser turrets (research) = Laserové věže (výzkum)&lt;br /&gt;
| Advanced material processing (research) = Pokročilé zpracování materiálu (výzkum)&lt;br /&gt;
| Advanced oil processing (research) = Pokročilé zpracování ropy (výzkum)&lt;br /&gt;
| Coal liquefaction (research) = Zkapalnění uhlí (výzkum)&lt;br /&gt;
| Electronics (research) = Elektronika (výzkum)&lt;br /&gt;
| Engine (research) = Motor (výzkum)&lt;br /&gt;
| Electric engine (research) = Elektrický motor  (výzkum)&lt;br /&gt;
| Flammables (research) = Hořlaviny (výzkum)&lt;br /&gt;
| Flight (research) = Let (výzkum)&lt;br /&gt;
| Laser (research) = Laser (výzkum)&lt;br /&gt;
| Logistic system (research) = Logistický systém (výzkum)&lt;br /&gt;
| Nuclear fuel reprocessing (research) = Recyklace jaderného paliva (výzkum)&lt;br /&gt;
| Optics (research) = Optika (výzkum)&lt;br /&gt;
| Plastics (research) = Plasty (výzkum)&lt;br /&gt;
| Robotics (research) = Robotika (výzkum)&lt;br /&gt;
| Steel processing (research) = Zpracování oceli (výzkum)&lt;br /&gt;
| Sulfur processing (research) = Zpracování síry (výzkum)&lt;br /&gt;
| Automated rail transportation (research) = Automatizovaná železnice (výzkum)&lt;br /&gt;
| Automobilism (research) = Automobilní průmysl (výzkum)&lt;br /&gt;
| Rail signals (research) = Železniční signály (výzkum)&lt;br /&gt;
| Railway (research) = Železnice (výzkum)&lt;br /&gt;
| Tanks (research) = Tanky (výzkum)&lt;br /&gt;
| Battery equipment (research) = Výzbroj baterie (výzkum)&lt;br /&gt;
| Energy shield equipment (research) = Výzbroj štítu (výzkum)&lt;br /&gt;
| Exoskeleton equipment (research) = Výzbroj exoskeletu (výzkum)&lt;br /&gt;
| Nightvision equipment (research) = Výzbroj noktovizoru (výzkum)&lt;br /&gt;
| Modules (research) = Moduly (výzkum)&lt;br /&gt;
| Effect transmission (research) = Přenos účinků (výzkum)&lt;br /&gt;
&lt;br /&gt;
| #default = {{{1}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Advanced_circuit_(research)/cs&amp;diff=154268</id>
		<title>Advanced circuit (research)/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Advanced_circuit_(research)/cs&amp;diff=154268"/>
		<updated>2018-01-19T23:14:51Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Translated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Advanced electronics (research)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; Umožňuje hráči vyrábět pokročilejší elektroniku ve formě [[advanced circuit/cs|pokročilých obvodů]]. &lt;br /&gt;
&lt;br /&gt;
== Čtěte také ==&lt;br /&gt;
* {{L|Research}}&lt;br /&gt;
* {{L|Technologies}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=154143</id>
		<title>Template:Translation/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=154143"/>
		<updated>2018-01-15T23:39:09Z</updated>

		<summary type="html">&lt;p&gt;Pelia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|}}}&lt;br /&gt;
| Assembling machine 1 = Montovna 1&lt;br /&gt;
| Oil processing = Zpracování ropy&lt;br /&gt;
| Circuit network = Obvodová síť&lt;br /&gt;
| tiles = polí&lt;br /&gt;
| Stack size = Velikost štosu&lt;br /&gt;
| Stack = Štos&lt;br /&gt;
| Dimensions = Rozměry&lt;br /&gt;
| Transmission = Přenos&lt;br /&gt;
| Robot recharge rate = Výkon nabíjení robotů&lt;br /&gt;
| Internal buffer recharge rate = Výkon nabíjení vnitřní baterie&lt;br /&gt;
| Energy capacity = Kapacita energie&lt;br /&gt;
| Supply area = Zásobovací oblast&lt;br /&gt;
| Construction area = Stavební oblast&lt;br /&gt;
| Normal mode = Normální mód&lt;br /&gt;
| Expensive mode = Drahý mód&lt;br /&gt;
| Machine = Stroj&lt;br /&gt;
| Edit = Upravit&lt;br /&gt;
| Enemies = Nepřátelé&lt;br /&gt;
| Achievements = Úspěchy&lt;br /&gt;
| Logic = Logika&lt;br /&gt;
| Calculations per 60 UPS = Výpočtů na 60 UPS&lt;br /&gt;
| Wire reach = Dosah spojení&lt;br /&gt;
| Walking speed = Rychlost pohybu&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Technology = Technologie&lt;br /&gt;
| Vehicle = Vozidlo&lt;br /&gt;
| Effects = Účinky&lt;br /&gt;
| Character quickbar size bonus = Bonus velikosti rychlého panelu&lt;br /&gt;
| None required = Žádné požadavky&lt;br /&gt;
| Used to build Grass = Použitelné k vystavění trávy&lt;br /&gt;
| Vehicle acceleration = Zrychlení vozidla&lt;br /&gt;
| Fluid system = Soustava kapalin&lt;br /&gt;
&lt;br /&gt;
| Logistics = Logistika&lt;br /&gt;
| Storage = Úložiště&lt;br /&gt;
| Belt transport system = Pásový dopravníkový systém&lt;br /&gt;
| Inserters = Překladače&lt;br /&gt;
| Energy &amp;amp; pipe distribution = Energetická/potrubní distribuce&lt;br /&gt;
| Transport = Přeprava&lt;br /&gt;
| Logistic network = Logistická síť&lt;br /&gt;
| Terrain = Terén&lt;br /&gt;
| Navigation = Navigace&lt;br /&gt;
| Wooden chest = Dřevěná truhla&lt;br /&gt;
| Iron chest = Železná truhla&lt;br /&gt;
| Steel chest = Ocelová truhla&lt;br /&gt;
| Storage tank = Skladovací nádrž&lt;br /&gt;
| Transport belt = Přepravní pás&lt;br /&gt;
| Fast transport belt = Rychlý přepravní pás&lt;br /&gt;
| Express transport belt = Expresní přepravní pás&lt;br /&gt;
| Underground belt = Podzemní pás&lt;br /&gt;
| Fast underground belt = Rychlý podzemní pás&lt;br /&gt;
| Express underground belt = Expresní podzemní pás&lt;br /&gt;
| Splitter = Dělič&lt;br /&gt;
| Fast splitter = Rychlý dělič&lt;br /&gt;
| Express splitter = Expresní dělič&lt;br /&gt;
| Burner inserter = Spalovací překladač&lt;br /&gt;
| Inserter = Překladač&lt;br /&gt;
| Fast inserter = Rychlý překladač&lt;br /&gt;
| Filter inserter = Filtrovací překladač&lt;br /&gt;
| Stack inserter = Překladač se zásobníkem&lt;br /&gt;
| Stack filter inserter = Filtrovací překladač se zásobníkem&lt;br /&gt;
| Small electric pole = Malý elektrický pilíř&lt;br /&gt;
| Medium electric pole = Střední elektrický pilíř&lt;br /&gt;
| Big electric pole = Velký elektrický pilíř&lt;br /&gt;
| Substation = Rozvodna&lt;br /&gt;
| Pipe = Trubka&lt;br /&gt;
| Pipe to ground = Podzemní trubka&lt;br /&gt;
| Rail = Kolej&lt;br /&gt;
| Train stop = Želežniční zastávka&lt;br /&gt;
| Rail signal = Želežniční signál&lt;br /&gt;
| Rail chain signal = Řetězový signál&lt;br /&gt;
| Locomotive = Lokomotiva&lt;br /&gt;
| Cargo wagon = Nákladní vagon&lt;br /&gt;
| Fluid wagon = Cisternový vagon&lt;br /&gt;
| Car = Auto&lt;br /&gt;
| Logistic robot = Logistický robot&lt;br /&gt;
| Construction robot = Stavební robot&lt;br /&gt;
| Active provider chest = Aktivní poskytovací truhla&lt;br /&gt;
| Passive provider chest = Pasivní poskytovací truhla&lt;br /&gt;
| Requester chest = Přijímací truhla&lt;br /&gt;
| Storage chest = Skladovací truhla&lt;br /&gt;
| Lamp = Lampa&lt;br /&gt;
| Red wire = Červený drát&lt;br /&gt;
| Green wire = Zelený drát&lt;br /&gt;
| Arithmetic combinator = Aritmetický kombinátor&lt;br /&gt;
| Decider combinator = Rozhodovací kombinátor&lt;br /&gt;
| Constant combinator = Konstantní kombinátor&lt;br /&gt;
| Power switch = Vypínač&lt;br /&gt;
| Programmable speaker = Programovatelný reproduktor&lt;br /&gt;
| Stone brick = Kamenná cihla&lt;br /&gt;
| Concrete = Beton&lt;br /&gt;
| Hazard concrete = Výstražný beton&lt;br /&gt;
| Landfill = Zemina&lt;br /&gt;
| Production = Výroba&lt;br /&gt;
| Intermediate products = Meziprodukty&lt;br /&gt;
| Combat = Boj&lt;br /&gt;
| Technologies = Technologie &lt;br /&gt;
| Robots = Roboti&lt;br /&gt;
| Repair pack = Opravářská sada&lt;br /&gt;
| Robotic network = Robotická síť&lt;br /&gt;
| Logistic robotics (research) = Logistická robotika (výzkum)&lt;br /&gt;
| Energy consumption = Spotřeba energie&lt;br /&gt;
&lt;br /&gt;
| Right mouse button = Pravé tl. myši&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Middle mouse button = Prostřední tl. myši&lt;br /&gt;
| Mouse wheel up = Kol. myši nahoru&lt;br /&gt;
| Mouse wheel down = Kol. myši dolů&lt;br /&gt;
| PAD + = Num +&lt;br /&gt;
| PAD - = Num -&lt;br /&gt;
| SPACE = Mezerník&lt;br /&gt;
| Toolbelt (research) = Opasek (výzkum)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Main Page = Hlavní stránka&lt;br /&gt;
| Main article = Hlavní článek&lt;br /&gt;
&lt;br /&gt;
| Keyboard Bindings = Klávesy&lt;br /&gt;
| Keyboard bindings = Klávesy&lt;br /&gt;
| Map editor = Editor map&lt;br /&gt;
&lt;br /&gt;
| Lifespan = Životní doba&lt;br /&gt;
| Health = Životy&lt;br /&gt;
| Max. energy = Max. energie&lt;br /&gt;
| Mining hardness = Těžební tvrdost&lt;br /&gt;
| Mining speed = Těžební rychlost&lt;br /&gt;
| Mining time = Těžební doba&lt;br /&gt;
| Pollution = Znečištění&lt;br /&gt;
| Resource = Zdroj&lt;br /&gt;
| Durability = Odolnost&lt;br /&gt;
| Damage = Poškození&lt;br /&gt;
| Mining power = Těžební výkon&lt;br /&gt;
| Fuel value = Hodnota paliva&lt;br /&gt;
| Smelting speed = Rychlost tavby&lt;br /&gt;
| Craftingspeed = Rychlost výroby&lt;br /&gt;
| Required technologies = Požadované technologie&lt;br /&gt;
| Damage bonus = Bonus poškození&lt;br /&gt;
| Item = Předmět&lt;br /&gt;
| Items = Předměty&lt;br /&gt;
| Tool = Nástroje&lt;br /&gt;
| Boosting technologies = Vylepšováno technologiemi&lt;br /&gt;
| Ressource = Zdroje&lt;br /&gt;
| Discharge defense = Výbojová obrana&lt;br /&gt;
| Shooting speed = Kadence&lt;br /&gt;
| Range = Dosah&lt;br /&gt;
| Storage Size = Velikost úložiště&lt;br /&gt;
| Storage size = Velikost úložiště&lt;br /&gt;
| Magazine Size = Kapacita zásobníku&lt;br /&gt;
| Magazine size = Kapacita zásobníku&lt;br /&gt;
&lt;br /&gt;
| Processed by = Zpracováno&lt;br /&gt;
| Consumed by = Spotřebováno&lt;br /&gt;
&lt;br /&gt;
| Power production = Energetika&lt;br /&gt;
| burner = palivo&lt;br /&gt;
| Units = Jednotky&lt;br /&gt;
| Chests = Truhly&lt;br /&gt;
| Crafting = Sestavování&lt;br /&gt;
| Cliff explosives = Skalní trhavina&lt;br /&gt;
| Long handed inserter = Dlouhoruký překladač&lt;br /&gt;
&lt;br /&gt;
| Specific = Konkrétní&lt;br /&gt;
| seconds = sekundy&lt;br /&gt;
| each = za každý&lt;br /&gt;
| physical = fyzické&lt;br /&gt;
| electric = elektrické&lt;br /&gt;
&lt;br /&gt;
|Recipe = Formule&lt;br /&gt;
|Total raw = Celkem v základních surovinách&lt;br /&gt;
|none required = žádné požadavky&lt;br /&gt;
|Produced by = Vytvářeno v&lt;br /&gt;
&lt;br /&gt;
| Pump = Pumpa&lt;br /&gt;
&lt;br /&gt;
| Resources = Zdroje&lt;br /&gt;
| Fuel = Palivo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements name --&amp;gt;&lt;br /&gt;
| Automated cleanup = Automatický úklid&lt;br /&gt;
| Automated construction = Automatizovaná stavba&lt;br /&gt;
| Circuit veteran 1 = Veterán obvodů 1&lt;br /&gt;
| Circuit veteran 2 = Veterán obvodů 2&lt;br /&gt;
| Circuit veteran 3 = Veterán obvodů 3&lt;br /&gt;
| Computer age 1 = Doba počítačová 1&lt;br /&gt;
| Computer age 2 = Doba počítačová 2&lt;br /&gt;
| Computer age 3 = Doba počítačová 3&lt;br /&gt;
| Delivery service = Zásilková služba&lt;br /&gt;
| Eco unfriendly = Nepřítel ekologie&lt;br /&gt;
| Getting on track = Želežničář&lt;br /&gt;
| Getting on track like a pro = Želežničář profesionál&lt;br /&gt;
| Golem = Golem&lt;br /&gt;
| Iron throne 1 = Železný trůn 1&lt;br /&gt;
| Iron throne 2 = Železný trůn 2&lt;br /&gt;
| Iron throne 3 = Železný trůn 3&lt;br /&gt;
| It stinks and they dont like it = Znečištění se jim nelíbí&lt;br /&gt;
| Lazy bastard = Líný parchant&lt;br /&gt;
| Logistic network embargo = Logistická síť? Na co...&lt;br /&gt;
| Mass production 1 = Masová výroba 1&lt;br /&gt;
| Mass production 2 = Masová výroba 2&lt;br /&gt;
| Mass production 3 = Masová výroba 3&lt;br /&gt;
| Minions = Posluhovači&lt;br /&gt;
| No time for chitchat = Není čas na kecy&lt;br /&gt;
| Pyromaniac = Pyroman&lt;br /&gt;
| Raining bullets = Prší kulky&lt;br /&gt;
| Run Forrest, run = Běž Forreste, utíkej&lt;br /&gt;
| Smoke me a kipper, I&#039;ll be back for breakfast = Nachystejte uzenáče, na snídani jsem zpátky&lt;br /&gt;
| So long and thanks for all the fish = Sbohem, a díky za všechny ryby&lt;br /&gt;
| Solaris = Solaris&lt;br /&gt;
| Steam all the way = Plnou parou vpřed&lt;br /&gt;
| Steamrolled = Parní válec&lt;br /&gt;
| Tech maniac = Šílený vědec&lt;br /&gt;
| There is no spoon = Lžíce tu není&lt;br /&gt;
| Trans-Factorio express = Trans-Factorio Express&lt;br /&gt;
| Watch your step = Dívej se kam šlapeš&lt;br /&gt;
| You are doing it right = Děláš to správně&lt;br /&gt;
| You&#039;ve got a package = Dostal jsi zásilku&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements description --&amp;gt;&lt;br /&gt;
| Deconstruct 100 objects with the [[construction robot]]s. = Dekonstruuj 100 objektů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Construct 100 machines using [[construction robot|robots]]. = Postav 100 strojů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Produce 1.0k [[advanced circuit]]s per hour. = Vyrob 1000 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 10k [[advanced circuit]]s per hour. = Vyrob 1x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 25k [[advanced circuit]]s per hour. = Vyrob 2,5x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 500 [[processing unit]]s per hour. = Vyrob 500 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 1.0k [[processing unit]]s per hour. = Vyrob 1x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 5k [[processing unit]]s per hour. = Vyrob 5x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Supply the player with 10k items delivered by [[logistic robot]]s. = Pošli hráči 10 000 předmětů přes [[logistic robot/cs|logistické roboty]].&lt;br /&gt;
| Research [[oil processing (research)]]. = Vyzkoumej [[oil processing (research)/cs|Zpracování ropy]].&lt;br /&gt;
| Build a [[locomotive]]. = Postav [[locomotive/cs|lokomotivu]].&lt;br /&gt;
| Build a [[locomotive]] within the first 90 minutes of the game. = Postav [[locomotive/cs|lokomotivu]] během prvních 90 minut hry.&lt;br /&gt;
| Survive a hit of 500 [[damage]] or more. = Vydrž ránu s [[damage/cs|poškozením]] nad 500.&lt;br /&gt;
| Produce 20k [[iron plate]]s per hour. = Vyrob 2x10^4 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 200k [[iron plate]]s per hour. = Vyrob 2x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 400k [[iron plate]]s per hour. = Vyrob 4x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Trigger an [[enemies|alien]] attack by [[pollution]]. = Spusť útok [[enemies/cs|nepřítele]] vlivem [[pollution/cs|znečištění]].&lt;br /&gt;
| Win the game by crafting no more than 111 items manually. = Vyhraj hru, aniž bys postavil více než 111 předmětů manuálně.&lt;br /&gt;
| Win the game without building any [[active provider chest|active provider]] or [[requester chest]]s. = Vyhraj, aniž bys položil [[active provider chest/cs|aktivní]] nebo [[requester chest/cs|požadavkovou truhlu]].&lt;br /&gt;
| Produce 10k [[electronic circuit]]s. = Vyrob 1x10^4 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 1M [[electronic circuit]]s. = Vyrob 1x10^6 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 20M [[electronic circuit]]s. = Vyrob 2x10^7 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Have 100 combat robots or more following you. = Měj nad 100 bojových robotů, kteří tě následují.&lt;br /&gt;
| Finish the game within 15 hours. = Vyhraj během 15 hodin.&lt;br /&gt;
| Destroy 10k [[tree]]s with fire. = Spal 10 000 [[tree/cs|stromů]].&lt;br /&gt;
| Win the game without building any [[laser turret]]s. = Vyhraj, aniž bys postavil jedinou [[laser turret/cs|laserovou věž]].&lt;br /&gt;
| Destroy 100 [[tree]]s by impact. = Poraž 100 [[tree/cs|stromů]] nárazem.&lt;br /&gt;
| Finish the game. = Vyhraj hru.&lt;br /&gt;
| {{spoiler|button-text = Spoiler! Click to view.|message = Send a [[raw fish]] into space via [[rocket silo|rocket]].}} = {{spoiler|button-text = Spoiler! Kliknutím rozkrýt.|message = Pošli [[raw fish/cs|rybu]] na orbit pomocí [[rocket silo/cs|raketového sila]].}}&lt;br /&gt;
| Produce more than 10 GJ per hour using [[solar panel]]s. = Vyrob 10 GJ energie za hodinu se [[solar panel/cs|solárními panely]].&lt;br /&gt;
| Win the game without building any [[solar panel]]s. = Vyhraj bez postavení jediného [[solar panel/cs|solárního panelu]].&lt;br /&gt;
| Destroy 10 [[Enemies#Spawners|spawners]] by impact. = Znič 10 [[Enemies#Nester/cs|hnízd]].&lt;br /&gt;
| Research all [[technologies]]. = Vyzkoumej všechny [[technologies/cs|technologie]].&lt;br /&gt;
| Finish the game within 8 hours. = Vyhraj hru během 8 hodin.&lt;br /&gt;
| Have a [[train]] plan a path 1000 tiles or longer. = Nechej vlak naplánovat spoj delší než 1000 polí.&lt;br /&gt;
| Get killed by a moving [[locomotive]]. = Nech se zabít jedoucí lokomotivou.&lt;br /&gt;
| Construct more machines using [[construction robot|robots]] than manually. = Polož více strojů pomocí stavebních robotů než-li manuálně.&lt;br /&gt;
| Supply the player by [[logistic robot]]. = Zásobuj hráče [[logistic robot/cs|logistickým robotem]].&lt;br /&gt;
| Electric system = Elektrická soustava&lt;br /&gt;
| Electric network = Elektrická síť&lt;br /&gt;
&lt;br /&gt;
| Production items = Výrobky&lt;br /&gt;
| Tools = Nástroje&lt;br /&gt;
| Electricity = Elektřina&lt;br /&gt;
| Resource extraction = Získávání zdrojů&lt;br /&gt;
| Furnaces  = Pece&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Iron axe = Železná sekera&lt;br /&gt;
| Steel axe = Ocelová sekera&lt;br /&gt;
| Blueprint = Plán&lt;br /&gt;
| Deconstruction planner = Plánovač dekonstrukce &lt;br /&gt;
| Blueprint book = Kniha plánů&lt;br /&gt;
| Boiler = Bojler&lt;br /&gt;
| Steam engine = Parní stroj&lt;br /&gt;
| Steam turbine = Parní turbína&lt;br /&gt;
| Solar panel = Solární panel&lt;br /&gt;
| Accumulator = Akumulátor&lt;br /&gt;
| Nuclear reactor = Jaderný reaktor&lt;br /&gt;
| Heat exchanger = Tepelný výměník&lt;br /&gt;
| Heat pipe = Tepelné potrubí&lt;br /&gt;
| Burner mining drill = Spalovací vrták&lt;br /&gt;
| Electric mining drill = Elektrický vrták&lt;br /&gt;
| Offshore pump = Pobřežní pumpa&lt;br /&gt;
| Pumpjack = Ropné čerpadlo&lt;br /&gt;
| Stone furnace = Kamenná pec&lt;br /&gt;
| Steel furnace = Ocelová pec&lt;br /&gt;
| Electric furnace = Elektrická pec&lt;br /&gt;
| Assembling machine 2 = Montovna 2&lt;br /&gt;
| Assembling machine 3 = Montovna 3&lt;br /&gt;
| Oil refinery = Ropná rafinérie&lt;br /&gt;
| Chemical plant = Chemička&lt;br /&gt;
| Centrifuge = Odstředivka&lt;br /&gt;
| Lab = Laboratoř&lt;br /&gt;
| Beacon = Maják&lt;br /&gt;
| Speed module = Rychlostní modul &lt;br /&gt;
| Speed module 2 = Rychlostní modul 2 &lt;br /&gt;
| Speed module 3 = Rychlostní modul 3&lt;br /&gt;
| Efficiency module = Modul efektivity&lt;br /&gt;
| Efficiency module 2 = Modul efektivity 2&lt;br /&gt;
| Efficiency module 3 = Modul efektivity 3&lt;br /&gt;
| Productivity module = Modul produktivity&lt;br /&gt;
| Productivity module 2 = Modul produktivity 2&lt;br /&gt;
| Productivity module 3 = Modul produktivity 3&lt;br /&gt;
| Resources and fluids = Zdroje a kapaliny&lt;br /&gt;
| Materials = Materiály&lt;br /&gt;
| Crafting components = Komponenty výroby&lt;br /&gt;
| Science packs = Vědecké balíčky&lt;br /&gt;
| Raw wood = Surové dřevo&lt;br /&gt;
| Coal = Uhlí&lt;br /&gt;
| Stone = Kámen&lt;br /&gt;
| Iron ore = Železná ruda&lt;br /&gt;
| Copper ore = Měděná ruda&lt;br /&gt;
| Uranium ore = Uranová ruda&lt;br /&gt;
| Raw fish = Syrová ryba&lt;br /&gt;
| Crude oil = Surová ropa&lt;br /&gt;
| Heavy oil = Těžký olej&lt;br /&gt;
| Light oil = Lehký olej&lt;br /&gt;
| Lubricant = Mazivo&lt;br /&gt;
| Petroleum gas = Ropný plyn&lt;br /&gt;
| Sulfuric acid = Kyselina sírová&lt;br /&gt;
| Water = Voda&lt;br /&gt;
| Steam = Pára&lt;br /&gt;
| Wood = Dřevo&lt;br /&gt;
| Iron plate = Železný plát &lt;br /&gt;
| Copper plate = Měděný plát&lt;br /&gt;
| Solid fuel = Tuhé palivo&lt;br /&gt;
| Steel plate = Ocelový plát&lt;br /&gt;
| Plastic bar = Plast&lt;br /&gt;
| Sulfur = Síra&lt;br /&gt;
| Battery = Baterie&lt;br /&gt;
| Explosives = Výbušniny&lt;br /&gt;
| explosive = výbušné&lt;br /&gt;
| Uranium processing = Zpracování uranu&lt;br /&gt;
| Copper cable = Měděný kabel&lt;br /&gt;
| Iron stick = Železná tyč&lt;br /&gt;
| Iron gear wheel = Železné ozubené kolečko&lt;br /&gt;
| Electronic circuit = Elektrický obvod&lt;br /&gt;
| Advanced circuit = Pokročilý obvod&lt;br /&gt;
| Processing unit = Procesor&lt;br /&gt;
| Engine unit = Motor&lt;br /&gt;
| Electric engine unit = Elektrický motor &lt;br /&gt;
| Flying robot frame = Stroj létavého robota&lt;br /&gt;
| Satellite = Satelit&lt;br /&gt;
| Rocket part = Část rakety&lt;br /&gt;
| Rocket control unit = Řidicí jednotka rakety&lt;br /&gt;
| Low density structure = Odlehčená struktura&lt;br /&gt;
| Rocket fuel = Raketové palivo&lt;br /&gt;
| Nuclear fuel = Jaderné palivo&lt;br /&gt;
| Uranium-235 = Uran-235&lt;br /&gt;
| Uranium-238 = Uran-238&lt;br /&gt;
| Uranium fuel cell = Uranový palivový článek&lt;br /&gt;
| Used up uranium fuel cell = Vyhořelý uranový palivový článek&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace uranového paliva&lt;br /&gt;
| Kovarex enrichment process = Kovarexův obohacující proces&lt;br /&gt;
| Science pack 1 = Vědecký balíček 1&lt;br /&gt;
| Science pack 2 = Vědecký balíček 2&lt;br /&gt;
| Science pack 3 = Vědecký balíček 3&lt;br /&gt;
| Military science pack = Vojenský vědecký balíček&lt;br /&gt;
| Production science pack = Výrobní vědecký balíček&lt;br /&gt;
| High tech science pack = Vědecký balíček pokročilé technologie&lt;br /&gt;
| Space science pack = Vesmírný vědecký balíček&lt;br /&gt;
| Combat items = Bojové předměty&lt;br /&gt;
| Weapons = Zbraně&lt;br /&gt;
| Ammo = Munice&lt;br /&gt;
| Capsules = Kapsle&lt;br /&gt;
| Armor = Zbroj&lt;br /&gt;
| Armor modules = Moduly zbroje&lt;br /&gt;
| Defense = Obrana&lt;br /&gt;
| Pistol = Pistole&lt;br /&gt;
| Submachine gun = Samopal &lt;br /&gt;
| Shotgun = Brokovnice&lt;br /&gt;
| Combat shotgun = Bojová brokovnice&lt;br /&gt;
| Rocket launcher = Raketomet&lt;br /&gt;
| Flamethrower = Plamenomet&lt;br /&gt;
| Land mine = Mina&lt;br /&gt;
| Firearm magazine = Zásobník nábojů&lt;br /&gt;
| Piercing rounds magazine = Zásobník průrazných nábojů&lt;br /&gt;
| Uranium rounds magazine =  Zásobník uranových nábojů&lt;br /&gt;
| Shotgun shells = Náboje brokovnice&lt;br /&gt;
| Piercing shotgun shells = Průrazné náboje brokovnice&lt;br /&gt;
| Cannon shell = Náboj kanonu&lt;br /&gt;
| Explosive cannon shell = Výbušný náboj kanonu&lt;br /&gt;
| Uranium cannon shell = Uranový náboj kanonu&lt;br /&gt;
| Explosive uranium cannon shell = Výbušný uranový náboj kanonu&lt;br /&gt;
| Artillery shell = Dělostřelecká nálož&lt;br /&gt;
| Rocket = Raketa&lt;br /&gt;
| Explosive rocket = Výbušná raketa&lt;br /&gt;
| Atomic bomb = Atomová bomba&lt;br /&gt;
| Flamethrower ammo = Plamenometné palivo&lt;br /&gt;
| Grenade = Granát&lt;br /&gt;
| Cluster grenade = Tříštivý granát&lt;br /&gt;
| Poison capsule = Jedová kapsle&lt;br /&gt;
| Slowdown capsule = Zpomalovací kapsle&lt;br /&gt;
| Defender capsule = Obranná kapsle&lt;br /&gt;
| Distractor capsule = Rozptylovací kapsle&lt;br /&gt;
| Destroyer capsule = Kapsle s ničiteli&lt;br /&gt;
| Discharge defense remote = Ovladač obranného výboje&lt;br /&gt;
| Artillery targeting remote = Ovladač dělostřeleckého navádění&lt;br /&gt;
| Light armor = Lehká zbroj&lt;br /&gt;
| Heavy armor = Těžká zbroj&lt;br /&gt;
| Modular armor = Modulární zbroj&lt;br /&gt;
| Power armor = Silová zbroj&lt;br /&gt;
| Power armor MK2 = Silová zbroj MK2&lt;br /&gt;
| Portable solar panel = Přenosný solární panel&lt;br /&gt;
| Portable fusion reactor = Přenosný fůzní reaktor&lt;br /&gt;
| Energy shield = Energetický štít&lt;br /&gt;
| Energy shield MK2 = Energetický štít MK2&lt;br /&gt;
| Battery MK1 = Baterie MK1&lt;br /&gt;
| Battery MK2 = Baterie MK2&lt;br /&gt;
| Personal laser defense = Osobní laserová obrana&lt;br /&gt;
| Exoskeleton = Exoskelet&lt;br /&gt;
| Personal roboport = Osobní roboport&lt;br /&gt;
| Personal roboport MK2 = Osobní roboport MK2&lt;br /&gt;
| Nightvision = Noktovizor&lt;br /&gt;
| Stone wall = Kamenná zeď&lt;br /&gt;
| Gate = Brána&lt;br /&gt;
| Gun turret = Zbrojní věž &lt;br /&gt;
| Laser turret = Laserová věž&lt;br /&gt;
| Flamethrower turret = Plamenometná věž&lt;br /&gt;
| Artillery turret = Dělostřelecká věž&lt;br /&gt;
| Radar = Radar&lt;br /&gt;
| Rocket silo = Raketové silo &lt;br /&gt;
| Buffer chest = Vyrovnávací truhla&lt;br /&gt;
&lt;br /&gt;
| Machines = Stroje&lt;br /&gt;
| Weaponry = Zbraně&lt;br /&gt;
| Bonuses = Bonusy&lt;br /&gt;
| Player augmentation = Vylepšení hráče&lt;br /&gt;
| Crafting = Crafting&lt;br /&gt;
| Transportation = Přeprava&lt;br /&gt;
| Equipment modules = Moduly výzbroje&lt;br /&gt;
| Advanced electronics = Pokročilá elektronika&lt;br /&gt;
| Automation = Automatizace&lt;br /&gt;
| Electric energy distribution 1 = Distribuce elektrické energie 1&lt;br /&gt;
| Electric energy accumulators = Akumulátory elektrické energie&lt;br /&gt;
| Fluid handling = Zpracování tekutin&lt;br /&gt;
| Nuclear power = Jaderná energie&lt;br /&gt;
| Rocket silo = Raketové silo&lt;br /&gt;
| Solar energy = Solární energie&lt;br /&gt;
| Cluster grenade = Třístivý granát&lt;br /&gt;
| Combat robotics = Bojová robotika&lt;br /&gt;
| Military = Vojenství&lt;br /&gt;
| Rocketry = Raketové pohony&lt;br /&gt;
| Uranium ammo = Uranová munice&lt;br /&gt;
| Braking force = Brzdná síla&lt;br /&gt;
| Bullet damage = Poškození nábojů&lt;br /&gt;
| Bullet shooting speed = Kadence nábojů&lt;br /&gt;
| Cannon shell damage = Poškození kanonu&lt;br /&gt;
| Cannon shell shooting speed = Kadence kanonu&lt;br /&gt;
| Combat robot damage = Poškození bojových robotů&lt;br /&gt;
| Flamethrower damage = Poškození plamenometu&lt;br /&gt;
| Follower robot count = Počet následujících robotů&lt;br /&gt;
| Grenade damage = Poškození granátů&lt;br /&gt;
| Gun turret damage = Poškození střelných věží&lt;br /&gt;
| Inserter capacity bonus = Bonus nosnosti překladačů&lt;br /&gt;
| Lab research speed = Výzkumná rychlost laboratoří&lt;br /&gt;
| Laser turret damage = Poškození laserových věží&lt;br /&gt;
| Laser turret shooting speed = Kadence laserových věží&lt;br /&gt;
| Mining productivity = Těžební produktivita&lt;br /&gt;
| Rocket damage = Poškození raket&lt;br /&gt;
| Rocket shooting speed = Kadence raket&lt;br /&gt;
| Shotgun shell damage = Poškození nábojů brokovnice&lt;br /&gt;
| Shotgun shell shooting speed = Kadence brokovnice&lt;br /&gt;
| Worker robot cargo size = Nosnost létavých strojů&lt;br /&gt;
| Worker robot speed = Rychlost létavých strojů&lt;br /&gt;
| Character logistic slots = Logistické sloty postavy&lt;br /&gt;
| trash = odpadní&lt;br /&gt;
| auto trash = auto-odpadní&lt;br /&gt;
| Construction robotics = Stavební robotika&lt;br /&gt;
| Logistic robotics = Logistická robotika&lt;br /&gt;
| Toolbelt = Opasek&lt;br /&gt;
| Gates = Brány&lt;br /&gt;
| Landmines = Miny&lt;br /&gt;
| Stone walls = Kamenné zdi&lt;br /&gt;
| Gun turrets = Střelné věže&lt;br /&gt;
| Laser turrets = Laserové věže&lt;br /&gt;
| Advanced material processing = Pokročilé zpracování materiálu&lt;br /&gt;
| Advanced oil processing = Pokročilé zpracování ropy&lt;br /&gt;
| Coal liquefaction = Zkapalnění uhlí&lt;br /&gt;
| Electronics = Elektronika&lt;br /&gt;
| Engine = Motor&lt;br /&gt;
| Electric engine = Elektrický motor &lt;br /&gt;
| Flammables = Hořlaviny&lt;br /&gt;
| Flight = Let&lt;br /&gt;
| Laser = Laser&lt;br /&gt;
| Logistic system = Logistický systém&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace jaderného paliva&lt;br /&gt;
| Optics = Optika&lt;br /&gt;
| Plastics = Plasty&lt;br /&gt;
| Robotics = Robotika&lt;br /&gt;
| Steel processing = Zpracování oceli&lt;br /&gt;
| Sulfur processing = Zpracování síry&lt;br /&gt;
| Automated rail transportation = Automatizovaná železnice&lt;br /&gt;
| Automobilism = Automobilní průmysl&lt;br /&gt;
| Rail signals = Železniční signály&lt;br /&gt;
| Railway = Železnice&lt;br /&gt;
| Tanks = Tanky&lt;br /&gt;
| Battery equipment = Výzbroj baterie&lt;br /&gt;
| Energy shield equipment = Výzbroj štítu&lt;br /&gt;
| Exoskeleton equipment = Výzbroj exoskeletu&lt;br /&gt;
| Nightvision equipment = Výzbroj noktovizoru&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Effect transmission = Přenos účinků&lt;br /&gt;
| research = výzkum&lt;br /&gt;
&lt;br /&gt;
| #default = {{{1}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies/cs&amp;diff=154142</id>
		<title>Enemies/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies/cs&amp;diff=154142"/>
		<updated>2018-01-15T23:36:33Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Nepřátelé&#039;&#039;&#039; (také často nazýváni &#039;&#039;&#039;kousači&#039;&#039;&#039;) jsou stvoření, která škodí hráči. Jsou to domorodí obyvatelé mimozemského světa ve formě členovců žijících v organických hnízdech, kteří koexistují se sebou navzájem. Vyskytují se ve třech druzích: Kousači, Plivači a Červi. Druhy lze dále rozlišit podle čtyř (u červů tří) stádií vývoje a tudíž síly.&lt;br /&gt;
&lt;br /&gt;
== Úspěchy ==&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Stvoření==&lt;br /&gt;
===Kousači===&lt;br /&gt;
Kousači jsou jedním ze dvou hlavních záporných vlivů hry. Vyskytují se ve čtyřech velikostech: Malí, střední, velcí a obří. Na začátku hry se lze setkat jen s malými. Se zvyšujícím se [[pollution/cs|znečištěním]] se dále zvětšují v závislosti na faktoru [[#Evoluce|evoluce]]. Jak selský rozum napoví, jejich metoda útoku je přímočarý přístup ke &amp;quot;kousání&amp;quot; nepřátel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Malý kousač&lt;br /&gt;
| Nejslabší kousač, lze ho zabít pouhou pistolí.&lt;br /&gt;
* Životy: 15&lt;br /&gt;
* Poškození: 7&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Střední kousač&lt;br /&gt;
| Silnější a pomalejší než malý. Může působit potíže a zabít méně vybavené hráče.&lt;br /&gt;
* Životy: 75&lt;br /&gt;
* Poškození: 15&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Damage\cs#Odolnost|Odolnosti]]:&lt;br /&gt;
*Výbuch: 0/10%&lt;br /&gt;
*Fyzická: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Velký kousač&lt;br /&gt;
| Nebezpečný a odolný ručním zbraním. Dokáže útočit přes zdi na objekty stojící přímo za nimi.&lt;br /&gt;
* Životy: 375&lt;br /&gt;
* Poškození: 30&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.5&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/10%&lt;br /&gt;
*Fyzická: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Obří kousač&lt;br /&gt;
| Smrtící, velice bytelný a téměř imunní proti ručním zbraním až na ty nejsilnější. Dokáže útočit přes zdi na objekty stojící přímo za nimi.&lt;br /&gt;
* Životy: 3000&lt;br /&gt;
* Poškození: 90&lt;br /&gt;
* Rychlost útoku: 1.2 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.5&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 12/10%&lt;br /&gt;
*Fyzická: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plivači===&lt;br /&gt;
&#039;&#039;&#039;Plivači&#039;&#039;&#039; jsou podobní [[Enemies\cs#Kousači|Kousačům]], ale objevují se až později v hře, jakmile se evoluční faktor navýší. Jejich hlavním rozdílem oproti kousačům je jejich útok na dálku. Útoku se nelze vyhnout, jakmile je vyslán, vždy se trefí na původní cíl. Protože je také založen na kyselině, proti které jsou hráčské budovy a výbava méně odolné než proti ostatním druhům škod (a to platí i pro [[turret\cs|věže]] a [[armor\cs|brnění]]), Plivači v důsledku toho působí větší škody hráči a jeho továrnám. Jejich chování a třídy velikosti se shodují s Kousači, jen jsou jejich životy celkově nižší a jejich odolnost se výlučně projevuje proti výbušninám, proti fyzickým útokům nejsou odolní.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Malý plivač&lt;br /&gt;
| Nejslabší plivač. Je lehce zabit, ale drží si odstup.&lt;br /&gt;
* Životy: 10&lt;br /&gt;
* Poškození: 10&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Střední plivač&lt;br /&gt;
| Silnější a pomalejší. Může působit potíže a zabíjet méně vybavené hráče.&lt;br /&gt;
* Životy: 50&lt;br /&gt;
* Poškození: 20&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 14&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Velký plivač&lt;br /&gt;
| Ještě větší druh plivače, který vydrží delší dobu.&lt;br /&gt;
* Životy: 200&lt;br /&gt;
* Poškození: 30&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 15&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Obří plivač&lt;br /&gt;
| Nejvetší z plivačů s ještě více životy a velice silným útokem.&lt;br /&gt;
* Životy: 1500&lt;br /&gt;
* Poškození: 50&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 16&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Červi===&lt;br /&gt;
&lt;br /&gt;
Červi jsou spojenci Kousasčů a Plivačů a zaútočí na hráče, pokud se přiblíží dost blízko stejným způsobem, jako Plivači. Chovají se jako statické věže a nepronásledují útočníky. Spoléhají se na silný útok a daleký dostřel, aby odradili hráče od sebe a okolních hnízd, ale tyto výhody lze přemoci. Narozdíl od ostatních nepřátel jsou vysoce ohnivzdorní.&lt;br /&gt;
&lt;br /&gt;
Červi se vyskytují jen ve třech velikostech s rostoucí silou. Narozdíl od ostatních se ale velcí a střední červi vyskytují už od začátku hry. Jejich umístění také nemusí být výlučně blízko [[#Hnízda|hnízd]]. Místo toho je početnost a velikost červů ovlivněna vzdáleností od počátečního rodiště hráče. Pokud se bude hráč vzdalovat od startovní oblasti, může počítat s většími červy ve větším množství.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Malý červ&lt;br /&gt;
| Slabý červ. Je stále schopen zabít hráče, pokud není prioritně zabit.&lt;br /&gt;
* Životy: 200&lt;br /&gt;
* Poškození: 25&lt;br /&gt;
* Rychlost útoku: 0.91 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Střední červ&lt;br /&gt;
| Střední červi jsou smrtelní i pro pokročilejší hráče. Je třeba k nim přistupovat opatrně.&lt;br /&gt;
* Životy: 400&lt;br /&gt;
* Poškození: 40&lt;br /&gt;
* Rychlost útoku: 0.65 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 25&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 5/15%&lt;br /&gt;
*Fyzická: 5/0%&lt;br /&gt;
*Oheň: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Velký červ&lt;br /&gt;
| Velcí červi nejsou o tolik nebezpečnější, než jsou odolnejší. Jsou téměř nektnuti palbou ručních zbraní.&lt;br /&gt;
* Životy: 750&lt;br /&gt;
* Poškození: 50&lt;br /&gt;
* Rychlost útoku: 0.65 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 26&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 10/30%&lt;br /&gt;
*Fyzická: 10/0%&lt;br /&gt;
*Oheň: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Animace červa&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hnízda==&lt;br /&gt;
&lt;br /&gt;
Rodiště Kousačů a Plivačů. Hnízda sama jsou bezbranná, ale nepřátelé, které vypouští slouží v podstatě jako stráž a rozptýlení pro hráčovy kulometné věže. Také jsou hnízda často bráněna červy. Hnízda vystavená znečištění ho využívají pro vývoj nepřátelských jednotek, což může vyústit v útok.&lt;br /&gt;
&lt;br /&gt;
Dále od startovní oblasti se zvyšují šance na větší nepřátele. To j určováno proměnou &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; čím větší hodnota, čím větší šance výskytu silnějších jednotek.&lt;br /&gt;
&lt;br /&gt;
Hnízda jsou vysoce ohnivzdorná a celkově o něco bytelnější než střední červi.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Hnízdo kousačů&lt;br /&gt;
|&lt;br /&gt;
* Životy: 350&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 5/15%&lt;br /&gt;
*Fyzická: 2/15%&lt;br /&gt;
*Oheň: 3/60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Hnízdo plivačů&lt;br /&gt;
|&lt;br /&gt;
* Životy: 350&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 5/15%&lt;br /&gt;
*Fyzická: 2/15%&lt;br /&gt;
*Oheň: 3/60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expanze===&lt;br /&gt;
Každých 4-60 minut se skupina 5-20 jednotek oddělí od hnízda, aby stvořila nové. Skupina se pokusí nalézt místo 3-7 sektorů od již existujících hnízd.&lt;br /&gt;
Pokud takové místo skupina našla, zemře a stvoří nové hnízdo. To je zpočátku malé (jen přibližně jedno hnízdo a několik červů), ale dále se může rozrůstat.&lt;br /&gt;
&lt;br /&gt;
==Obrana==&lt;br /&gt;
Kousači agresivně útočí jen tehdy, pokud oblak znečištění hráčovy továrny dosáhne na hnízda. Hnízda totiž znečištění pohlcují a vyvíjí a líhnou více kousačů, kteří jsou vysláni proti nejbližšímu zdroji pohlceného znečištění. Kousači se pak přesouvají k cíli po co nejkratší cestě, která uvažuje terén, ale nikoli hráčské stavby, které berou jako překážky (např. [[Stone wall\cs|zdi]]).&lt;br /&gt;
&lt;br /&gt;
Pokud kolem překážky vede volná cesta, kousači se ji pokusí obejít. Pokud není možné ji obejít, nebo by pokus o obchůzku příliš vychýlil kousače z původní trasy, pokusí se překážku zničit a projít skrz. Toho lze v určitém rozsahu využít; umíštění malých bludišť v pravidelných intervalech podél opevnění dokáže kousače provést klikatou cestou oklenutou věžemi.&lt;br /&gt;
&lt;br /&gt;
Nicméně, pokud se kousač ocitne v blízkosti hráče, [[turret\cs|věže]] nebo [[radar\cs|radaru]], bude je brát jako hlavní prioritu a okamžitě zaútočí na ně, opět po co nejkratší cestě s nejmenší možnou obchůzkou.&lt;br /&gt;
&lt;br /&gt;
==Evoluce==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Šance líhnutí kousačů různých velikostí v závislosti na evoluci. Více detailů v tabulce níže.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Šance líhnutí plivačů různých velikostí v závislosti na evoluci. Více detailů v tabulce níže.]]&lt;br /&gt;
Evoluční faktor je globální proměnná, která určuje, jaké druhy kousačů se líhnou. Pomocí následujícího příkazu je možné zjistit okamžitou hodnotu ve hře:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
Pohybuje se mezi 0 (nevyvinutí) a 1 (plně vyvinutí). Momentálně je možné hodnotu pouze zvýšit. Evoluční faktor je navýšen těmito hlavními vlivy:&lt;br /&gt;
&lt;br /&gt;
=== Metody zvýšení ===&lt;br /&gt;
&lt;br /&gt;
* Průběh času velmi mírně navyšuje faktor evoluce.&lt;br /&gt;
* Globální [[Pollution\cs|produkce znečištění]] urychluje evoluci.&lt;br /&gt;
* Ničení [[#Hnízda|hnízd]] znatelně urychluje evoluci.&lt;br /&gt;
&lt;br /&gt;
Hodnoty níže jsou nastavitelné v &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. Tam je lze libovolně modifikovat.&lt;br /&gt;
&lt;br /&gt;
Výchozí nastavení jsou:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zdroj&lt;br /&gt;
!Proměnná v &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Navýšení v procentech&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Vteřina]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 jednotek znečištění || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Zničení hnízda || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Produkcí znečištění je myšleno celkové znčištění vyvolané [[Pollution/cs#Zněčišťovatelé|budovami]], nikoli znečištění viditelné na mapě. Počítá se tedy i znečištění pohlcené terénem a stromy.&lt;br /&gt;
&lt;br /&gt;
Procenta jsou přičítána na základě násobku spočteného jako &amp;lt;code&amp;gt;1 - současný evoluční faktor&amp;lt;/code&amp;gt;. Tudíž například zničení hnízda na začátku hry vyvolá navýšení pětiny procenta, ale při evolučním faktoru 0.5 je navýšení pouze desetina procenta.&lt;br /&gt;
&lt;br /&gt;
Krom volby druhu kousačů evoluce ovlivňuje i rychlost líhnutí. Tento interval (který je uložen v proměnné &amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; v objektu &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt;) se pohybuje mezi 360 (při evoluci 0) a 150 tiky (při evoluci 1).&lt;br /&gt;
&lt;br /&gt;
=== Šance líhnutí podle evolučního faktoru ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Hnízdo kousačů&lt;br /&gt;
|-&lt;br /&gt;
! Faktor&lt;br /&gt;
! Malý kousač&lt;br /&gt;
! Střední kousač&lt;br /&gt;
! Velký kousač&lt;br /&gt;
! Obří kousač&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Hnízdo plivačů&lt;br /&gt;
|-&lt;br /&gt;
! Faktor&lt;br /&gt;
! Malý kousač&lt;br /&gt;
! Malý plivač&lt;br /&gt;
! Střední plivač&lt;br /&gt;
! Velký plivač&lt;br /&gt;
! Obří plivač&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Další četba ==&lt;br /&gt;
* {{L|Damage}}&lt;br /&gt;
* {{L|Pollution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies/cs&amp;diff=154141</id>
		<title>Enemies/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies/cs&amp;diff=154141"/>
		<updated>2018-01-15T23:25:33Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Maid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Nepřátelé&#039;&#039;&#039; (také často nazýváni &#039;&#039;&#039;kousači&#039;&#039;&#039;) jsou stvoření, která škodí hráči. Jsou to domorodí obyvatelé mimozemského světa ve formě členovců žijících v organických hnízdech, kteři koexistují se sebou navzájem. Vyskytují se ve třech druzích: Kousači, Plivači a Červi. Druhy lze dále rozlišit podle čtyř (u červů tří) stádií vývoje a tudíž síly.&lt;br /&gt;
&lt;br /&gt;
== Úspěchy ==&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Stvoření==&lt;br /&gt;
===Kousači===&lt;br /&gt;
Kousači jsou jedním ze dvou hlavních záporných vlivů hry. Vyskytují se ve čtyřech velikostech: Malí, střední, velcí a obří. Na začátku hry se lze setkat jen s malými. Se zvyšujícím se [[pollution/cs|znečištěním]] se dále zvětšují v závislosti na faktoru [[#Evoluce|evoluce]]. Jak selský rozum napoví, jejich metoda útoku je přímočarý přístup ke &amp;quot;kousání&amp;quot; nepřátel.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Malý kousač&lt;br /&gt;
| Nejslabší kousač, lze ho zabít pouhou pistolí.&lt;br /&gt;
* Životy: 15&lt;br /&gt;
* Poškození: 7&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Střední kousač&lt;br /&gt;
| Silnější a pomalejší než malý. Může působit potíže a zabít méně vybavené hráče.&lt;br /&gt;
* Životy: 75&lt;br /&gt;
* Poškození: 15&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Damage\cs#Odolnost|Odolnosti]]:&lt;br /&gt;
*Výbuch: 0/10%&lt;br /&gt;
*Fyzická: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Velký kousač&lt;br /&gt;
| Nebezpečný a odolný ručním zbraním. Dokáže útočit přes zdi na objekty stojící přímo za nimi.&lt;br /&gt;
* Životy: 375&lt;br /&gt;
* Poškození: 30&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.5&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/10%&lt;br /&gt;
*Fyzická: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Obří kousač&lt;br /&gt;
| Smrtící, velice bytelný a téměř imunní proti ručním zbraním až na ty nejsilnější. Dokáže útočit přes zdi na objekty stojící přímo za nimi.&lt;br /&gt;
* Životy: 3000&lt;br /&gt;
* Poškození: 90&lt;br /&gt;
* Rychlost útoku: 1.2 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.5&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 12/10%&lt;br /&gt;
*Fyzická: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plivači===&lt;br /&gt;
&#039;&#039;&#039;Plivači&#039;&#039;&#039; jsou podobní [[Enemies\cs#Kousači|Kousačům]], ale objevují se až později v hře, jakmile se evoluční faktor navýší. Jejich hlavním rozdílem oproti kousačům je jejich útok na dálku. Útoku se nelze vyhnout, jakmile je vyslán, vždy se trefí na původní cíl. Protože je také založen na kyselině, proti které jsou hráčské budovy a výbava méně odolné než proti ostatním druhům škod (a to platí i pro [[turret\cs|věže]] a [[armor\cs|brnění]]), Plivači v důsledku toho působí větší škody hráči a jeho továrnám. Jejich chování a třídy velikosti se shodují s Kousači, jen jsou jejich životy celkově nižší a jejich odolnost se výlučně projevuje proti výbušninám, proti fyzickým útokům nejsou odolní.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Malý plivač&lt;br /&gt;
| Nejslabší plivač. Je lehce zabit, ale drží si odstup.&lt;br /&gt;
* Životy: 10&lt;br /&gt;
* Poškození: 10&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Střední plivač&lt;br /&gt;
| Silnější a pomalejší. Může působit potíže a zabíjet méně vybavené hráče.&lt;br /&gt;
* Životy: 50&lt;br /&gt;
* Poškození: 20&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 14&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Velký plivač&lt;br /&gt;
| Ještě větší druh plivače, který vydrží delší dobu.&lt;br /&gt;
* Životy: 200&lt;br /&gt;
* Poškození: 30&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 15&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Obří plivač&lt;br /&gt;
| Nejvetší z plivačů s ještě více životy a velice silným útokem.&lt;br /&gt;
* Životy: 1500&lt;br /&gt;
* Poškození: 50&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 16&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Červi===&lt;br /&gt;
&lt;br /&gt;
Červi jsou spojenci Kousasčů a Plivačů a zaútočí na hráče, pokud se přiblíží dost blízko stejným způsobem, jako Plivači. Chovají se jako statické věže a nepronásledují útočníky. Spoléhají se na silný útok a daleký dostřel, aby odradili hráče od sebe a okolních hnízd, ale tyto výhody lze přemoci. Narozdíl od ostatních nepřátel jsou vysoce ohnivzdorní.&lt;br /&gt;
&lt;br /&gt;
Červi se vyskytují jen ve třech velikostech s rostoucí silou. Narozdíl od ostatních se ale velcí a střední červi vyskytují už od začátku hry. Jejich umístění také nemusí být výlučně blízko [[#Hnízda|hnízd]]. Místo toho je početnost a velikost červů ovlivněna vzdáleností od počátečního rodiště hráče. Pokud se bude hráč vzdalovat od startovní oblasti, může počítat s většími červy ve větším množství.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Malý červ&lt;br /&gt;
| Slabý červ. Je stále schopen zabít hráče, pokud není prioritně zabit.&lt;br /&gt;
* Životy: 200&lt;br /&gt;
* Poškození: 25&lt;br /&gt;
* Rychlost útoku: 0.91 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Střední červ&lt;br /&gt;
| Střední červi jsou smrtelní i pro pokročilejší hráče. Je třeba k nim přistupovat opatrně.&lt;br /&gt;
* Životy: 400&lt;br /&gt;
* Poškození: 40&lt;br /&gt;
* Rychlost útoku: 0.65 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 25&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 5/15%&lt;br /&gt;
*Fyzická: 5/0%&lt;br /&gt;
*Oheň: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Velký červ&lt;br /&gt;
| Velcí červi nejsou o tolik nebezpečnější, než jsou odolnejší. Jsou téměř nektnuti palbou ručních zbraní.&lt;br /&gt;
* Životy: 750&lt;br /&gt;
* Poškození: 50&lt;br /&gt;
* Rychlost útoku: 0.65 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 26&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 10/30%&lt;br /&gt;
*Fyzická: 10/0%&lt;br /&gt;
*Oheň: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Animace červa&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hnízda==&lt;br /&gt;
&lt;br /&gt;
Rodiště Kousačů a Plivačů. Hnízda sama jsou bezbranná, ale nepřátelé, které vypouští slouží v podstatě jako stráž a rozptýlení pro hráčovy kulometné věže. Také jsou hnízda často bráněna červi. Hnízda vystavená znečištění ho využívají pro vývoj nepřátelských jednotek, což může vyústit v útok.&lt;br /&gt;
&lt;br /&gt;
Dále od startovní oblasti se zvyšují šance na větší nepřátele. To j určováno proměnou &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; čím větši hodnota, čím větší šance výskytu silnějších jednotek.&lt;br /&gt;
&lt;br /&gt;
Hnízda jsou vysoce ohnivzdorná a celkově o něco bytelnější než střední červi.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Jméno&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Hnízdo kousačů&lt;br /&gt;
|&lt;br /&gt;
* Životy: 350&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 5/15%&lt;br /&gt;
*Fyzická: 2/15%&lt;br /&gt;
*Oheň: 3/60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Hnízdo plivačů&lt;br /&gt;
|&lt;br /&gt;
* Životy: 350&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbuch: 5/15%&lt;br /&gt;
*Fyzická: 2/15%&lt;br /&gt;
*Oheň: 3/60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expanze===&lt;br /&gt;
Každých 4-60 minut se skupina 5-20 jednotek oddělí od hnízda, aby stvořili nové. Skupina se pokusí nalézt místo 3-7 sektorů od již existujících hnízd.&lt;br /&gt;
Pokud takové místoo skupina našla, zemře a stvoří nové hnízdo. To je zpočátku malé (jen přibližně jedno hnízdo a několik červů), ale dále se může rozrůstat.&lt;br /&gt;
&lt;br /&gt;
==Obrana==&lt;br /&gt;
Kousači agresivně útočí jen tehdy, pokud oblak znečištění hráčovy továrny dosáhne na hnízda. Hnízda totiž znečištění pohlcují a vyvíjí a líhnou více kousačů, kteří jsou vysláni proti nejbližšímu zdroji pohlceného znečištění. Kousači se pak přesouvají k cíli po co nejkratší cestě, která uvažuje terén, ale nikoli hráčské stavby, které berou jako překážky (např. [[Stone wall\cs|zdi]]).&lt;br /&gt;
&lt;br /&gt;
Pokud kolem překážky vede volná cesta, kousači se ji pokusí obejít. Pokud není možné ji obejít, nebo by pokus o obchůzku příliš vychýlil kousače z původní trasy, pokusí se překážku zničit a projít skrz. Toho lze v určitém rozsahu využít; umíštění malých bludišť v pravidelných intervalech podél opevnění lze kousače provést klikatou cestou oklenutou věžemi.&lt;br /&gt;
&lt;br /&gt;
Nicméně, pokud se kousač ocitne v blízkosti hráče, [[turret\cs|věže]] nebo [[radar\cs|radaru]], bude he brát jako hlavní prioritu a okamžitě zaútočí na ně, opět po co nejkratšá cestě s nejmenší možnou obchůzkou.&lt;br /&gt;
&lt;br /&gt;
==Evoluce==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Šance líhnutí kousačů různých velikostí v závislosti na evoluci. Více detailů v tabulce níže.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Šance líhnutí plivačů různých velikostí v závislosti na evoluci. Více detailů v tabulce níže.]]&lt;br /&gt;
Evoluční faktor je globální proměnná, která určuje, jaké druhy kousačů se líhnou. Pomocí následujícího příkazu je možné zjistit okamžitou hodnotu ve hře:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
Pohybuje se mezi 0 (nevyvinutí) a 1 (plně vyvinutí). Momentálně je možné hodnotu pouze zvýšit. Evoluční faktor je navýšen těmito hlavními vlivy:&lt;br /&gt;
&lt;br /&gt;
=== Metody zvýšení ===&lt;br /&gt;
&lt;br /&gt;
* Průběh času velmi mírně navyšuje faktor evoluce.&lt;br /&gt;
* Globální [[Pollution\cs|produkce znečištění]] urychluje evoluci.&lt;br /&gt;
* Ničení [[#Hnízda|hnízd]] znatelně urychluje evoluci.&lt;br /&gt;
&lt;br /&gt;
Hodnoty níže jsou nastavitelné v &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. Tam je lze libovolně modifikovat.&lt;br /&gt;
&lt;br /&gt;
Výchozí nastavení jsou:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zdroj&lt;br /&gt;
!Proměnná v &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Navýšení v procentech&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Vteřina]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 jednotek znečištění || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Zničení hnízda || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Produkcí znečištění je myšleno celkové znčištění vyvolané [[Pollution/cs#Zněčišťovatelé|budovami]], nikoli znečištění viditelné na mapě. Počítá se tedy i znečištění pohlcené terénem a stromy.&lt;br /&gt;
&lt;br /&gt;
Procenta jsou přičítána na základě násobku spočteného jako &amp;lt;code&amp;gt;1 - současný evoluční faktor&amp;lt;/code&amp;gt;. Tudíž například zničení hnízda na začátku hry vyvolá navýšení pětiny procenta, ale při evolučním faktoru 0.5 je navýšení pouze desetina procenta.&lt;br /&gt;
&lt;br /&gt;
Krom volby druhu kousačů evoluce ovlivňuje i rychlost líhnutí. Tento interval (který je uložen v proměnné &amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; v objektu &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt;) se pohybuje mezi 360 (při evoluci 0) a 150 tiky (při evoluci 1).&lt;br /&gt;
&lt;br /&gt;
=== Šance líhnutí podle evolučního faktoru ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Hnízdo kousačů&lt;br /&gt;
|-&lt;br /&gt;
! Faktor&lt;br /&gt;
! Malý kousač&lt;br /&gt;
! Střední kousač&lt;br /&gt;
! Velký kousač&lt;br /&gt;
! Obří kousač&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Hnízdo plivačů&lt;br /&gt;
|-&lt;br /&gt;
! Faktor&lt;br /&gt;
! Malý kousač&lt;br /&gt;
! Malý plivač&lt;br /&gt;
! Střední plivač&lt;br /&gt;
! Velký plivač&lt;br /&gt;
! Obří plivač&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Další četba ==&lt;br /&gt;
* {{L|Damage}}&lt;br /&gt;
* {{L|Pollution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154124</id>
		<title>User:Pelia/Bleh/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154124"/>
		<updated>2018-01-15T15:45:57Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Done.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing.&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=154123</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=154123"/>
		<updated>2018-01-15T15:45:41Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Rewrite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; (also commonly called &#039;&#039;&#039;biters&#039;&#039;&#039;) are creatures that want to harm the player. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, Spitters and Worms. The species are further distinguished in four (or three in case of Worms) stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from Biters is their ranged attack. The attack is unavoidable and always hits the intended target. It is also acid-based, and because most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), Spitters are effectively more potent against the player and his factories. Their behaviour and size classification are the same as with Biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 14&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 16&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough with an attack similar to Spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage and great range to keep the player away from the Worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire.&lt;br /&gt;
&lt;br /&gt;
Worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms are not influenced by the evolution factor, they can spawn at any size right from the beginning. They are not restricted to spawning close to [[Enemies#Spawners|nests]], either. The number and size of Worms spawning is instead influenced by the distance from the player&#039;s initial spawn point. The further away the player goes from the starting area, the more numerous and stronger the Worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 26&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
&lt;br /&gt;
The spawn points of Biters and Spitters. While nests themselves are generally defenseless, the enemies they release over time effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by Worms. Nests exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
&lt;br /&gt;
Further away from the starting location, the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
The Nests are highly resistant to fire and otherwise generally more resilient than a Medium Worm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases.&lt;br /&gt;
Once they have found a suitable spot, the group dies and forms a new base. This new base will at first be very small (about one nest and a few worms), but will grow as time passes.&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
Biters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest. The Nests consume pollution to develop the biters and produce additional ones before sending them to destroy the nearest source of pollution that they consume. The biters then proceed to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[Stone wall|walls]]).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to Tower Defence.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of the player, [[turret]]s or [[radar]]s, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154122</id>
		<title>User:Pelia/Bleh/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154122"/>
		<updated>2018-01-15T15:41:44Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Rewrite stage 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; (also commonly called &#039;&#039;&#039;biters&#039;&#039;&#039;) are creatures that want to harm the player. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, Spitters and Worms. The species are further distinguished in four (or three in case of Worms) stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from Biters is their ranged attack. The attack is unavoidable and always hits the intended target. It is also acid-based, and because most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), Spitters are effectively more potent against the player and his factories. Their behaviour and size classification are the same as with Biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 14&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 16&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough with an attack similar to Spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage and great range to keep the player away from the Worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire.&lt;br /&gt;
&lt;br /&gt;
Worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms are not influenced by the evolution factor, they can spawn at any size right from the beginning. They are not restricted to spawning close to [[Enemies#Spawners|nests]], either. The number and size of Worms spawning is instead influenced by the distance from the player&#039;s initial spawn point. The further away the player goes from the starting area, the more numerous and stronger the Worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 26&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
&lt;br /&gt;
The spawn points of Biters and Spitters. While nests themselves are generally defenseless, the enemies they release over time effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by Worms. Nests exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
&lt;br /&gt;
Further away from the starting location, the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
The Nests are highly resistant to fire and otherwise generally more resilient than a Medium Worm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases.&lt;br /&gt;
Once they have found a suitable spot, the group dies and forms a new base. This new base will at first be very small (about one nest and a few worms), but will grow as time passes.&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
Biters will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest. The Nests consume pollution to develop the biters and produce additional ones before sending them to destroy the nearest source of pollution that they consume. The biters then proceed to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like [[Stone wall|walls]]).&lt;br /&gt;
&lt;br /&gt;
If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to Tower Defence.&lt;br /&gt;
&lt;br /&gt;
However, if a biter comes in proximity of the player, [[turret]]s or [[radar]]s, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.&lt;br /&gt;
&lt;br /&gt;
Some examples of Defence perimeters are provided below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defense-example-2.png|thumb|center|300px|A gun turret perimeter with automated loading]] || [[File:Defense-example-4.png|thumb|center|300px|Usage of laser turrets and [[Transport belt]]s to slow down incoming enemies]]&lt;br /&gt;
| [[File:Defense-example-5.png|thumb|center|300px|A demonstration of a maze which further impedes biters.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Nests|nests]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154121</id>
		<title>User:Pelia/Bleh/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154121"/>
		<updated>2018-01-15T14:49:40Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Rewrite stage 1.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, Spitters and Worms. The species are further distinguished in four (or three in case of Worms) stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]]. As common sense may suggest, their method of attack is a straightforward charge to &amp;quot;bite&amp;quot; things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Dangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Extremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]] and only appear slightly later on in the game as the evolution factor increases. Their main difference from Biters is their ranged attack. The attack is unavoidable and always hits the intended target. It is also acid-based, and because most entities of the game have a much lower resistance to acid than other damage types (including [[turret]]s and [[armor]]), Spitters are effectively more potent against the player and his factories. Their behaviour and size classification are the same as with Biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 14&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 16&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough with an attack similar to Spitters&#039;. They act like static [[turret]]s and will not follow attackers. They rely on high damage and great range to keep the player away from the Worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire.&lt;br /&gt;
&lt;br /&gt;
Worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms are not influenced by the evolution factor, they can spawn at any size right from the beginning. They are not restricted to spawning close to [[Enemies#Spawners|nests]], either. The number and size of Worms spawning is instead influenced by the distance from the player&#039;s initial spawn point. The further away the player goes from the starting area, the more numerous and stronger the Worms become.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. It is still capable of killing the player unless it is targeted as priority.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 26&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nests==&lt;br /&gt;
&lt;br /&gt;
The spawn points of Biters and Spitters. While nests themselves are generally defenseless, the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by Worms. Nests exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
&lt;br /&gt;
Further away from the starting location, the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
The Nests are highly resistant to fire and otherwise generally more resilient than a Medium Worm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/15%&lt;br /&gt;
*Fire: 3/60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s 3-7 chunks away from existing bases.&lt;br /&gt;
Once they have found a suitable spot, the group dies and forms a new base. This new base will at first be very small (about one nest and a few worms), but will grow as time passes.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The enemy will only aggressively engage the player&#039;s factory if the pollution cloud of the factory reaches a nest.&lt;br /&gt;
&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154120</id>
		<title>User:Pelia/Bleh/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154120"/>
		<updated>2018-01-15T13:46:37Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Rewriting Enemies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, Spitters and Worms. The species are further distinguished in four (or three in case of Worms) stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones. With increasing [[pollution]], they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 14&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 16&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 26&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154098</id>
		<title>User:Pelia/Bleh/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154098"/>
		<updated>2018-01-14T23:02:54Z</updated>

		<summary type="html">&lt;p&gt;Pelia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Nepřátelé&#039;&#039;&#039; jsou stvoření, která škodí hráči. Bežně jsou tvořeni v líhních. Vyskytují se tři druhy: Kousači, Plivači a Červi. Druhy se vyskytují ve čtyřech (v případě červů ve třech) stádiích růstu a síly.&lt;br /&gt;
&lt;br /&gt;
== Úspěchy ==&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Stvoření==&lt;br /&gt;
===Kousači===&lt;br /&gt;
Kousači jsou jednou z hlavních záporných entit hry. Jedná se o domorodé obyvatele mimozemského světa a žijí v souladu s ostatními druhy. Kousači jsou v podstatě členovci žijící v organických hnízdech. Vyskytují se jako malí, střední, velcí či obří. Na začátku hry se vyskytují jen malí a s navyšujícím se [[pollution/cs|znečištěním]] se zvětšují podle stádia [[#Evolution/cs|evoluce]].&lt;br /&gt;
Kousače znečištění přitahuje a pokusí se zničit jeho zdroj. Ke zdroji se přesouvají co nejbližší cestou od hnízda k cíli, kterou terén umožní a od této cesty se příliš neoddalují. Pokud je v jejich cestě nějaká stavba postavená hráčem a obejití by způsobilo moc velkou odchylku od vytyčené cesty, pokusí se ji zničit, ať už překážka tvoří znečištění či nikoliv. Na samotné délce cesty v tomto ohledu nezáleží, pouze na odchylce od ní. Dále ale upřednostňují jako cíl hráče, [[turret/cs|věže]] a [[radar/cs|radary]], uvidí-li je, zapomenou na okamžik pronásledovat znečištění a pokusí se zaútočit na ně. Kousači působí fyzické [[damage/cs|poškození]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ilustrace !! Název !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Malý kousač&lt;br /&gt;
| Nejslabší, lze ho zabít pouhou pistolí.&lt;br /&gt;
* Životy: 15&lt;br /&gt;
* Poškození: 7&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Střední kousač&lt;br /&gt;
| Silnější a pomalejší. Může působit potíže a zabít méně vybaveného hráče.&lt;br /&gt;
* Životy: 75&lt;br /&gt;
* Poškození: 15&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Poškození#Resistance|Odolnosti]]:&lt;br /&gt;
*Výbušná: 0/10%&lt;br /&gt;
*Fyzická: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Velký kousač&lt;br /&gt;
| Nebezpečný a vysoce odolný vůči ručním zbraním. Může útočit přes zdi na objekty za nimi.&lt;br /&gt;
* Životy: 375&lt;br /&gt;
* Poškození: 30&lt;br /&gt;
* Rychlost útoku: 1.7 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.5&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 0/10%&lt;br /&gt;
*Fyzická: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Obří kousač&lt;br /&gt;
| Velice nebezpečný a imunní vůči ručním zbraním a odolný proti lehkým výbušninám. Může útočit přes zdi na objekty za nimi.&lt;br /&gt;
* Životy: 3000&lt;br /&gt;
* Poškození: 90&lt;br /&gt;
* Rychlost útoku: 1.2 /s&lt;br /&gt;
* Typ poškození: Fyzický&lt;br /&gt;
* Dosah: 1.5&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 12/10%&lt;br /&gt;
*Fyzická: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Název !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Životy: 10&lt;br /&gt;
* Poškození: 10&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Životy: 50&lt;br /&gt;
* Poškození: 20&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 14&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Životy: 200&lt;br /&gt;
* Poškození: 30&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 15&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Životy: 1500&lt;br /&gt;
* Poškození: 50&lt;br /&gt;
* Rychlost útoku: 0.46 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 16&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Název !! Popis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Životy: 200&lt;br /&gt;
* Poškození: 25&lt;br /&gt;
* Rychlost útoku: 0.91 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Životy: 400&lt;br /&gt;
* Poškození: 40&lt;br /&gt;
* Rychlost útoku: 0.65 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 25&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 5/15%&lt;br /&gt;
*Fyzická: 5/0%&lt;br /&gt;
*Oheň: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Životy: 750&lt;br /&gt;
* Poškození: 50&lt;br /&gt;
* Rychlost útoku: 0.65 /s&lt;br /&gt;
* Typ poškození: Kyselina&lt;br /&gt;
* Dosah: 26&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 10/30%&lt;br /&gt;
*Fyzická: 10/0%&lt;br /&gt;
*Oheň: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Název&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obrázek !! Název&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Životy: 350&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 5/15%&lt;br /&gt;
*Fyzická: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Životy: 350&lt;br /&gt;
&lt;br /&gt;
Odolnosti:&lt;br /&gt;
*Výbušná: 5/15%&lt;br /&gt;
*Fyzická: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Dosah of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Poškození]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154097</id>
		<title>User:Pelia/Bleh/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Pelia/Bleh/cs&amp;diff=154097"/>
		<updated>2018-01-14T22:31:18Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Enemies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Nepřátelé&#039;&#039;&#039; jsou stvoření, která škodí hráči. Bežně jsou tvořeni v líhních. Vyskytují se tři druhy: Kousači, Plivači a Červi. Druhy se vyskytují ve čtyřech (v případě červů ve třech) stádiích růstu a síly.&lt;br /&gt;
&lt;br /&gt;
== Úspěchy ==&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Stvoření==&lt;br /&gt;
===Kousači===&lt;br /&gt;
Kousači jsou jednou z hlavních záporných entit hry. Jedná se o domorodé obyvatele mimozemského světa a žijí v souladu s ostatními druhy. Kousači jsou v podstatě členovci žijící v organických hnízdech. Vyskytují se jako malí, střední, velcí či obří. Na začátku hry se vyskytují jen malí a s navyšujícím se [[pollution/cs|znečištěním]] se zvětšují podle stádia [[#Evolution/cs|evoluce]].&lt;br /&gt;
Kousače znečištění přitahuje a pokusí se zničit jeho zdroj. Ke zdroji se přesouvají cestou co nejblíže vzdušné čáře od hnízda k cíli a od této cesty se příliš neoddalují. Pokud je v jejich cestě nějaká stavba postavená hráčem a obejití by způsobilo moc velkou odchylku od vytyčené vzdušné čáry, pokusí se ji zničit, ať už překážka tvoří znečištění či nikoliv. Na samotné délce cesty ale v tomto ohledu nezáleží. Dále ale upřednostňují jako cíl hráče, [[turret/cs|věže]] a [[radar/cs|radary]], uvidí-li je, zapomenou na okamžik pronásledovat znečištění a pokusí se zaútočit na ně. Kousači působí fyzické [[damage/cs|poškození]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.0&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
* Range: 1.5&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 13&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 14&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 15&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 16&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 21&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 25&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
* Range: 26&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=153237</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=153237"/>
		<updated>2017-12-24T10:53:01Z</updated>

		<summary type="html">&lt;p&gt;Pelia: /* See also */ Added some.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. &lt;br /&gt;
&lt;br /&gt;
There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in four (or three in case of Worms) stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Pollution]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=153236</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=153236"/>
		<updated>2017-12-24T10:51:11Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Un-greening and touchups.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. &lt;br /&gt;
&lt;br /&gt;
There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in four (or three in case of Worms) stages of growth and thus strength.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
[[Damage#Resistance|Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
&#039;&#039;&#039;Spitters&#039;&#039;&#039; are much like [[Enemies#Biters|Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car/cs&amp;diff=153235</id>
		<title>Car/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car/cs&amp;diff=153235"/>
		<updated>2017-12-24T10:45:19Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Fixing links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Car}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
[[File:carcolor.png|thumb|right|200px|Ve hře více hráčů barva auta odpovídá barvě postavy.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto&#039;&#039;&#039; je první alternativní způsob dopravy, který má hráč k dispozici. Ačkoliv vyžaduje palivo, jízda autem je mnohem rychlejší než běh, umožňuje tak hráči prozkoumat oblasti i přechytračit [[Enemies/cs#Koušači|kousače]]. Auta mají vlastní kulomet schopný střelby o pět polí dále než [[submachine gun/cs|samopal]], 80 slotů v inventáři a 450 životů, čímž umožňuje hráče najíždět do menších skupin nepřátel.&lt;br /&gt;
&lt;br /&gt;
Auta se mohou srazit s objekty, čímž může auto i objekt obdržet poškození. To je závislé na rychlosti vozidla a životech cíle; malí kousači a stromy mohou být bezpečně přejeti, ale kolize s velkým kousačem nebo [[Stone wall/cs|zdí]] může snadno zničit vozidlo i všechen jeho obsah.&lt;br /&gt;
&lt;br /&gt;
== Úspěchy ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
== Používání aut jako skladiště ==&lt;br /&gt;
Auta mohou uložit obrovské množství předmětů, pohybovat se po [[transport belt/cs|páse]] a nechat [[inserter/cs|překladač]] manipulovat s jeho obsahem. Díky tomu mohou být využita jako větší truhly, nebo dokonce jako  [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 malé vlaky].&lt;br /&gt;
&lt;br /&gt;
== Ovládání ==&lt;br /&gt;
{{Main|Keyboard bindings}}&lt;br /&gt;
&lt;br /&gt;
Akcelerace v opačném směru rychlosti způsobí brzdění auta. Držené tlačítko akcelerace nebude mít po aplikování brzdy žádný efekt. Čím rychleji auto jede, tím déle bude trvat jeho zabrzdění.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Akce!! Mimo vozidlo !! Výchozí zkratka&lt;br /&gt;
|-&lt;br /&gt;
|Nastoupit/vystoupit z vozidla || Nastoupit/vystoupit z vozidla || Enter&lt;br /&gt;
|-&lt;br /&gt;
|Zrychlit dopředu || Posun nahoru || klávesa W&lt;br /&gt;
|-&lt;br /&gt;
|Zrychlit dozadu || Posun dolů || klávesa S&lt;br /&gt;
|-&lt;br /&gt;
|Zatočit vpravo || Posun vpravo || klávesa D&lt;br /&gt;
|-&lt;br /&gt;
|Zatočit vlevo || Posun vlevo || klávesa A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Viz také ==&lt;br /&gt;
* [[Railway/cs|Železnice]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=153234</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=153234"/>
		<updated>2017-12-24T10:43:27Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Nyeh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Car}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
[[File:carcolor.png|thumb|right|200px|In multiplayer, the car matches the color of the player inside.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;car&#039;&#039;&#039; is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[Enemies#Biters|biters]]. Cars have a vehicle machine gun that can fire five tiles farther than the [[submachine gun]], 80 slots of storage and 450 health, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small biters and trees can be safely rammed but colliding with big biters and [[Stone wall|walls]] can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
== Using cars as storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, move along [[transport belt]]s and interact with [[inserter]]s. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 as small trains].&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
{{Main|Keyboard bindings}}&lt;br /&gt;
&lt;br /&gt;
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won&#039;t have any effect after a brake. The faster the car is going, the longer distance it will take to brake.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action !! Non-vehicle control !! Default binding&lt;br /&gt;
|-&lt;br /&gt;
|Enter/exit vehicle || Enter/Leave vehicle || Return (AKA Enter, carriage return, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate forward || Move up || W key&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate backwards || Move down || S key&lt;br /&gt;
|-&lt;br /&gt;
|Steer right || Move right || D key&lt;br /&gt;
|-&lt;br /&gt;
|Steer left || Move left || A key&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in cars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running into biters in peaceful mode will anger them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Added filters to the car cargo inventory.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Car ammo inventory is refilled from the trunk when depleted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12|&lt;br /&gt;
* Gates now open in time for the car to pass through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.8|&lt;br /&gt;
* The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full. The extra ammo will go into the truck.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* New graphics of car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Cars collide with objects&lt;br /&gt;
* Disabled shooting from the car, however capsules can still be used&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Smoother car acceleration and braking&lt;br /&gt;
* Sound effects for cars&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Changed the recipe a little&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Added a low graphics option for the car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Decreased the car health from 2000 to 500.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New car graphics ([http://www.factorioforums.com/forum/3087 old])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Car shows the &amp;quot;out of fuel&amp;quot; icon when out of fuel&lt;br /&gt;
* Car is now mine-able&lt;br /&gt;
* Made driving easier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Health bar of car is now shown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=153233</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=153233"/>
		<updated>2017-12-24T10:39:13Z</updated>

		<summary type="html">&lt;p&gt;Pelia: No more green.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Car}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
[[File:carcolor.png|thumb|right|200px|In multiplayer, the car matches the color of the player inside.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;car&#039;&#039;&#039; is the earliest alternate form of transportation available to the player. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[Enemies#Biters|biters]]. Cars have a vehicle machine gun that can fire five tiles farther than the [[submachine gun]], 80 slots of storage and 450 health, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Cars can collide with objects. Both the car and the object collided with may take damage. The damage is dependent on the speed of the car and the health of the target; small biters and trees can be safely rammed but colliding with big biters and [[Stone wall|walls]] can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
Since [[engine unit]]s can only be built in [[assembling machine]]s, cars cannot be built entirely by hand from raw materials.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
== Using cars as storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, move along [[transport belt]]s and interact with [[inserter]]s. Because of that, cars may be used as large chests or even [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 as small trains].&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
{{Main|Keyboard bindings}}&lt;br /&gt;
&lt;br /&gt;
Accelerating opposite of the velocity of the car will cause it to brake. Held acceleration controls won&#039;t have any effect after a brake. The faster the car is going, the longer distance it will take to brake.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Action !! Non-vehicle control !! Default binding&lt;br /&gt;
|-&lt;br /&gt;
|Enter/exit vehicle || Enter/Leave vehicle || Return (AKA Enter, carriage return, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate forward || Move up || W key&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate backwards || Move down || S key&lt;br /&gt;
|-&lt;br /&gt;
|Steer right || Move right || D key&lt;br /&gt;
|-&lt;br /&gt;
|Steer left || Move left || A key&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in cars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running into biters in peaceful mode will anger them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Added filters to the car cargo inventory.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Car ammo inventory is refilled from the trunk when depleted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.12|&lt;br /&gt;
* Gates now open in time for the car to pass through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.8|&lt;br /&gt;
* The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full. The extra ammo will go into the truck.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* New graphics of car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Cars collide with objects&lt;br /&gt;
* Disabled shooting from the car, however capsules can still be used&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Smoother car acceleration and braking&lt;br /&gt;
* Sound effects for cars&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Changed the recipe a little&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Added a low graphics option for the car&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Decreased the car health from 2000 to 500.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New car graphics ([http://www.factorioforums.com/forum/3087 old])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Car shows the &amp;quot;out of fuel&amp;quot; icon when out of fuel&lt;br /&gt;
* Car is now mine-able&lt;br /&gt;
* Made driving easier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Health bar of car is now shown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=153220</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=153220"/>
		<updated>2017-12-23T23:37:19Z</updated>

		<summary type="html">&lt;p&gt;Pelia: /* See also */ No more red.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Train stop}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[Railway#Train_schedule|train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
Train stops with the same name count as the same &amp;quot;station&amp;quot;, and trains will try to load balance themselves between the stops of the station, starting with the closest stop. For example: Four trains are dispatched to &amp;quot;iron ore loading&amp;quot;. There are two stops, both named &amp;quot;iron ore loading&amp;quot;. Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.&lt;br /&gt;
&lt;br /&gt;
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to pathfinding distance, which usually forces a train to pick a &amp;quot;shorter&amp;quot; path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]].  If a train is scheduled to go to a disabled train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).&lt;br /&gt;
&lt;br /&gt;
Additionally, train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are indicator lights on the top of the train stop.  These show:&lt;br /&gt;
&lt;br /&gt;
Solid light = The train stop is unoccupied/available.&lt;br /&gt;
&lt;br /&gt;
Alternate blinking = A train is approaching or passing the train stop.&lt;br /&gt;
&lt;br /&gt;
Simultaneous blinking = A train is stopped/occupying the train stop.&lt;br /&gt;
&lt;br /&gt;
No lights = The train stop is invalid.&lt;br /&gt;
&lt;br /&gt;
Blinking red = The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* When the active train stop is removed, trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=153219</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=153219"/>
		<updated>2017-12-23T23:36:50Z</updated>

		<summary type="html">&lt;p&gt;Pelia: /* See also */ No more green.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Train stop}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[Railway#Train_schedule|train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
Train stops with the same name count as the same &amp;quot;station&amp;quot;, and trains will try to load balance themselves between the stops of the station, starting with the closest stop. For example: Four trains are dispatched to &amp;quot;iron ore loading&amp;quot;. There are two stops, both named &amp;quot;iron ore loading&amp;quot;. Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.&lt;br /&gt;
&lt;br /&gt;
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to pathfinding distance, which usually forces a train to pick a &amp;quot;shorter&amp;quot; path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]].  If a train is scheduled to go to a disabled train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).&lt;br /&gt;
&lt;br /&gt;
Additionally, train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are indicator lights on the top of the train stop.  These show:&lt;br /&gt;
&lt;br /&gt;
Solid light = The train stop is unoccupied/available.&lt;br /&gt;
&lt;br /&gt;
Alternate blinking = A train is approaching or passing the train stop.&lt;br /&gt;
&lt;br /&gt;
Simultaneous blinking = A train is stopped/occupying the train stop.&lt;br /&gt;
&lt;br /&gt;
No lights = The train stop is invalid.&lt;br /&gt;
&lt;br /&gt;
Blinking red = The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* When the active train stop is removed, trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail/cs&amp;diff=153218</id>
		<title>Rail/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail/cs&amp;diff=153218"/>
		<updated>2017-12-23T23:34:10Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koleje&#039;&#039;&#039; skládají [[Railway/cs|železniční]] trasu pro [[Locomotive/cs|vlaky]]. Narozdíl od [[Transport belt/cs|pásů]] je možné koleje křivit a pokládat diagonálně.&lt;br /&gt;
&lt;br /&gt;
[[rail planner/cs|Plánovač tras]] se používá pro jednodušší pokládku kolejí. Více informací se dočtete na jeho stránce.&lt;br /&gt;
&lt;br /&gt;
== Další četba ==&lt;br /&gt;
* {{L|Locomotive}}&lt;br /&gt;
* {{L|Rail planner}}&lt;br /&gt;
* {{L|Railway}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=153215</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=153215"/>
		<updated>2017-12-23T23:21:55Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Map marker section removed since I&amp;#039;m not sure the page should contain information about how things used to run unless it&amp;#039;s History section + more touchups.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Train stop}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[Railway#Train_schedule|train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
Train stops with the same name count as the same &amp;quot;station&amp;quot;, and trains will try to load balance themselves between the stops of the station, starting with the closest stop. For example: Four trains are dispatched to &amp;quot;iron ore loading&amp;quot;. There are two stops, both named &amp;quot;iron ore loading&amp;quot;. Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.&lt;br /&gt;
&lt;br /&gt;
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to pathfinding distance, which usually forces a train to pick a &amp;quot;shorter&amp;quot; path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]].  If a train is scheduled to go to a disabled train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).&lt;br /&gt;
&lt;br /&gt;
Additionally, train stops can be used to pass circuit signals to trains, read train contents, or uniquely identify trains with an ID number.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are indicator lights on the top of the train stop.  These show:&lt;br /&gt;
&lt;br /&gt;
Solid light = The train stop is unoccupied/available.&lt;br /&gt;
&lt;br /&gt;
Alternate blinking = A train is approaching or passing the train stop.&lt;br /&gt;
&lt;br /&gt;
Simultaneous blinking = A train is stopped/occupying the train stop.&lt;br /&gt;
&lt;br /&gt;
No lights = The train stop is invalid.&lt;br /&gt;
&lt;br /&gt;
Blinking red = The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* When the active train stop is removed, trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Train]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail&amp;diff=153184</id>
		<title>Rail</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail&amp;diff=153184"/>
		<updated>2017-12-23T13:39:09Z</updated>

		<summary type="html">&lt;p&gt;Pelia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Rail&#039;&#039;&#039; is used for building a [[Railway]] track for [[Locomotive|trains]]. Unlike [[Transport belt]]s, rail tracks can be also curved and placed diagonally.&lt;br /&gt;
&lt;br /&gt;
The [[rail planner]] can be used to automatically place rails. See the page for more info.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Improved the rail selection logic.&lt;br /&gt;
* Halved the mining time of rails.&lt;br /&gt;
* Removed the curved rail, &#039;&#039;rail&#039;&#039; is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Replaced entity type &#039;&#039;rail&#039;&#039; with types &#039;&#039;straight rail&#039;&#039; and &#039;&#039;curved rail&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Increased the stack size of Straight Rails to 100 from 50.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* [[Gate]]s built on rails now make them rail gates.&lt;br /&gt;
* Added end of track graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Rails are now crafted in pairs.&lt;br /&gt;
* Nicer rail diagonals/turns on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Added remnants for destroyed rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Rails are not minable when a train is on them.&lt;br /&gt;
* Rails recipe changed, now needs steel and stone&lt;br /&gt;
* Rails made more expensive&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Correction of bounding boxes of some built curved rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Rail building and selection boxes}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Rail planner]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail&amp;diff=153183</id>
		<title>Rail</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail&amp;diff=153183"/>
		<updated>2017-12-23T13:30:24Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Touchups.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rail}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Rail&#039;&#039;&#039; is used for building a [[Railway]] track for [[Locomotive|trains]]. Unlike [[Transport belt]]s, rail tracks can be also curved and placed diagonally.&lt;br /&gt;
&lt;br /&gt;
As of 0.13, the [[rail planner]] can be used to automatically place rails. See the page for more info.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Improved the rail selection logic.&lt;br /&gt;
* Halved the mining time of rails.&lt;br /&gt;
* Removed the curved rail, &#039;&#039;rail&#039;&#039; is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Replaced entity type &#039;&#039;rail&#039;&#039; with types &#039;&#039;straight rail&#039;&#039; and &#039;&#039;curved rail&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Increased the stack size of Straight Rails to 100 from 50.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* [[Gate]]s built on rails now make them rail gates.&lt;br /&gt;
* Added end of track graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Rails are now crafted in pairs.&lt;br /&gt;
* Nicer rail diagonals/turns on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Added remnants for destroyed rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Rails are not minable when a train is on them.&lt;br /&gt;
* Rails recipe changed, now needs steel and stone&lt;br /&gt;
* Rails made more expensive&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Correction of bounding boxes of some built curved rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Rail building and selection boxes}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Rail planner]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=153182</id>
		<title>Template:Translation/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:Translation/cs&amp;diff=153182"/>
		<updated>2017-12-23T13:23:59Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Bunch of gathered up nitpickings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|}}}&lt;br /&gt;
| Assembling machine 1 = Montovna 1&lt;br /&gt;
| Oil processing = Zpracování ropy&lt;br /&gt;
| Circuit network = Obvodová síť&lt;br /&gt;
| tiles = polí&lt;br /&gt;
| Stack size = Velikost štosu&lt;br /&gt;
| Stack = Štos&lt;br /&gt;
| Dimensions = Rozměry&lt;br /&gt;
| Transmission = Přenos&lt;br /&gt;
| Robot recharge rate = Výkon nabíjení robotů&lt;br /&gt;
| Internal buffer recharge rate = Výkon nabíjení vnitřní baterie&lt;br /&gt;
| Energy capacity = Kapacita energie&lt;br /&gt;
| Supply area = Zásobovací oblast&lt;br /&gt;
| Construction area = Stavební oblast&lt;br /&gt;
| Normal mode = Normální mód&lt;br /&gt;
| Expensive mode = Drahý mód&lt;br /&gt;
| Machine = Stroj&lt;br /&gt;
| Edit = Upravit&lt;br /&gt;
| Achievements = Úspěchy&lt;br /&gt;
| Logic = Logika&lt;br /&gt;
| Calculations per 60 UPS = Výpočtů na 60 UPS&lt;br /&gt;
| Wire reach = Dosah spojení&lt;br /&gt;
| Walking speed = Rychlost pohybu&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Technology = Technologie&lt;br /&gt;
| Vehicle = Vozidlo&lt;br /&gt;
| Effects = Účinky&lt;br /&gt;
| Character quickbar size bonus = Bonus velikosti rychlého panelu&lt;br /&gt;
| None required = Žádné požadavky&lt;br /&gt;
| Used to build Grass = Použitelné k vystavění trávy&lt;br /&gt;
| Vehicle acceleration = Zrychlení vozidla&lt;br /&gt;
| Fluid system = Soustava kapalin&lt;br /&gt;
&lt;br /&gt;
| Logistics = Logistika&lt;br /&gt;
| Storage = Úložiště&lt;br /&gt;
| Belt transport system = Pásový dopravníkový systém&lt;br /&gt;
| Inserters = Překladače&lt;br /&gt;
| Energy &amp;amp; pipe distribution = Energetická/potrubní distribuce&lt;br /&gt;
| Transport = Přeprava&lt;br /&gt;
| Logistic network = Logistická síť&lt;br /&gt;
| Terrain = Terén&lt;br /&gt;
| Navigation = Navigace&lt;br /&gt;
| Wooden chest = Dřevěná truhla&lt;br /&gt;
| Iron chest = Železná truhla&lt;br /&gt;
| Steel chest = Ocelová truhla&lt;br /&gt;
| Storage tank = Skladovací nádrž&lt;br /&gt;
| Transport belt = Přepravní pás&lt;br /&gt;
| Fast transport belt = Rychlý přepravní pás&lt;br /&gt;
| Express transport belt = Expresní přepravní pás&lt;br /&gt;
| Underground belt = Podzemní pás&lt;br /&gt;
| Fast underground belt = Rychlý podzemní pás&lt;br /&gt;
| Express underground belt = Expresní podzemní pás&lt;br /&gt;
| Splitter = Dělič&lt;br /&gt;
| Fast splitter = Rychlý dělič&lt;br /&gt;
| Express splitter = Expresní dělič&lt;br /&gt;
| Burner inserter = Spalovací překladač&lt;br /&gt;
| Inserter = Překladač&lt;br /&gt;
| Fast inserter = Rychlý překladač&lt;br /&gt;
| Filter inserter = Filtrovací překladač&lt;br /&gt;
| Stack inserter = Překladač se zásobníkem&lt;br /&gt;
| Stack filter inserter = Filtrovací překladač se zásobníkem&lt;br /&gt;
| Small electric pole = Malý elektrický pilíř&lt;br /&gt;
| Medium electric pole = Střední elektrický pilíř&lt;br /&gt;
| Big electric pole = Velký elektrický pilíř&lt;br /&gt;
| Substation = Rozvodna&lt;br /&gt;
| Pipe = Trubka&lt;br /&gt;
| Pipe to ground = Podzemní trubka&lt;br /&gt;
| Rail = Kolej&lt;br /&gt;
| Train stop = Želežniční zastávka&lt;br /&gt;
| Rail signal = Želežniční signál&lt;br /&gt;
| Rail chain signal = Řetězový signál&lt;br /&gt;
| Locomotive = Lokomotiva&lt;br /&gt;
| Cargo wagon = Nákladní vagon&lt;br /&gt;
| Fluid wagon = Cisternový vagon&lt;br /&gt;
| Car = Auto&lt;br /&gt;
| Logistic robot = Logistický robot&lt;br /&gt;
| Construction robot = Stavební robot&lt;br /&gt;
| Active provider chest = Aktivní poskytovací truhla&lt;br /&gt;
| Passive provider chest = Pasivní poskytovací truhla&lt;br /&gt;
| Requester chest = Přijímací truhla&lt;br /&gt;
| Storage chest = Skladovací truhla&lt;br /&gt;
| Lamp = Lampa&lt;br /&gt;
| Red wire = Červený drát&lt;br /&gt;
| Green wire = Zelený drát&lt;br /&gt;
| Arithmetic combinator = Aritmetický kombinátor&lt;br /&gt;
| Decider combinator = Rozhodovací kombinátor&lt;br /&gt;
| Constant combinator = Konstantní kombinátor&lt;br /&gt;
| Power switch = Vypínač&lt;br /&gt;
| Programmable speaker = Programovatelný reproduktor&lt;br /&gt;
| Stone brick = Kamenná cihla&lt;br /&gt;
| Concrete = Beton&lt;br /&gt;
| Hazard concrete = Výstražný beton&lt;br /&gt;
| Landfill = Zemina&lt;br /&gt;
| Production = Výroba&lt;br /&gt;
| Intermediate products = Meziprodukty&lt;br /&gt;
| Combat = Boj&lt;br /&gt;
| Technologies = Technologie &lt;br /&gt;
| Robots = Roboti&lt;br /&gt;
| Repair pack = Opravářská sada&lt;br /&gt;
| Robotic network = Robotická síť&lt;br /&gt;
| Logistic robotics (research) = Logistická robotika (výzkum)&lt;br /&gt;
| Energy consumption = Spotřeba energie&lt;br /&gt;
&lt;br /&gt;
| Right mouse button = Pravé tl. myši&lt;br /&gt;
| Left mouse button = Levé tl. myši&lt;br /&gt;
| Middle mouse button = Prostřední tl. myši&lt;br /&gt;
| Mouse wheel up = Kol. myši nahoru&lt;br /&gt;
| Mouse wheel down = Kol. myši dolů&lt;br /&gt;
| PAD + = Num +&lt;br /&gt;
| PAD - = Num -&lt;br /&gt;
| SPACE = Mezerník&lt;br /&gt;
| Toolbelt (research) = Opasek (výzkum)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Main Page = Hlavní stránka&lt;br /&gt;
| Main article = Hlavní článek&lt;br /&gt;
&lt;br /&gt;
| Keyboard Bindings = Klávesy&lt;br /&gt;
| Keyboard bindings = Klávesy&lt;br /&gt;
| Map editor = Editor map&lt;br /&gt;
&lt;br /&gt;
| Lifespan = Životní doba&lt;br /&gt;
| Health = Životy&lt;br /&gt;
| Max. energy = Max. energie&lt;br /&gt;
| Mining hardness = Těžební tvrdost&lt;br /&gt;
| Mining speed = Těžební rychlost&lt;br /&gt;
| Mining time = Těžební doba&lt;br /&gt;
| Pollution = Znečištění&lt;br /&gt;
| Resource = Zdroj&lt;br /&gt;
| Durability = Odolnost&lt;br /&gt;
| Damage = Poškození&lt;br /&gt;
| Mining power = Těžební výkon&lt;br /&gt;
| Fuel value = Hodnota paliva&lt;br /&gt;
| Smelting speed = Rychlost tavby&lt;br /&gt;
| Craftingspeed = Rychlost výroby&lt;br /&gt;
| Required technologies = Požadované technologie&lt;br /&gt;
| Damage bonus = Bonus poškození&lt;br /&gt;
| Item = Předmět&lt;br /&gt;
| Items = Předměty&lt;br /&gt;
| Tool = Nástroje&lt;br /&gt;
| Boosting technologies = Vylepšováno technologiemi&lt;br /&gt;
| Ressource = Zdroje&lt;br /&gt;
| Discharge defense = Výbojová obrana&lt;br /&gt;
| Shooting speed = Kadence&lt;br /&gt;
| Range = Dosah&lt;br /&gt;
| Storage Size = Velikost úložiště&lt;br /&gt;
| Storage size = Velikost úložiště&lt;br /&gt;
| Magazine Size = Kapacita zásobníku&lt;br /&gt;
| Magazine size = Kapacita zásobníku&lt;br /&gt;
&lt;br /&gt;
| Processed by = Zpracováno&lt;br /&gt;
| Consumed by = Spotřebováno&lt;br /&gt;
&lt;br /&gt;
| Power production = Energetika&lt;br /&gt;
| burner = palivo&lt;br /&gt;
| Units = Jednotky&lt;br /&gt;
| Chests = Truhly&lt;br /&gt;
| Crafting = Sestavování&lt;br /&gt;
| Cliff explosives = Skalní trhavina&lt;br /&gt;
| Long handed inserter = Dlouhoruký překladač&lt;br /&gt;
&lt;br /&gt;
| Specific = Konkrétní&lt;br /&gt;
| seconds = sekundy&lt;br /&gt;
| each = za každý&lt;br /&gt;
| physical = fyzické&lt;br /&gt;
| electric = elektrické&lt;br /&gt;
&lt;br /&gt;
|Recipe = Formule&lt;br /&gt;
|Total raw = Celkem v základních surovinách&lt;br /&gt;
|none required = žádné požadavky&lt;br /&gt;
|Produced by = Vytvářeno v&lt;br /&gt;
&lt;br /&gt;
| Pump = Pumpa&lt;br /&gt;
&lt;br /&gt;
| Resources = Zdroje&lt;br /&gt;
| Fuel = Palivo&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements name --&amp;gt;&lt;br /&gt;
| Automated cleanup = Automatický úklid&lt;br /&gt;
| Automated construction = Automatizovaná stavba&lt;br /&gt;
| Circuit veteran 1 = Veterán obvodů 1&lt;br /&gt;
| Circuit veteran 2 = Veterán obvodů 2&lt;br /&gt;
| Circuit veteran 3 = Veterán obvodů 3&lt;br /&gt;
| Computer age 1 = Doba počítačová 1&lt;br /&gt;
| Computer age 2 = Doba počítačová 2&lt;br /&gt;
| Computer age 3 = Doba počítačová 3&lt;br /&gt;
| Delivery service = Zásilková služba&lt;br /&gt;
| Eco unfriendly = Nepřítel ekologie&lt;br /&gt;
| Getting on track = Želežničář&lt;br /&gt;
| Getting on track like a pro = Želežničář profesionál&lt;br /&gt;
| Golem = Golem&lt;br /&gt;
| Iron throne 1 = Železný trůn 1&lt;br /&gt;
| Iron throne 2 = Železný trůn 2&lt;br /&gt;
| Iron throne 3 = Železný trůn 3&lt;br /&gt;
| It stinks and they dont like it = Znečištění se jim nelíbí&lt;br /&gt;
| Lazy bastard = Líný parchant&lt;br /&gt;
| Logistic network embargo = Logistická síť? Na co...&lt;br /&gt;
| Mass production 1 = Masová výroba 1&lt;br /&gt;
| Mass production 2 = Masová výroba 2&lt;br /&gt;
| Mass production 3 = Masová výroba 3&lt;br /&gt;
| Minions = Posluhovači&lt;br /&gt;
| No time for chitchat = Není čas na kecy&lt;br /&gt;
| Pyromaniac = Pyroman&lt;br /&gt;
| Raining bullets = Prší kulky&lt;br /&gt;
| Run Forrest, run = Běž Forreste, utíkej&lt;br /&gt;
| Smoke me a kipper, I&#039;ll be back for breakfast = Nachystejte uzenáče, na snídani jsem zpátky&lt;br /&gt;
| So long and thanks for all the fish = Sbohem, a díky za všechny ryby&lt;br /&gt;
| Solaris = Solaris&lt;br /&gt;
| Steam all the way = Plnou parou vpřed&lt;br /&gt;
| Steamrolled = Parní válec&lt;br /&gt;
| Tech maniac = Šílený vědec&lt;br /&gt;
| There is no spoon = Lžíce tu není&lt;br /&gt;
| Trans-Factorio express = Trans-Factorio Express&lt;br /&gt;
| Watch your step = Dívej se kam šlapeš&lt;br /&gt;
| You are doing it right = Děláš to správně&lt;br /&gt;
| You&#039;ve got a package = Dostal jsi zásilku&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- achievements description --&amp;gt;&lt;br /&gt;
| Deconstruct 100 objects with the [[construction robot]]s. = Dekonstruuj 100 objektů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Construct 100 machines using [[construction robot|robots]]. = Postav 100 strojů [[construction robot/cs|stavebními roboty]].&lt;br /&gt;
| Produce 1.0k [[advanced circuit]]s per hour. = Vyrob 1000 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 10k [[advanced circuit]]s per hour. = Vyrob 1x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 25k [[advanced circuit]]s per hour. = Vyrob 2,5x10^4 [[advanced circuit/cs|pokročilých obvodů]] za hodinu.&lt;br /&gt;
| Produce 500 [[processing unit]]s per hour. = Vyrob 500 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 1.0k [[processing unit]]s per hour. = Vyrob 1x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Produce 5k [[processing unit]]s per hour. = Vyrob 5x10^3 [[processing unit/cs|procesorů]] za hodinu.&lt;br /&gt;
| Supply the player with 10k items delivered by [[logistic robot]]s. = Pošli hráči 10 000 předmětů přes [[logistic robot/cs|logistické roboty]].&lt;br /&gt;
| Research [[oil processing (research)]]. = Vyzkoumej [[oil processing (research)/cs|Zpracování ropy]].&lt;br /&gt;
| Build a [[locomotive]]. = Postav [[locomotive/cs|lokomotivu]].&lt;br /&gt;
| Build a [[locomotive]] within the first 90 minutes of the game. = Postav [[locomotive/cs|lokomotivu]] během prvních 90 minut hry.&lt;br /&gt;
| Survive a hit of 500 [[damage]] or more. = Vydrž ránu s [[damage/cs|poškozením]] nad 500.&lt;br /&gt;
| Produce 20k [[iron plate]]s per hour. = Vyrob 2x10^4 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 200k [[iron plate]]s per hour. = Vyrob 2x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Produce 400k [[iron plate]]s per hour. = Vyrob 4x10^5 [[iron plate/cs|železných plátů]] za hodinu.&lt;br /&gt;
| Trigger an [[enemies|alien]] attack by [[pollution]]. = Spusť útok [[enemies/cs|nepřítele]] vlivem [[pollution/cs|znečištění]].&lt;br /&gt;
| Win the game by crafting no more than 111 items manually. = Vyhraj hru, aniž bys postavil více než 111 předmětů manuálně.&lt;br /&gt;
| Win the game without building any [[active provider chest|active provider]] or [[requester chest]]s. = Vyhraj, aniž bys položil [[active provider chest/cs|aktivní]] nebo [[requester chest/cs|požadavkovou truhlu]].&lt;br /&gt;
| Produce 10k [[electronic circuit]]s. = Vyrob 1x10^4 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 1M [[electronic circuit]]s. = Vyrob 1x10^6 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Produce 20M [[electronic circuit]]s. = Vyrob 2x10^7 [[electronic circuit/cs|elektrických obvodů]] za hodinu.&lt;br /&gt;
| Have 100 combat robots or more following you. = Měj nad 100 bojových robotů, kteří tě následují.&lt;br /&gt;
| Finish the game within 15 hours. = Vyhraj během 15 hodin.&lt;br /&gt;
| Destroy 10k [[tree]]s with fire. = Spal 10 000 [[tree/cs|stromů]].&lt;br /&gt;
| Win the game without building any [[laser turret]]s. = Vyhraj, aniž bys postavil jedinou [[laser turret/cs|laserovou věž]].&lt;br /&gt;
| Destroy 100 [[tree]]s by impact. = Poraž 100 [[tree/cs|stromů]] nárazem.&lt;br /&gt;
| Finish the game. = Vyhraj hru.&lt;br /&gt;
| {{spoiler|button-text = Spoiler! Click to view.|message = Send a [[raw fish]] into space via [[rocket silo|rocket]].}} = {{spoiler|button-text = Spoiler! Kliknutím rozkrýt.|message = Pošli [[raw fish/cs|rybu]] na orbit pomocí [[rocket silo/cs|raketového sila]].}}&lt;br /&gt;
| Produce more than 10 GJ per hour using [[solar panel]]s. = Vyrob 10 GJ energie za hodinu se [[solar panel/cs|solárními panely]].&lt;br /&gt;
| Win the game without building any [[solar panel]]s. = Vyhraj bez postavení jediného [[solar panel/cs|solárního panelu]].&lt;br /&gt;
| Destroy 10 [[Enemies#Spawners|spawners]] by impact. = Znič 10 [[Enemies#Nester/cs|hnízd]].&lt;br /&gt;
| Research all [[technologies]]. = Vyzkoumej všechny [[technologies/cs|technologie]].&lt;br /&gt;
| Finish the game within 8 hours. = Vyhraj hru během 8 hodin.&lt;br /&gt;
| Have a [[train]] plan a path 1000 tiles or longer. = Nechej vlak naplánovat spoj delší než 1000 polí.&lt;br /&gt;
| Get killed by a moving [[locomotive]]. = Nech se zabít jedoucí lokomotivou.&lt;br /&gt;
| Construct more machines using [[construction robot|robots]] than manually. = Polož více strojů pomocí stavebních robotů než-li manuálně.&lt;br /&gt;
| Supply the player by [[logistic robot]]. = Zásobuj hráče [[logistic robot/cs|logistickým robotem]].&lt;br /&gt;
| Electric system = Elektrická soustava&lt;br /&gt;
| Electric network = Elektrická síť&lt;br /&gt;
&lt;br /&gt;
| Production items = Výrobky&lt;br /&gt;
| Tools = Nástroje&lt;br /&gt;
| Electricity = Elektřina&lt;br /&gt;
| Resource extraction = Získávání zdrojů&lt;br /&gt;
| Furnaces  = Pece&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Iron axe = Železná sekera&lt;br /&gt;
| Steel axe = Ocelová sekera&lt;br /&gt;
| Blueprint = Plán&lt;br /&gt;
| Deconstruction planner = Plánovač dekonstrukce &lt;br /&gt;
| Blueprint book = Kniha plánů&lt;br /&gt;
| Boiler = Bojler&lt;br /&gt;
| Steam engine = Parní stroj&lt;br /&gt;
| Steam turbine = Parní turbína&lt;br /&gt;
| Solar panel = Solární panel&lt;br /&gt;
| Accumulator = Akumulátor&lt;br /&gt;
| Nuclear reactor = Jaderný reaktor&lt;br /&gt;
| Heat exchanger = Tepelný výměník&lt;br /&gt;
| Heat pipe = Tepelné potrubí&lt;br /&gt;
| Burner mining drill = Spalovací vrták&lt;br /&gt;
| Electric mining drill = Elektrický vrták&lt;br /&gt;
| Offshore pump = Pobřežní pumpa&lt;br /&gt;
| Pumpjack = Ropné čerpadlo&lt;br /&gt;
| Stone furnace = Kamenná pec&lt;br /&gt;
| Steel furnace = Ocelová pec&lt;br /&gt;
| Electric furnace = Elektrická pec&lt;br /&gt;
| Assembling machine 2 = Montovna 2&lt;br /&gt;
| Assembling machine 3 = Montovna 3&lt;br /&gt;
| Oil refinery = Ropná rafinérie&lt;br /&gt;
| Chemical plant = Chemička&lt;br /&gt;
| Centrifuge = Odstředivka&lt;br /&gt;
| Lab = Laboratoř&lt;br /&gt;
| Beacon = Maják&lt;br /&gt;
| Speed module = Rychlostní modul &lt;br /&gt;
| Speed module 2 = Rychlostní modul 2 &lt;br /&gt;
| Speed module 3 = Rychlostní modul 3&lt;br /&gt;
| Efficiency module = Modul efektivity&lt;br /&gt;
| Efficiency module 2 = Modul efektivity 2&lt;br /&gt;
| Efficiency module 3 = Modul efektivity 3&lt;br /&gt;
| Productivity module = Modul produktivity&lt;br /&gt;
| Productivity module 2 = Modul produktivity 2&lt;br /&gt;
| Productivity module 3 = Modul produktivity 3&lt;br /&gt;
| Resources and fluids = Zdroje a kapaliny&lt;br /&gt;
| Materials = Materiály&lt;br /&gt;
| Crafting components = Komponenty výroby&lt;br /&gt;
| Science packs = Vědecké balíčky&lt;br /&gt;
| Raw wood = Surové dřevo&lt;br /&gt;
| Coal = Uhlí&lt;br /&gt;
| Stone = Kámen&lt;br /&gt;
| Iron ore = Železná ruda&lt;br /&gt;
| Copper ore = Měděná ruda&lt;br /&gt;
| Uranium ore = Uranová ruda&lt;br /&gt;
| Raw fish = Syrová ryba&lt;br /&gt;
| Crude oil = Surová ropa&lt;br /&gt;
| Heavy oil = Těžký olej&lt;br /&gt;
| Light oil = Lehký olej&lt;br /&gt;
| Lubricant = Mazivo&lt;br /&gt;
| Petroleum gas = Ropný plyn&lt;br /&gt;
| Sulfuric acid = Kyselina sírová&lt;br /&gt;
| Water = Voda&lt;br /&gt;
| Steam = Pára&lt;br /&gt;
| Wood = Dřevo&lt;br /&gt;
| Iron plate = Železný plát &lt;br /&gt;
| Copper plate = Měděný plát&lt;br /&gt;
| Solid fuel = Tuhé palivo&lt;br /&gt;
| Steel plate = Ocelový plát&lt;br /&gt;
| Plastic bar = Plast&lt;br /&gt;
| Sulfur = Síra&lt;br /&gt;
| Battery = Baterie&lt;br /&gt;
| Explosives = Výbušniny&lt;br /&gt;
| explosive = výbušné&lt;br /&gt;
| Uranium processing = Zpracování uranu&lt;br /&gt;
| Copper cable = Měděný kabel&lt;br /&gt;
| Iron stick = Železná tyč&lt;br /&gt;
| Iron gear wheel = Železné ozubené kolečko&lt;br /&gt;
| Electronic circuit = Elektrický obvod&lt;br /&gt;
| Advanced circuit = Pokročilý obvod&lt;br /&gt;
| Processing unit = Procesor&lt;br /&gt;
| Engine unit = Motor&lt;br /&gt;
| Electric engine unit = Elektrický motor &lt;br /&gt;
| Flying robot frame = Stroj létavého robota&lt;br /&gt;
| Satellite = Satelit&lt;br /&gt;
| Rocket part = Část rakety&lt;br /&gt;
| Rocket control unit = Řidicí jednotka rakety&lt;br /&gt;
| Low density structure = Odlehčená struktura&lt;br /&gt;
| Rocket fuel = Raketové palivo&lt;br /&gt;
| Nuclear fuel = Jaderné palivo&lt;br /&gt;
| Uranium-235 = Uran-235&lt;br /&gt;
| Uranium-238 = Uran-238&lt;br /&gt;
| Uranium fuel cell = Uranový palivový článek&lt;br /&gt;
| Used up uranium fuel cell = Vyhořelý uranový palivový článek&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace uranového paliva&lt;br /&gt;
| Kovarex enrichment process = Kovarexův obohacující proces&lt;br /&gt;
| Science pack 1 = Vědecký balíček 1&lt;br /&gt;
| Science pack 2 = Vědecký balíček 2&lt;br /&gt;
| Science pack 3 = Vědecký balíček 3&lt;br /&gt;
| Military science pack = Vojenský vědecký balíček&lt;br /&gt;
| Production science pack = Výrobní vědecký balíček&lt;br /&gt;
| High tech science pack = Vědecký balíček pokročilé technologie&lt;br /&gt;
| Space science pack = Vesmírný vědecký balíček&lt;br /&gt;
| Combat items = Bojové předměty&lt;br /&gt;
| Weapons = Zbraně&lt;br /&gt;
| Ammo = Munice&lt;br /&gt;
| Capsules = Kapsle&lt;br /&gt;
| Armor = Zbroj&lt;br /&gt;
| Armor modules = Moduly zbroje&lt;br /&gt;
| Defense = Obrana&lt;br /&gt;
| Pistol = Pistole&lt;br /&gt;
| Submachine gun = Samopal &lt;br /&gt;
| Shotgun = Brokovnice&lt;br /&gt;
| Combat shotgun = Bojová brokovnice&lt;br /&gt;
| Rocket launcher = Raketomet&lt;br /&gt;
| Flamethrower = Plamenomet&lt;br /&gt;
| Land mine = Mina&lt;br /&gt;
| Firearm magazine = Zásobník nábojů&lt;br /&gt;
| Piercing rounds magazine = Zásobník průrazných nábojů&lt;br /&gt;
| Uranium rounds magazine =  Zásobník uranových nábojů&lt;br /&gt;
| Shotgun shells = Náboje brokovnice&lt;br /&gt;
| Piercing shotgun shells = Průrazné náboje brokovnice&lt;br /&gt;
| Cannon shell = Náboj kanonu&lt;br /&gt;
| Explosive cannon shell = Výbušný náboj kanonu&lt;br /&gt;
| Uranium cannon shell = Uranový náboj kanonu&lt;br /&gt;
| Explosive uranium cannon shell = Výbušný uranový náboj kanonu&lt;br /&gt;
| Artillery shell = Dělostřelecká nálož&lt;br /&gt;
| Rocket = Raketa&lt;br /&gt;
| Explosive rocket = Výbušná raketa&lt;br /&gt;
| Atomic bomb = Atomová bomba&lt;br /&gt;
| Flamethrower ammo = Plamenometné palivo&lt;br /&gt;
| Grenade = Granát&lt;br /&gt;
| Cluster grenade = Tříštivý granát&lt;br /&gt;
| Poison capsule = Jedová kapsle&lt;br /&gt;
| Slowdown capsule = Zpomalovací kapsle&lt;br /&gt;
| Defender capsule = Obranná kapsle&lt;br /&gt;
| Distractor capsule = Rozptylovací kapsle&lt;br /&gt;
| Destroyer capsule = Kapsle s ničiteli&lt;br /&gt;
| Discharge defense remote = Ovladač obranného výboje&lt;br /&gt;
| Artillery targeting remote = Ovladač dělostřeleckého navádění&lt;br /&gt;
| Light armor = Lehká zbroj&lt;br /&gt;
| Heavy armor = Těžká zbroj&lt;br /&gt;
| Modular armor = Modulární zbroj&lt;br /&gt;
| Power armor = Silová zbroj&lt;br /&gt;
| Power armor MK2 = Silová zbroj MK2&lt;br /&gt;
| Portable solar panel = Přenosný solární panel&lt;br /&gt;
| Portable fusion reactor = Přenosný fůzní reaktor&lt;br /&gt;
| Energy shield = Energetický štít&lt;br /&gt;
| Energy shield MK2 = Energetický štít MK2&lt;br /&gt;
| Battery MK1 = Baterie MK1&lt;br /&gt;
| Battery MK2 = Baterie MK2&lt;br /&gt;
| Personal laser defense = Osobní laserová obrana&lt;br /&gt;
| Exoskeleton = Exoskelet&lt;br /&gt;
| Personal roboport = Osobní roboport&lt;br /&gt;
| Personal roboport MK2 = Osobní roboport MK2&lt;br /&gt;
| Nightvision = Noktovizor&lt;br /&gt;
| Stone wall = Kamenná zeď&lt;br /&gt;
| Gate = Brána&lt;br /&gt;
| Gun turret = Zbrojní věž &lt;br /&gt;
| Laser turret = Laserová věž&lt;br /&gt;
| Flamethrower turret = Plamenometná věž&lt;br /&gt;
| Artillery turret = Dělostřelecká věž&lt;br /&gt;
| Radar = Radar&lt;br /&gt;
| Rocket silo = Raketové silo &lt;br /&gt;
| Buffer chest = Vyrovnávací truhla&lt;br /&gt;
&lt;br /&gt;
| Machines = Stroje&lt;br /&gt;
| Weaponry = Zbraně&lt;br /&gt;
| Bonuses = Bonusy&lt;br /&gt;
| Player augmentation = Vylepšení hráče&lt;br /&gt;
| Crafting = Crafting&lt;br /&gt;
| Transportation = Přeprava&lt;br /&gt;
| Equipment modules = Moduly výzbroje&lt;br /&gt;
| Advanced electronics = Pokročilá elektronika&lt;br /&gt;
| Automation = Automatizace&lt;br /&gt;
| Electric energy distribution 1 = Distribuce elektrické energie 1&lt;br /&gt;
| Electric energy accumulators = Akumulátory elektrické energie&lt;br /&gt;
| Fluid handling = Zpracování tekutin&lt;br /&gt;
| Nuclear power = Jaderná energie&lt;br /&gt;
| Rocket silo = Raketové silo&lt;br /&gt;
| Solar energy = Solární energie&lt;br /&gt;
| Cluster grenade = Třístivý granát&lt;br /&gt;
| Combat robotics = Bojová robotika&lt;br /&gt;
| Military = Vojenství&lt;br /&gt;
| Rocketry = Raketové pohony&lt;br /&gt;
| Uranium ammo = Uranová munice&lt;br /&gt;
| Braking force = Brzdná síla&lt;br /&gt;
| Bullet damage = Poškození nábojů&lt;br /&gt;
| Bullet shooting speed = Kadence nábojů&lt;br /&gt;
| Cannon shell damage = Poškození kanonu&lt;br /&gt;
| Cannon shell shooting speed = Kadence kanonu&lt;br /&gt;
| Combat robot damage = Poškození bojových robotů&lt;br /&gt;
| Flamethrower damage = Poškození plamenometu&lt;br /&gt;
| Follower robot count = Počet následujících robotů&lt;br /&gt;
| Grenade damage = Poškození granátů&lt;br /&gt;
| Gun turret damage = Poškození střelných věží&lt;br /&gt;
| Inserter capacity bonus = Bonus nosnosti překladačů&lt;br /&gt;
| Lab research speed = Výzkumná rychlost laboratoří&lt;br /&gt;
| Laser turret damage = Poškození laserových věží&lt;br /&gt;
| Laser turret shooting speed = Kadence laserových věží&lt;br /&gt;
| Mining productivity = Těžební produktivita&lt;br /&gt;
| Rocket damage = Poškození raket&lt;br /&gt;
| Rocket shooting speed = Kadence raket&lt;br /&gt;
| Shotgun shell damage = Poškození nábojů brokovnice&lt;br /&gt;
| Shotgun shell shooting speed = Kadence brokovnice&lt;br /&gt;
| Worker robot cargo size = Nosnost létavých strojů&lt;br /&gt;
| Worker robot speed = Rychlost létavých strojů&lt;br /&gt;
| Character logistic slots = Logistické sloty postavy&lt;br /&gt;
| trash = odpadní&lt;br /&gt;
| auto trash = auto-odpadní&lt;br /&gt;
| Construction robotics = Stavební robotika&lt;br /&gt;
| Logistic robotics = Logistická robotika&lt;br /&gt;
| Toolbelt = Opasek&lt;br /&gt;
| Gates = Brány&lt;br /&gt;
| Landmines = Miny&lt;br /&gt;
| Stone walls = Kamenné zdi&lt;br /&gt;
| Gun turrets = Střelné věže&lt;br /&gt;
| Laser turrets = Laserové věže&lt;br /&gt;
| Advanced material processing = Pokročilé zpracování materiálu&lt;br /&gt;
| Advanced oil processing = Pokročilé zpracování ropy&lt;br /&gt;
| Coal liquefaction = Zkapalnění uhlí&lt;br /&gt;
| Electronics = Elektronika&lt;br /&gt;
| Engine = Motor&lt;br /&gt;
| Electric engine = Elektrický motor &lt;br /&gt;
| Flammables = Hořlaviny&lt;br /&gt;
| Flight = Let&lt;br /&gt;
| Laser = Laser&lt;br /&gt;
| Logistic system = Logistický systém&lt;br /&gt;
| Nuclear fuel reprocessing = Recyklace jaderného paliva&lt;br /&gt;
| Optics = Optika&lt;br /&gt;
| Plastics = Plasty&lt;br /&gt;
| Robotics = Robotika&lt;br /&gt;
| Steel processing = Zpracování oceli&lt;br /&gt;
| Sulfur processing = Zpracování síry&lt;br /&gt;
| Automated rail transportation = Automatizovaná železnice&lt;br /&gt;
| Automobilism = Automobilní průmysl&lt;br /&gt;
| Rail signals = Železniční signály&lt;br /&gt;
| Railway = Železnice&lt;br /&gt;
| Tanks = Tanky&lt;br /&gt;
| Battery equipment = Výzbroj baterie&lt;br /&gt;
| Energy shield equipment = Výzbroj štítu&lt;br /&gt;
| Exoskeleton equipment = Výzbroj exoskeletu&lt;br /&gt;
| Nightvision equipment = Výzbroj noktovizoru&lt;br /&gt;
| Modules = Moduly&lt;br /&gt;
| Effect transmission = Přenos účinků&lt;br /&gt;
| research = výzkum&lt;br /&gt;
&lt;br /&gt;
| #default = {{{1}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chests/cs&amp;diff=153181</id>
		<title>Chests/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chests/cs&amp;diff=153181"/>
		<updated>2017-12-23T13:18:30Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
Truhly slouží jako úložiště. Poznamenejte, že jejich štosy nelze nechávat filtrovat jako u překladačů nebo vagonů.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Truhla&#039;&#039; může být jednou z těchto:&lt;br /&gt;
* {{imagelink|Wooden chest}} (Obsahuje 16 [[stack/cs|štosů]])&lt;br /&gt;
* {{imagelink|Iron chest}} (Obsahuje 32 štosů) &lt;br /&gt;
* {{imagelink|Steel chest}} (Obsahuje 48 štosů)&lt;br /&gt;
* {{imagelink|Active provider chest}} (Obsahuje 48 štosů)&lt;br /&gt;
* {{imagelink|Passive provider chest}} (Obsahuje 48 štosů)&lt;br /&gt;
* {{imagelink|Storage chest}} (Obsahuje 48 štosů)&lt;br /&gt;
* {{imagelink|Requester chest}} (Obsahuje 48 štosů)&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage/cs&amp;diff=153180</id>
		<title>Storage/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage/cs&amp;diff=153180"/>
		<updated>2017-12-23T13:14:50Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Úložiště&#039;&#039; je princip prvků s účelem &#039;&#039;&#039;skladování materiálu&#039;&#039;&#039;. Není vždy nutné skladovat velké množství předmětů, protože se často jedná o meziprodukty, které si mohou výrobny a spotřebny předávat bez nutnosti vyčleněných úložišť.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Přehled ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Stack}}: Štos je základní prvek pro uložení předmětů. Štosy jsou obsaženy v inventářích entit.&lt;br /&gt;
* {{L|Chests}}: Nějběžnější skladovací prvek.&lt;br /&gt;
* {{L|Vehicle}}: Vozidla mohou ukládat velké množství předmětů.&lt;br /&gt;
** {{L|Car}}: Auto má 80 štosů v inventáři.&lt;br /&gt;
** {{L|Cargo wagon}}: Má 40 štosů v inventáři.&lt;br /&gt;
* {{L|Transport belt}}: Množství předmětů ležících na pásech se může lehce nasčítat, zvlášť u [[train stop/cs|železničních zastávek]] a překladišť. [[Splitter/cs|Děliče]] a [[underground belt/cs|podzemní pásy]] také drží malý počet předmětů. &lt;br /&gt;
&lt;br /&gt;
=== Vyrovnávací úložiště ===&lt;br /&gt;
&lt;br /&gt;
Nejběžněji se skladovací prvky používají jako vyrovnávací prvky u strojů, které pracují přerušovaně. Použitím přechodného úložiště mezi výrobními kroky je zajištěna stálá dispozice všech meziproduktů, což je obzvláště důležité u výrobků, které při výrobě zabírají mnoho času. Také jsou přechodná úložiště vhodná pro plynulější těžbu surovin.&lt;br /&gt;
&lt;br /&gt;
Přechodná úložiště jsou například:&lt;br /&gt;
&lt;br /&gt;
* [[belt transport system/cs|Pásy]]&lt;br /&gt;
: Pásy mohou držet až 72 předmětů na 10 pásech.&lt;br /&gt;
* Interní kapacita strojů&lt;br /&gt;
: [[Assembling machine/cs|Montovny]] a další výrobny mají místo pro malý počet relevantních předmětů pro vstupy a výstupy. Nepracují, dokud v jejich výstupním štosu není místo.&lt;br /&gt;
&lt;br /&gt;
== Skladování tekutin ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hlavní článek: {{L|Fluid system}}&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tekutiny nejsou předměty a mají vlastní infrastrukturu. Jejich nádoby mohou držet jen jeden typ tekutiny nezávisle na své velikosti. Skladují se v těchto entitách:&lt;br /&gt;
&lt;br /&gt;
* {{L|Storage tank}}: Odpovídá funkcí truhle. Drží až 25 000 jednotek tekutin.&lt;br /&gt;
* {{L|Fluid wagon}}: De facto sada tří skladovacích nádrží.&lt;br /&gt;
* {{L|Pipe}}: Ekvivalent pásů pro tekutiny.&lt;br /&gt;
* [[Barrel/cs|Barely]]: Většinu tekutin hry (až na [[Steam/cs|páru]]) je možné vložit do předmětů s kapacitou 250 jednotek. S barely se zachází jako s každým jiným předmětem hry.&lt;br /&gt;
&lt;br /&gt;
== Příklady na fóru ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6667 Belt buffers]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8378 network monitored resource buffer + autosorter]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=23797 Using a Cargo Car as a Buffer] &lt;br /&gt;
&lt;br /&gt;
== Další četba ==&lt;br /&gt;
* {{L|Belt transport system}}&lt;br /&gt;
* {{L|Inserters}}&lt;br /&gt;
* {{L|Crafting}}&lt;br /&gt;
* {{L|Logistic network}}&lt;br /&gt;
* {{L|Stack}}&lt;br /&gt;
&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage/cs&amp;diff=153179</id>
		<title>Storage/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage/cs&amp;diff=153179"/>
		<updated>2017-12-23T13:10:17Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Úložiště&#039;&#039; je princip prvků s účelem &#039;&#039;&#039;skladování materiálu&#039;&#039;&#039;. Není vždy nutné skladovat velké množství předmětů, protože se často jedná o meziprodukty, které si mohou výrobny a spotřebny předávat bez nutnosti vyčleněných úložišť.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Přehled ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Stack}}: Štos je základní prvek pro uložení předmětů. Štosy jsou obsaženy v inventářích entit.&lt;br /&gt;
* {{L|Chests}}: Nějběžnější skladovací prvek.&lt;br /&gt;
* {{L|Vehicle}}: Vozidla mohou ukládat velké množství předmětů.&lt;br /&gt;
** {{L|Car}}: Auto má 80 štosů v inventáři.&lt;br /&gt;
** {{L|Cargo wagon}}: Má 40 štosů v inventáři.&lt;br /&gt;
* {{L|Transport belt}}: Množství předmětů ležících na pásech se může lehce nasčítat, zvlášť u [[train stop/cs|železničních zastávek]] a překladišť. [[Splitter/cs|Děliče]] a [[underground belt/cs|podzemní pásy]] také drží malý počet předmětů. &lt;br /&gt;
&lt;br /&gt;
=== Vyrovnávací úložiště ===&lt;br /&gt;
&lt;br /&gt;
Nejběžněji se skladovací prvky používají jako vyrovnávací prvky u strojů, které pracují přerušovaně. Použitím přechodného úložiště mezi výrobními kroky je zajištěna stálá dispozice všech meziproduktů, což je obzvláště důležité u výrobků, které při výrobě zabírají mnoho času. Také jsou přechodná úložiště vhodná pro plynulější těžbu surovin.&lt;br /&gt;
&lt;br /&gt;
Přechodná úložiště jsou například:&lt;br /&gt;
&lt;br /&gt;
* [[belt transport system/cs|pásy]]&lt;br /&gt;
: Pásy mohou držet až 72 předmětů na 10 pásech.&lt;br /&gt;
* Interní kapacita strojů&lt;br /&gt;
: [[Assembling machine/cs|Montovny]] a další výrobny mají místo pro malý počet relevantních předmětů pro vstupy a výstupy. Nepracují, dokud v jejich výstupním štosu není místo.&lt;br /&gt;
&lt;br /&gt;
== Skladování tekutin ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hlavní článek: {{L|Fluid system}}&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tekutiny nejsou předměty a mají vlastní infrastrukturu. Jejich nádoby mohou držet jen jeden typ tekutiny nezávisle na své velikosti. Skladují se v těchto entitách:&lt;br /&gt;
&lt;br /&gt;
* {{L|Storage tank}}: Odpovídá funkcí truhle. Drží až 25 000 jednotek tekutin.&lt;br /&gt;
* {{L|Fluid wagon}}: De facto sada tří skladovacích nádrží.&lt;br /&gt;
* {{L|Pipe}}: Ekvivalent pásů pro tekutiny.&lt;br /&gt;
* [[Barrel/cs|Barely]]: Většinu tekutin hry (až na [[Steam/cs|páru]]) je možné vložit do předmětů s kapacitou 250 jednotek. S barely se zachází jako s každým jiným předmětem hry.&lt;br /&gt;
&lt;br /&gt;
== Příklady na fóru ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6667 Belt buffers]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8378 network monitored resource buffer + autosorter]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=23797 Using a Cargo Car as a Buffer] &lt;br /&gt;
&lt;br /&gt;
== Další četba ==&lt;br /&gt;
* {{L|Belt transport system}}&lt;br /&gt;
* {{L|Inserters}}&lt;br /&gt;
* {{L|Crafting}}&lt;br /&gt;
* {{L|Logistic network}}&lt;br /&gt;
* {{L|Stack}}&lt;br /&gt;
&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage&amp;diff=153178</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage&amp;diff=153178"/>
		<updated>2017-12-23T12:48:38Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Touchups.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Storage&#039;&#039; is the  concept of &#039;&#039;&#039;storing items&#039;&#039;&#039;. It is not always necessary to store large quantities of items, since they are often an intermediate product that can be passed from its production machine to machines that consume them without any intermittent dedicated storage facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* [[Stack]]: a stack is the basic element to store items. A stack goes into a slot in an inventory.&lt;br /&gt;
* [[Chests]]: the most common form of storage.&lt;br /&gt;
* [[Vehicle]]: Vehicles can store a significant amount of items.&lt;br /&gt;
** [[Car]]: The car has an 80 slot inventory.&lt;br /&gt;
** [[Cargo wagon]]: Has 40 slots for storage.&lt;br /&gt;
* [[Transport belts]]: The amount of items on a transport belt can be deceptively high, especially at [[train stop]]s and in production where this must be taken into account. [[Splitter]]s and [[underground belt]]s also hold a small amount of items. &lt;br /&gt;
&lt;br /&gt;
=== Simple buffers ===&lt;br /&gt;
&lt;br /&gt;
The most common form of storage, buffers, are useful when a factory only uses a resource intermittently. By creating a buffer, one can assure that the resource being buffered is always present when it&#039;s needed, very important for items that are slow to produce. Buffers can also be used to ensure that certain items are always being produced or mined. &lt;br /&gt;
&lt;br /&gt;
Some examples of buffers include:&lt;br /&gt;
&lt;br /&gt;
* [[belt transport system|Belts]]&lt;br /&gt;
: Belts store about 72 items per 10 belts when both sides of the belt are used.&lt;br /&gt;
* [[Chests]]&lt;br /&gt;
: Chests can be used to create larger buffers of items.&lt;br /&gt;
* Machine Buffer&lt;br /&gt;
: [[Assembling machine]]s and other production machines can hold a very small amount of items in their output slot. They will stop working until these items are emptied.&lt;br /&gt;
&lt;br /&gt;
== Fluid storage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
Fluids are not items, and have their own dedicated infrastructure. Fluid containers can only hold one type of fluid at a time, as opposed to item inventories that can hold stacks of different items. Fluids can be stored in one of the following:&lt;br /&gt;
&lt;br /&gt;
* [[Storage_tank|Storage tank]]: the chest analogue for fluids. Holds up to 25,000 units of fluid.&lt;br /&gt;
* [[Fluid_wagon|Fluid wagon]]: effectively a set of 3 storage tanks.&lt;br /&gt;
* [[Pipe]]: the transport belt analogue for fluids.&lt;br /&gt;
* [[Barrel]]s: most fluids in the game (except for [[Steam]]) can be put into items that hold 250 units of fluid each. Barrels can be handled like any other item.&lt;br /&gt;
&lt;br /&gt;
== Examples/Discussion ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6667 Belt buffers]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8378 network monitored resource buffer + autosorter]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=8&amp;amp;t=23797 Using a Cargo Car as a Buffer] &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Stack]]&lt;br /&gt;
&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system/cs&amp;diff=153177</id>
		<title>Electric system/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system/cs&amp;diff=153177"/>
		<updated>2017-12-23T11:21:48Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elektrická soustava&#039;&#039;&#039; napájí mnoho různých strojů, dá se říci, že se bez ní hra téměř nedá hrát. Každý stroj má vnitřní &amp;quot;baterii&amp;quot; elektřiny a vyprodukovaná energie je rovnoměrně rozdělována mezi všechny připojené stroje, u kterých je tato baterie vybíjena.&lt;br /&gt;
&lt;br /&gt;
== Mechanika soustavy ==&lt;br /&gt;
=== Generátory ===&lt;br /&gt;
&lt;br /&gt;
Ve Factoriu jsou čtyři hlavní zdroje elektřiny. Více detailů o každém z nich je k dispozici na stránce [[Power production/cs|Energetika]].&lt;br /&gt;
&lt;br /&gt;
# {{L|Steam engine}} - Nejzákladnější, potřebuje [[Boiler/cs|bojlery]], které spotřebovávají [[Water/cs|vodu]] a [[fuel/cs|palivo]].&lt;br /&gt;
# {{L|Solar panel}} - Energie zdarma během dne. Často se kombinuje s akumulátory.&lt;br /&gt;
# {{L|Accumulator}} - Úložiště energie.&lt;br /&gt;
# {{L|Steam turbine}} - Vysoce výkonná verze parního stroje. Používá teplo z [[Nuclear reactor/cs|jaderného reaktoru]].&lt;br /&gt;
&lt;br /&gt;
Pokud nedosahuje poptávka elektřiny maximálního výkonu generátorů, generátory svůj výkon přizpůsobují a spotřebovávají méně zdrojů.&lt;br /&gt;
&lt;br /&gt;
=== Úložiště ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|Akumulátorové pole sestávající se z 48 akumulátorů s rozvodnou uprostřed, které poskytuje 240 MJ uložitelné energie]]&lt;br /&gt;
&lt;br /&gt;
Elektřinu lze ukládat do akumulátorů, které se nabíjejí z přebytečného výkonu a vybíjejí se, pokud je výkon generátorů v daný okamžik nedostatečný.&lt;br /&gt;
&lt;br /&gt;
Dále lze skladovat páru ve [[Storage tank/cs|skladovacích nádržích]] a díky tomu nechat turbíny a parní stroje pracovat na povel. Tato technika je velmi běžná u jaderných reaktorů, které mají tendenci produkovat více tepla, než je v danou chvíli potřeba.&lt;br /&gt;
&lt;br /&gt;
=== Distribuce ===&lt;br /&gt;
&lt;br /&gt;
Pro přenos elektřiny se používají pilíře. Jsou k dispozici  čtyři typy, každý s různě nastavenými vlastnostmi, kterými jsou pokrytí (oblast, do které jsou pokládány stroje napájené pilířem) a délka spoje (vzdálenost, na kterou je pilíř schopen se spojit s dalším). U dvou pilířů s různým dosahem spoje platí vždy menší.&lt;br /&gt;
&lt;br /&gt;
# {{L|Small electric pole}} - Malé pokrytí, krátký dosah spoje. Dostupný od začátku.&lt;br /&gt;
# {{L|Medium electric pole}} - Větší pokrytí, střední dosah spoje.&lt;br /&gt;
# {{L|Big electric pole}} - Nejmenší pokrytí, nejdelší dosah spoje.&lt;br /&gt;
# {{L|Substation}} - Největší pokrytí, dlouhý dosah spoje. Nejdražší výroba.&lt;br /&gt;
&lt;br /&gt;
=== Spotřeba ===&lt;br /&gt;
&lt;br /&gt;
Většina strojů Factoria spotřebovává elektřinu. V tomto ohledu má stroj dva parametry:&lt;br /&gt;
&lt;br /&gt;
* Spotřeba energie - Energie spotřebovávaná strojem během aktivního provozu (výroba, přeprava atd.). Pokud generátory v dané soustavě nedokážou pokrýt spotřebu všech strojů v ní, bude elektřina rozdělena mezi stroje rovnoměrně tak, že budou všechny stroje proporcielně zpomalené na stejnou relativní rychlost.&lt;br /&gt;
** Příklad: Pokud je [[Assembling machine 3/cs|Montovna 3]] (210kW) a [[Electric mining drill/cs|elektrický vrták]] (90kW) na jedné síti (90+210 = 300kW), která má jen tři [[Solar panel/cs|solární panely]] (3x60kW = 180kW), poběží montovna i vrták na 60% rychlosti (180/300=0.6).&lt;br /&gt;
* Zátěž - Energie spotřebovávaná, ať už je stroj aktivní nebo ne. Většina strojů zatěžuje síť malou měrou už jen tím, že jsou připojené. Obvykle je tato zátěž zanedbatelná, ale u malých sítí se může nasčítat.&lt;br /&gt;
&lt;br /&gt;
=== Spojení ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Příklad jednoduché elektrické soustavy]]&lt;br /&gt;
&lt;br /&gt;
Základní soustava je tvořena elektrickými genetárory (solární panel), elektrickými spotřebiči (vrták) a vodiči (pilíř), které zajistí jejich spojení.  Pilíře ukazují své pokrytí jako modrou oblast. Pokud jsou dva pilíře umístěny dost blízko navzájem, je mezi nimi automaticky veden drát. Stroj je připojen do soustavy, pokud se alespoň jedno jeho políčko dotýká modrého pole. Umístěním kurzoru myši na pilíř je možné zjistit, zda není síť přetížena a kliknutím na něj se objeví detailní rozhraní popisující připojenou soustavu (více níže).&lt;br /&gt;
&lt;br /&gt;
* Shift-klik na položený pilíř odstraní veškeré dráty na něm, a tím i spoje s ostatními pilíři.&lt;br /&gt;
* Pilíře lze dodatečně spojit pomocí [[Copper cable/cs|měděného drátu]] kliknutím na oba pilíře s drátem v ruce.&lt;br /&gt;
* Jednotlivé spoje lze odstranit jejich opětovným &amp;quot;spojením&amp;quot; měděným drátem. Drát hráči neubyde, ani nepřibyde.&lt;br /&gt;
* Pokud při umisťování pilířů hráč drží tlačítko myši a táhne (nebo se dál pohybuje), budou se pilíře automaticky pokládat na maximální možnou vzdálenost od sebe. Velice užitečné pro tvorbu dlouhých spojů.&lt;br /&gt;
&lt;br /&gt;
== Rozhraní elektrické soustavy ==&lt;br /&gt;
[[File:Electric-network-info-cs.png|thumb|400x400px|Informační rozhraní soustavy]]&lt;br /&gt;
&lt;br /&gt;
Informační rozhraní soustavy lze vyvolat kliknutím na jakýkoliv elektrický pilíř v dostatečné blízkosti. Hodnoty v něm jsou měřeny pouze pro danou soustavu, nikoli pro všechny, &#039;&#039;&#039;je v něm tedy vidět jen ta soustava, ve které je obsažen pilíř, přes který bylo rozhraní vyvoláno.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Spotřeba&#039;&#039;&#039; - Okamžitá hodnota spotřebovávané energie v soustavě a ukazatel pokrytí zátěže soustavy. Není-li ukazatel plný, znamená to, že není výkon generátorů dostatečný a síť je zpomalována. Ukazatel se pak zbarví do žluta (&amp;gt;50%) nebo do červena (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Výroba&#039;&#039;&#039; - Okamžitá hodnota vyráběné energie a ukazatel vytížení generátorů. Pokud je ukazatel plný, jsou generátory plně vytíženy (a pravděpodobně i přetíženy). Čím méně plný ukazatel je, tím více výkonové rezervy je k dispozici.&lt;br /&gt;
# &#039;&#039;&#039;Nabití akumulátorů&#039;&#039;&#039; - Okamžitá hodnota uložené energie a ukazatel celkového procenta nabití akumulátorů měřena v [[Units/cs|Joulech]]; 1 Joule = 1 Watt * 1 sekunda.&lt;br /&gt;
# &#039;&#039;&#039;Měřítko&#039;&#039;&#039; - Nastavení [[Time/cs|časového]] okna rozhraní.&lt;br /&gt;
# &#039;&#039;&#039;Detailní spotřeba&#039;&#039;&#039; - Seznam spotřebičů sestupně řazený dle zátěže. Na obrázku nejvíce spotřebovávají [[Electric furnace/cs|elektrické pece]] (22 MW).&lt;br /&gt;
# &#039;&#039;&#039;Detailní výroba&#039;&#039;&#039; - Seznam generátorů sestupně řazený dle výkonu. Na obrázku generují solární panely přes 52 MW.&lt;br /&gt;
# &#039;&#039;&#039;Graf spotřeby&#039;&#039;&#039; - Ukazuje závislost zátěže jednotlivých spotřebičů na čase. Barvy čar odpovídají barvám grafických ukazatelů spotřebičů.&lt;br /&gt;
# &#039;&#039;&#039;Graf výroby&#039;&#039;&#039; - Ukazuje závislost výkonu jednotlivých generátorů na čase. Barvy čar odpovídají barvám grafických ukazatelů generátorů.&lt;br /&gt;
&lt;br /&gt;
Časové okno má vliv na i na hodnoty ukázané v tabulkách spotřebičů/generátorů: Hodnoty jsou vypočtené z průměru napříč zvoleným časovým oknem. Při nastavení delšího časového okna se započítají i ty prvky, které dříve bývaly připojeny do soustavy.&lt;br /&gt;
&lt;br /&gt;
== Priority soustavy ==&lt;br /&gt;
&lt;br /&gt;
Elektřina je vyráběna prioritně různými stroji, poptávka je tedy uspokojena v následujícím pořadí zdrojů:&lt;br /&gt;
&lt;br /&gt;
* {{L|Solar panel}} - Nejvyšší priorita. Panely vždy běží na nejvyšší možný výkon, pokud ovšem samy nedostačují na pokrytí veškeré zátěže, kdy výkon upraví. &lt;br /&gt;
* {{L|Steam engine}} a {{L|Steam turbine}} - Pokrývají zátěž, na kterou panely nestačí. Je třeba podoktnout, že jsou turbíny a stroje brány jako jedna priorita, a tato zbylá zátěž je mezi oba typy dohromady dělena rovným dílem.&lt;br /&gt;
* {{L|Accumulator}} - Poslední zdroj. Je vybíjen jen tehdy, pokud jsou veškeré ostatní zdroje přetížené. Je také nabíjen jen tehdy, pokud i po pokrytí zátěže mají generátory výkon navíc.&lt;br /&gt;
&lt;br /&gt;
Nastanou situace, kde je vyžadováno jiné chování než výše popsané (například kombinace solární energie s akumulátory pro denní i noční dodávku energie). V takovém případě je na místě moudré použití [[power switch/cs|vypínače]] a [[circuit network/cs|obvodové sítě]].&lt;br /&gt;
&lt;br /&gt;
Nově položený elektrický pilíř se bude pokoušet automaticky spojit s dalšími pilíři podle následujících pravidel:&lt;br /&gt;
# Spojí se s dalšími pilíři v dostatečné blízkosti, počínaje nejbližším.&lt;br /&gt;
# Nespojí se s žádnými dvěma pilíři, které už jsou spolu spojené (nebude tvořit trojúhelníkové spoje).&lt;br /&gt;
# Nebude se spojovat s více než pěti jinými pilíři.&lt;br /&gt;
&lt;br /&gt;
Hráč může stále manuálně spojovat pilíře měděným drátem, pokud jsou dost blízko, ale stále nemůže obcházet limit 5 spojů na jednom pilíři.&lt;br /&gt;
&lt;br /&gt;
== Další četba==&lt;br /&gt;
* {{L|Power production}}&lt;br /&gt;
* {{L|Fluid system}}&lt;br /&gt;
* {{L|Units}}&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system/cs&amp;diff=153176</id>
		<title>Electric system/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system/cs&amp;diff=153176"/>
		<updated>2017-12-23T11:12:57Z</updated>

		<summary type="html">&lt;p&gt;Pelia: MAde.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elektrická soustava&#039;&#039;&#039; napájí mnoho různých strojů, dá se říci, že se bez ní hra téměř nedá hrát. Každý stroj má vnitřní &amp;quot;baterii&amp;quot; elektřiny a vypprodukovaná energie je rovnoměrně rozdělována mezi všechny připojené stroje, u kterých je tato baterie vybíjena.&lt;br /&gt;
&lt;br /&gt;
== Mechanika soustavy ==&lt;br /&gt;
=== Generátory ===&lt;br /&gt;
&lt;br /&gt;
Ve Factoriu jsou čtyři hlavní zdroje elektřiny. Více detailů o každém z nich je k dispozici na stránce [[Power production/cs|Energetika]].&lt;br /&gt;
&lt;br /&gt;
# {{L|Steam engine}} - Nejzákladnější, potřebuje [[Boiler/cs|bojlery]], které spotřebovávají [[Water/cs|vodu]] a [[fuel/cs|palivo]].&lt;br /&gt;
# {{L|Solar panel}} - Energie zdarma během dne. Často se kombinuje s akumulátory.&lt;br /&gt;
# {{L|Accumulator}} - Úložiště energie.&lt;br /&gt;
# {{L|Steam turbine}} - Vysoce výkonná verze parního stroje. Používá teplo z [[Nuclear reactor/cs|jaderného reaktoru]].&lt;br /&gt;
&lt;br /&gt;
Pokud nedosahuje poptávka elektřiny maximální výkon generátorů, generátory svůj výkon přizpůsobují a spotřebovávají méně zdrojů.&lt;br /&gt;
&lt;br /&gt;
=== Úložiště ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|Akumulátorové pole sestávající se z 48 akumulátorů s rozvodnou uprostřed, které poskytuje 240 MJ uložitelné energie]]&lt;br /&gt;
&lt;br /&gt;
Elektřinu lze ukládat do akumulárotů, které se nabíjení z přebytečného výkonu a vybíjejí se, pokud je výkon generátorů v daný okamžik nedostatečný.&lt;br /&gt;
&lt;br /&gt;
Dále jze skladovat páru ve [[Storage tank/cs|skladovacích nádržích]] a díky tomu nechat turbíny a parní stroje pracovat na povel. Tato technika je velmi běžná u jaderných reaktorů, které mají tendenci produkovat více tepla, než je v danou chvíli potřeba.&lt;br /&gt;
&lt;br /&gt;
=== Distribuce ===&lt;br /&gt;
&lt;br /&gt;
Pro přenos elektřiny se používají pilíře. Jsou k dispozici  čtyři typy, každý s různě nastavenými vlastnostmi, kterými jsou pokrytí (oblast, do které jsou pokládány stroje napájené pilířem) a délka spoje (vzdálenost, na kterou je pilíř schopen se spojit s dalším). U dvou pilířů s různým dosahem spoje platí vždy menší.&lt;br /&gt;
&lt;br /&gt;
# {{L|Small electric pole}} - Malé pokrytí, krátký dosah spoje. Dostupný od začátku.&lt;br /&gt;
# {{L|Medium electric pole}} - Větší pokrytí, střední dosah spoje.&lt;br /&gt;
# {{L|Big electric pole}} - Nejmenší pokrytí, nejdelší dosah spoje.&lt;br /&gt;
# {{L|Substation}} - Největší pokrytí, dlouhý dosah spoje. Nejdražší výroba.&lt;br /&gt;
&lt;br /&gt;
=== Spotřeba ===&lt;br /&gt;
&lt;br /&gt;
Většina strojů Factoria spotřebovává elektřinu. V tomto ohledu má stroj dva parametry:&lt;br /&gt;
&lt;br /&gt;
* Spotřeba energie - Energie spotřebovávaná strojem během aktivního provozu (výroba, přeprava atd.). Pokud generátory v dané soustavě nedokážou pokrýt spotřebu všech strojů v ní, bude elektřina rozdělena mezi stroje rovnoměrně tak, že budou všechny stroje proporcielně zpomalené na stejnou relativní rychlost.&lt;br /&gt;
** Příklad: Pokud je [[Assembling machine 3/cs|Montovna 3]] (210kW) a [[Electric mining drill/cs|elektrický vrták]] (90kW) na jedné síti (90+210 = 300kW), která má jen tři [[Solar panel/cs|solární panely]] (3x60kW = 180kW), poběží montovna i vrták na 60% rychlosti (180/300=0.6).&lt;br /&gt;
* Zátěž - Energie spotřebovávaná, ať už je stroj aktivní nebo ne. Většina strojů zatěžuje síť malou měrou už jen tím, že jsou připojené. Obvykle je tato zátěž zanedbatelná, ale u malých sítí se může nasčítat.&lt;br /&gt;
&lt;br /&gt;
=== Spojení ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Příklad jednoduché elektrické soustavy]]&lt;br /&gt;
&lt;br /&gt;
Základní soustava je tvořena elektrickými genetárory (solární panel), elektrickými spotřebiči (vrták) a vodiči (pilíř), které zajistí jejich spojení.  Pilíře ukazují své pokrytí jako modrou oblast. Pokud jsou dva pilíře umístěny dost blízko navzájem, je mezi nimi automaticky veden drát. Stroj je připojen do soustavy, pokud se alespoň jedno jeho políčko dotýká modrého pole. Umístěním kurzoru myši na pilíř je možné zjistit, zda není síť přetížena a kliknutím na něj se objeví detailní rozhraní popisující připojenou soustavu (více níže).&lt;br /&gt;
&lt;br /&gt;
* Shift-klik na položený pilíř odstraní veškeré dráty na něm a tím i spoje s ostatními pilíři.&lt;br /&gt;
* Pilíře lze dodatečně spojit pomocí [[Copper cable/cs|měděného drátu]] kliknutím na oba pilíře s drátem v ruce.&lt;br /&gt;
* Jednotlivé spoje lze odstranit jejich opětovným &amp;quot;spojením&amp;quot; měděným drátem. Drát hráči neubyde, ani nepřibyde.&lt;br /&gt;
* Pokud při umisťování pilířů hráč drží tlačítko myši a táhne (nebo se dál pohybuje), budou se pilíře automaticky pokládat na maximální možnou vzdálenost od sebe. Velice užitečné pro tvorbu dlouhých spojů.&lt;br /&gt;
&lt;br /&gt;
== Rozhraní elektrické soustavy ==&lt;br /&gt;
[[File:Electric-network-info-cs.png|thumb|400x400px|Informační rozhraní soustavy]]&lt;br /&gt;
&lt;br /&gt;
Informační rozhraní soustavy lze vyvolat kliknutím na jakýkoliv elektrický pilíř v dostatečné blízkosti. Hodnoty v něm jsou měřeny pouze pro danou soustavu, nikoli pro všechny, &#039;&#039;&#039;je v něm tedy vidět jen ta soustava, ve které je obsažen pilíř, přes který bylo rozhraní vyvoláno.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Spotřeba&#039;&#039;&#039; - Okamžitá hodnota spotřebovávané energie v soustavě a ukazatel pokrytí zátěže soustavy. Není-li ukazatel plný, znamená to, že není výkon generátorů dostatečný a síť je zpomalována. Ukazatel se pak zbarví do žluta (&amp;gt;50%) nebo do červena (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Výroba&#039;&#039;&#039; - Okamžitá hodnota vyráběné energie a ukazatel vytížení generátorů. Pokud je ukazatel plný, jsou generátory plně vytíženy (a pravděpodobně i přetíženy). Čím méně plný ukazatel je, tím více výkonové rezervy je k dispozici.&lt;br /&gt;
# &#039;&#039;&#039;Nabití akumulátorů&#039;&#039;&#039; - Okamžitá hodnota uložené energie a ukazatel celkového procenta nabití akumulátorů měřena v [[Units/cs|Joulech]]; 1 Joule = 1 Watt * 1 sekunda.&lt;br /&gt;
# &#039;&#039;&#039;Měřítko&#039;&#039;&#039; - Nastavení [[Time/cs|časového]] okna rozhraní.&lt;br /&gt;
# &#039;&#039;&#039;Detailní spotřeba&#039;&#039;&#039; - Seznam spotřebičů sestupně řazený dle zátěže. Na obrázku nejvíce spotřebovávají [[Electric furnace/cs|elektrické pece]] (22 MW).&lt;br /&gt;
# &#039;&#039;&#039;Detailní výroba&#039;&#039;&#039; - Seznam generátorů sestupně řazený dle výkonu. Na obrázku generují solární panely přes 52 MW.&lt;br /&gt;
# &#039;&#039;&#039;Graf spotřeby&#039;&#039;&#039; - Ukazuje závislost zátěže jednotlivých spotřebičů na čase. Barvy čar odpovídají barvám grafických ukazatelů spotřebičů.&lt;br /&gt;
# &#039;&#039;&#039;Graf výroby&#039;&#039;&#039; - Ukazuje závislost výkonu jednotlivých generátorů na čase. Barvy čar odpovídají barvám grafických ukazatelů generátorů.&lt;br /&gt;
&lt;br /&gt;
Časové okno má vliv na i na hodnoty ukázané v tabulkách spotřebičů/generátorů: Hodnoty jsou vypočtené z průměru napříč zvoleným časovým oknem. Při nastavení delšího časového okna se započítají i ty prvky, které dříve bývaly připojeny do soustavy.&lt;br /&gt;
&lt;br /&gt;
== Priority soustavy ==&lt;br /&gt;
&lt;br /&gt;
Elektřina je vyráběna prioritně různými stroji, poptávka je tedy uspokojena v následujícím pořadí zdrojů:&lt;br /&gt;
&lt;br /&gt;
* {{L|Solar panel}} - Nejvyšší priorita. Panely vždy běží na nejvyšší možný výkon, pokud ovšem samy nedostačují na pokrytí veškeré zátěže, kdy výkon upraví. &lt;br /&gt;
* {{L|Steam engine}} a {{L|Steam turbine}} - Pokrývají zátěž, na kterou panely nestačí. Je třeba podoktnout, že jsou turbíny a stroje brány jako jedna priorita, a tato zbylá zátěž je mezi oba typy dohromady dělena rovným dílem.&lt;br /&gt;
* {{L|Accumulator}} - Poslední zdroj. Je vybíjen jen tehdy, pokud jsou veškeré ostatní zdroje přetížené. Je také nabíjen jen tehdy, pokud i po pokrytí zátěže mají generátory výkon navíc.&lt;br /&gt;
&lt;br /&gt;
Nastanou situace, kde je vyžadováno jiné chování než výše popsané (například kombinace solární energie s akumulátory pro denní i noční dodávku energie). V takovém případě je na místě moudré použití [[power switch/cs|vypínače]] a [[circuit network/cs|obvodové sítě]].&lt;br /&gt;
&lt;br /&gt;
Nově položený elektrický pilíř se bude pokoušet automaticky spojit s dalšími pilíři podle následujících pravidel:&lt;br /&gt;
# Spojí se s dalšími pilíři v dostatečné blízkosti, počínaje nejbližším.&lt;br /&gt;
# Nespojí se s žádnými dvěma pilíři, které už jsou spolu spojené (nebude tvořit trojúhelníkové spoje).&lt;br /&gt;
# Nebude se spojovat s více než pěti jinými pilíři.&lt;br /&gt;
&lt;br /&gt;
Hráč může stále manuálně spojovat pilíře měděným drátem, pokud jsou dost blízko, ale stále nemůže obcházet limit 5 spojů na jednom pilíři.&lt;br /&gt;
&lt;br /&gt;
== Další četba==&lt;br /&gt;
* {{L|Power production}}&lt;br /&gt;
* {{L|Fluid system}}&lt;br /&gt;
* {{L|Units}}&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Electric-network-info-cs.png&amp;diff=153168</id>
		<title>File:Electric-network-info-cs.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Electric-network-info-cs.png&amp;diff=153168"/>
		<updated>2017-12-23T10:45:32Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Czech version of the Electric network GUI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Czech version of the Electric network GUI.&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153160</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153160"/>
		<updated>2017-12-23T09:55:02Z</updated>

		<summary type="html">&lt;p&gt;Pelia: There was no actual description of what the properties of power poles are.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Network mechanics ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity. More details about each method are available in the [[Power production]] page.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s - Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).&lt;br /&gt;
# [[Solar panel]]s - Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s - Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s - High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
Electricity can be stored in [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
&lt;br /&gt;
Additionally, Steam can be stored in [[Storage tank]]s, allowing Steam Engines or Steam Turbines to operate on-demand. This technique is commonly used in Nuclear Reactor designs, in which the Reactors themselves produce more power than necessary and only run intermittently.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] - Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] - Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] - Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] - Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
&lt;br /&gt;
The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption - The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain - The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
== Electric network screen ==&lt;br /&gt;
[[File:Electric_Network_Info.jpg|thumb|400x400px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; - The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, 2 [[Oil refinery|oil refineries]] consume the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of the network over time.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Network priorities ==&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]s - Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. &lt;br /&gt;
* [[Steam engine]]s and [[Steam turbine]]s - They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.&lt;br /&gt;
* [[Accumulator]] - Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.&lt;br /&gt;
&lt;br /&gt;
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a  [[power switch]] and the [[circuit network]] is in order.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to other available poles, starting with the closest one.&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (it won&#039;t form a 3 pole triangle).&lt;br /&gt;
# It will not be connected to more than 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire, if they are within reach of each other, as long as either pole does not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153159</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153159"/>
		<updated>2017-12-23T09:36:03Z</updated>

		<summary type="html">&lt;p&gt;Pelia: /* Creating a new network */ Renamed the section because these things aren&amp;#039;t only useful when making a network.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Network mechanics ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity. More details about each method are available in the [[Power production]] page.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s - Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).&lt;br /&gt;
# [[Solar panel]]s - Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s - Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s - High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
Electricity can be stored in [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
&lt;br /&gt;
Additionally, Steam can be stored in [[Storage tank]]s, allowing Steam Engines or Steam Turbines to operate on-demand. This technique is commonly used in Nuclear Reactor designs, in which the Reactors themselves produce more power than necessary and only run intermittently.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] - Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] - Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] - Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] - Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
&lt;br /&gt;
The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption - The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain - The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
== Electric network screen ==&lt;br /&gt;
[[File:Electric_Network_Info.jpg|thumb|400x400px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; - The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, 2 [[Oil refinery|oil refineries]] consume the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of the network over time.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Network priorities ==&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]s - Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. &lt;br /&gt;
* [[Steam engine]]s and [[Steam turbine]]s - They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.&lt;br /&gt;
* [[Accumulator]] - Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.&lt;br /&gt;
&lt;br /&gt;
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a  [[power switch]] and the [[circuit network]] is in order.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to other available poles, starting with the closest one.&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (it won&#039;t form a 3 pole triangle).&lt;br /&gt;
# It will not be connected to more than 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire, if they are within reach of each other, as long as either pole does not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153158</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153158"/>
		<updated>2017-12-23T09:35:18Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Linking to Power production.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Creating a new network ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity. More details about each method are available in the [[Power production]] page.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s - Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).&lt;br /&gt;
# [[Solar panel]]s - Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s - Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s - High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
Electricity can be stored in [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
&lt;br /&gt;
Additionally, Steam can be stored in [[Storage tank]]s, allowing Steam Engines or Steam Turbines to operate on-demand. This technique is commonly used in Nuclear Reactor designs, in which the Reactors themselves produce more power than necessary and only run intermittently.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] - Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] - Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] - Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] - Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
&lt;br /&gt;
The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption - The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain - The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
== Electric network screen ==&lt;br /&gt;
[[File:Electric_Network_Info.jpg|thumb|400x400px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; - The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, 2 [[Oil refinery|oil refineries]] consume the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of the network over time.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Network priorities ==&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]s - Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. &lt;br /&gt;
* [[Steam engine]]s and [[Steam turbine]]s - They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.&lt;br /&gt;
* [[Accumulator]] - Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.&lt;br /&gt;
&lt;br /&gt;
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a  [[power switch]] and the [[circuit network]] is in order.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to other available poles, starting with the closest one.&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (it won&#039;t form a 3 pole triangle).&lt;br /&gt;
# It will not be connected to more than 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire, if they are within reach of each other, as long as either pole does not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153154</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=153154"/>
		<updated>2017-12-23T00:03:38Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Moving a picture + rewrote a section to describe priority behaviours + Un-redirecting links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Creating a new network ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s - Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).&lt;br /&gt;
# [[Solar panel]]s - Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s - Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s - High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
Electricity can be stored in [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
&lt;br /&gt;
Additionally, Steam can be stored in [[Storage tank]]s, allowing Steam Engines or Steam Turbines to operate on-demand. This technique is commonly used in Nuclear Reactor designs, in which the Reactors themselves produce more power than necessary and only run intermittently.&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] - Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] - Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] - Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] - Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
&lt;br /&gt;
The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption - The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain - The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
== Electric network screen ==&lt;br /&gt;
[[File:Electric_Network_Info.jpg|thumb|400x400px|The Electric Network Info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; - The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; - The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Accumulator|Accumulator]] capacity&#039;&#039;&#039; - How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; - A list of consumers from highest power consumption to lowest. In the picture example, 2 [[Oil refinery|oil refineries]] consume the most power, at 431 kW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; - A list of producers from highest power production to lowest. In the picture example, 9 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; - Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; - Shows the production of the different producers of the network over time.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Network priorities ==&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]s - Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. &lt;br /&gt;
* [[Steam engine]]s and [[Steam turbine]]s - They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.&lt;br /&gt;
* [[Accumulator]] - Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.&lt;br /&gt;
&lt;br /&gt;
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a  [[power switch]] and the [[circuit network]] is in order.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to other available poles, starting with the closest one.&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (it won&#039;t form a 3 pole triangle).&lt;br /&gt;
# It will not be connected to more than 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire, if they are within reach of each other, as long as either pole does not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_production&amp;diff=153153</id>
		<title>Power production</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_production&amp;diff=153153"/>
		<updated>2017-12-22T23:58:10Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Moving a section out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
&lt;br /&gt;
There may be situations where any of the solutions described below is desired to be the primary power source for a facility, but it may collide with default behaviour of related machines. See [[Electric system#Network priorities|Network priorities]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Steam power ==&lt;br /&gt;
&lt;br /&gt;
Each [[Steam engine]] needs exactly 0.5 [[Boiler]]s when running at full capacity. One [[offshore pump]] can supply 20 boilers and 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
[[File:steamSetupExample.png|center|600px|thumb|A possible setup]]&lt;br /&gt;
&lt;br /&gt;
== Solar Panels/Accumulators ==&lt;br /&gt;
&lt;br /&gt;
=== Optimal ratio ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio is 0.84 (21:25) [[accumulator]]s per [[solar panel]], and 23.8 solar panels per megawatt required by your factory (this ratio accounts for solar panels needed to charge the accumulators). This means that you need 1.428 MW of production (of solar panels) and 100MJ of storage to provide 1 MW of power over one day-night cycle.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;close enough&amp;quot; ratio is 20:24:1 accumulators to solar panels to megawatts required (for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by 200 accumulators and 240 solar panels - this approximation differs from optimal only in that it calls for 2 extra solar panels, which is negligible). &lt;br /&gt;
&lt;br /&gt;
This is taken from [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5594 Accumulator / Solar Panel Ratio] (which calculates this in an impressive mathematical way!) and [https://forums.factorio.com/viewtopic.php?p=143317#p143317 another post in that thread] (which calculates the solar panel to megawatt ratio in a different way).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:9x9_accumulator_solar_panel_example.jpg|300px|thumb|top|A small 9x9 blueprint demonstrating the 20:24 &amp;quot;close enough&amp;quot; ratio above.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:28x28_accumulator_solar_panel_example.jpg|300px|thumb|top|A medium 28x28 blueprint with a nearly optimal ratio.]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:48x48_accumulator_solar_panel_example.jpg|300px|thumb|top|A large 48x48 blueprint with a nearly optimal ratio. It also contains a roboport in the center to repair itself and automatically construct adjacent blueprint copies.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a [[day]], and the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations. In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same. This ratio is&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels =&lt;br /&gt;
    (day + dawn) * (night + dawn * (day + dawn) / game_day) / game_day&lt;br /&gt;
    * Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
which, given the default time lengths of: day = 17500/60 s; dawn or dusk = 5000/60 s; night = 2500/60 s, and the default: Solar_power = 60 kW; Accumulator_energy = 5 MJ = 5000 kJ, gives the optimal ratio of 0.84 accumulators per solar panel. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; the length of days, a simplified version of this equation can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 70 s * Solar_power / Accumulator_energy&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This equation could also be used to remember the vanilla optimal ratio given its simplicity. If the only effect the mod has on the game is it changes the total length of one day, without changing the ratio of dusk : day : dawn : night, then the equation can be simplified as&lt;br /&gt;
&amp;lt;pre&amp;gt;Accumulators / Solar_panels = 0.002016 /s * game_day &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where game_day is the number of seconds in the game day which is 25000/60 s by default.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5168&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5394&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=7619&lt;br /&gt;
&lt;br /&gt;
== Nuclear power ==&lt;br /&gt;
:&#039;&#039;See also: [[Tutorial:Nuclear power]]&#039;&#039;&lt;br /&gt;
In general, nuclear power is produced by the following production chain: [[Uranium ore]] is mined and [[Uranium processing|processed]] to [[uranium-235]] and [[uranium-238]], then [[uranium fuel cell]]s are created from the two. These fuel cells are then burned in a [[nuclear reactor]] to create heat. The heat can be used to convert [[water]] to [[steam]] using a [[heat exchanger]] and the steam can be consumed by [[steam turbine]]s to produce power.&lt;br /&gt;
&lt;br /&gt;
A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. For each 100% neighbor bonus, the reactor needs 4 more heat exchangers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ideal Ratio !! Simple Ratio !! Building&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 ||{{imagelink|Offshore pump}}&lt;br /&gt;
|-&lt;br /&gt;
| 291 || 12 || {{imagelink|Heat exchanger}}&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 20 || {{imagelink|Steam turbine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ensuring enough energy is produced ==&lt;br /&gt;
&lt;br /&gt;
Try this checklist before you completely revamp your power source. You may also use this to rectify negative feedback loops.&lt;br /&gt;
&lt;br /&gt;
* Did you connect the steam engine to the [[Electric system]]? If not, a small yellow triangle will flash. To fix, Add some [[Small electric pole|power poles]] near the steam engines that go to machines needing that power. Any size will work.&lt;br /&gt;
* Is steam able to reach all steam engines?&lt;br /&gt;
* Do your pipes have water? Look at the glass windows in the pipes, hover over the pipes! Place some pipes or a tank at the end to see if there is really water coming through. If not, ensure all [[pipe]]s or [https://wiki.factorio.com/index.php?title=Pipe-to-Ground underground pipes] are connected together.&lt;br /&gt;
&lt;br /&gt;
See also the [[Tutorial:Applied_Power_Math|applied power math tutorial]] to answer the question &#039;&#039;how much coal do I need?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Energy Storage ==&lt;br /&gt;
&lt;br /&gt;
See [[Accumulator]].&lt;br /&gt;
&lt;br /&gt;
Energy is available (or storable) from/to:&lt;br /&gt;
* [[Fuel]].&lt;br /&gt;
* Capacity in the [[Accumulator]]s.&lt;br /&gt;
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[Storage tank]]. See below.&lt;br /&gt;
&lt;br /&gt;
See [[Units#Power]] for info on energy units.&lt;br /&gt;
&lt;br /&gt;
=== Storing steam in tanks ===&lt;br /&gt;
&lt;br /&gt;
A storage tank filled with [[heat exchanger]] 500°C steam stores around 2.4GJ; a storage tank filled with [[boiler]] 165°C Steam stores 750MJ.&lt;br /&gt;
&lt;br /&gt;
There are several advantages to storing energy in storage tanks vs. storing it in an [[accumulator]]:&lt;br /&gt;
* You don&#039;t need to produce electrical energy first.&lt;br /&gt;
* The energy density per tile is much higher than it is with batteries.&lt;br /&gt;
* You won&#039;t get sudden blackouts when you&#039;re out of power. Instead, power goes out gradually as pressure drops.&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Substation/cs&amp;diff=153150</id>
		<title>Substation/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Substation/cs&amp;diff=153150"/>
		<updated>2017-12-22T23:30:07Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Substation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rozvodna&#039;&#039;&#039; je pokročilý [[Electric system/cs#Distribution|elektrický pilíř]]. Disponuje rozsáhlou rozvodnou oblastí s dostatečnou délkou spoje, aby umožnila efektivní pokrytí plochy s málo dírami, pokud je položena dobře. Na druhou stranu jsou její rozměry o něco větší, což se může nepříjemně projevit a navíc jejich výroba vyžaduje komponenty náročnější na výrobu.&lt;br /&gt;
&lt;br /&gt;
==Další četba==&lt;br /&gt;
* {{L|Electric system}}&lt;br /&gt;
* {{L|Big electric pole}}&lt;br /&gt;
* {{L|Medium electric pole}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Substation&amp;diff=153149</id>
		<title>Substation</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Substation&amp;diff=153149"/>
		<updated>2017-12-22T23:25:15Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Rewrite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Substation}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;substation&#039;&#039;&#039; is an advanced [[Electric system#Distribution|electric pole]]. It offers a vast supply area with a wire reach long enough to accommodate efficient coverage of an area with very few dead spots, if handled properly. However, this comes at a cost of larger dimensions of the substations, which may make them difficult to place, and their production involves relatively advanced components.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_electric_pole/cs&amp;diff=153148</id>
		<title>Big electric pole/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Big_electric_pole/cs&amp;diff=153148"/>
		<updated>2017-12-22T23:18:50Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Big electric pole}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velký elektrický pilíř&#039;&#039;&#039; je vylepšený [[Electric system/cs#Distribution|elektrický pilíř]]. Jedná se o specializovanou variantu oproti [[medium electric pole/cs|střednímu pilíři]], nabízí totiž nejdelší dosah spoje ze všech pilířů za cenu velice krátkého rozvodního dosahu. V některých případech je lepší sáhnout po jiných variantách.&lt;br /&gt;
&lt;br /&gt;
== Další četba ==&lt;br /&gt;
* {{L|Electric system}}&lt;br /&gt;
* {{L|Medium electric pole}}&lt;br /&gt;
* {{L|Substation}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=153147</id>
		<title>Big electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=153147"/>
		<updated>2017-12-22T23:18:03Z</updated>

		<summary type="html">&lt;p&gt;Pelia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Big electric pole}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;big electric pole&#039;&#039;&#039; is an improved [[Electric system#Distribution|electric pole]]. It is a more specialized variant compared to the [[medium electric pole]], offering the longest wire reach of all of the electric poles, with the trade-off of a very short supply area. It is recommended to seek use of other variants in some use cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=153146</id>
		<title>Big electric pole</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Big_electric_pole&amp;diff=153146"/>
		<updated>2017-12-22T23:14:42Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Rewrite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Big electric pole}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;big electric pole&#039;&#039;&#039; is an improved [[Electric system#Distribution|electric pole]]. It is a more specialized variant compared to the [[medium electric pole]], offering the longest wire reach of all of the electric poles, with the trade-off of a very short supply area. It is recommended to seek use of other variants in other use cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Visualizations of Area of effect when hovering on pole.&lt;br /&gt;
* Further optimization on building while holding mouse down.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Poles now auto-connect to all poles in reach with no common neighbor.&lt;br /&gt;
* Building electric poles with shift pressed builds it without any connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.3|&lt;br /&gt;
* Max wire distance between poles is limited to the smallest pole&#039;s when manually connecting.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Shows what is connected to the electric pole when selected.&lt;br /&gt;
* Added electric network statistics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Medium electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Medium_electric_pole/cs&amp;diff=153145</id>
		<title>Medium electric pole/cs</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Medium_electric_pole/cs&amp;diff=153145"/>
		<updated>2017-12-22T23:08:42Z</updated>

		<summary type="html">&lt;p&gt;Pelia: Made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Medium electric pole}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Střední elektrický pilíř&#039;&#039;&#039; je vylepšený [[Electric system/cs#Distribution|elektrický pilíř]], který překonává [[small electric pole/cs|malý pilíř]] ve všech ohledech výměnou za mírně zvýšené náklady na výrobu. Ačkoli neoplývá takovými výhodami jako více specializované pokročilejší varianty, je mnohem univerzálnější díky decentní rozvodné oblasti, délce spojení a velikosti.&lt;br /&gt;
&lt;br /&gt;
== Další četba ==&lt;br /&gt;
* {{L|Electric system}}&lt;br /&gt;
* {{L|Big electric pole}}&lt;br /&gt;
* {{L|Substation}}&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Energy and fluid distribution}}&lt;/div&gt;</summary>
		<author><name>Pelia</name></author>
	</entry>
</feed>