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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Phoenix27833</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Phoenix27833"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Phoenix27833"/>
	<updated>2026-08-21T13:05:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=173433</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=173433"/>
		<updated>2019-05-19T17:21:56Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: Fix point error in top speed for cars and tanks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different types of fuel provide different amounts of energy, measured in megajoules (MJ).&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
This is a list of all items usable as fuel in burner devices, ordered by fuel value:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Fuel value&amp;lt;br&amp;gt;per stack !! Vehicle&amp;lt;br&amp;gt;acceleration !! Vehicle&amp;lt;br&amp;gt;top speed !! Train max speed&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Wood}} || 2 MJ || 4 MJ per raw wood || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Coal}} || 4 MJ || 4 MJ per coal || 200 MJ || 100% || 100% || 259.2 km/h (72 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Solid fuel}} || 12 MJ || 0.96 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 600 MJ || 120% || 105% || 272.2 km/h (~75.6 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rocket fuel}} || 100 MJ || 0.8 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 1 GJ || 180% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nuclear fuel}} || 1.21 GJ || 9.68 MJ per unit of [[crude oil]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;1.21 GJ per [[Uranium-235]] || 1.21 GJ || 250% || 115% || 298.1 km/h (83 m/s)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Uranium fuel cell}} || 8 GJ&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || 507 MJ per [[uranium ore]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 400 GJ || Unusable || Unusable|| Unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; For the purposes of in-game speed display, the game assumes 1 tile = 1 meter. I.e., a train on basic fuel travels at 72 &#039;&#039;&#039;tiles&#039;&#039;&#039; per second at full speed, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; This assumes the crude oil is processed completely into solid fuel using [[advanced oil processing]] and [[heavy oil cracking]] as intermediate steps, but not [[light oil cracking]]. More efficient methods are possible.  In practice, the [[petroleum gas]] is more likely to be used for something other than solid fuel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it cannot be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(4)&amp;lt;/sup&amp;gt; Assuming that all U-238 is enriched, all used up cells are reprocessed, and there is no reactor neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
&lt;br /&gt;
The following formula can be used to find how long a fuel will last in a device:&lt;br /&gt;
&amp;lt;code&amp;gt;Burn time (s) = Fuel value (MJ) ÷ Energy consumption (MW)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Though the top speeds given by solid fuel, rocket fuel and nuclear fuel are presented as +5%, +15% and +15% respectively, this seems to only be true for trains. The top speeds for cars and tanks are instead approximately +9.5%, +34% and +58% respectively when these fuels are used.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
** {{Imagelink|Burner inserter}} {{Imagelink|Burner mining drill}} {{Imagelink|Boiler}} {{Imagelink|Stone furnace}} {{Imagelink|Steel furnace}} {{Imagelink|Locomotive}} {{Imagelink|Car}} {{Imagelink|Tank}} &lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/67xgge/nuclear_ratios/ Nuclear Ratios]&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=173432</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=173432"/>
		<updated>2019-05-19T17:11:29Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: Updated car top speeds based on testing on 0.17.41&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Car}}__NOTOC__&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
[[File:carcolor.png|thumb|right|250px|The car matches the color of the driving 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]], and is one of two non-rail vehicles in Factorio; the other being the [[tank]]. Although it requires fuel, driving a car is much faster than running, letting the player scout out areas or outmaneuver [[enemies]]. Cars have a vehicle machine gun that has a 50% higher rate of fire and can fire two tiles farther than the [[submachine gun]], 80 slots of storage and 450 health, allowing the player to 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 can easily destroy the vehicle and its contents. If the car is destroyed, the player gets ejected and not killed.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it is possible for a player to enter a car alongside another player. The passenger can take control of the weapons of the car using a switch in the GUI of the car, but cannot steer the car.&lt;br /&gt;
&lt;br /&gt;
Cars are moved by [[transport belt]]s and [[inserter]]s can interact with them. Because of that, cars may be used as large chests or as another mean of transportation besides belts, [[train]]s and [[robots]].&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. The more powerful the [[fuel]] used to power the car, the faster the car&#039;s acceleration: [[Solid fuel]] adds 20% acceleration, [[rocket fuel]] adds 80% while [[nuclear fuel]] adds 150%. [[Stone brick]] will reduce rolling resistance on cars, with [[concrete]] and [[refined concrete]] equally reducing resistance even further.&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;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
=== Car top speed (km/h)===&lt;br /&gt;
&lt;br /&gt;
Top speed with various fuels on different tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!			!! Wood !! Coal !! Solid !! Rocket !! Nuclear&lt;br /&gt;
|-&lt;br /&gt;
|Sand			|| 87.6 || 87.6 || 96.0 || 117.5 || 138.5&lt;br /&gt;
|-&lt;br /&gt;
|Grass 			|| 92.9 || 92.9 || 101.8 || 124.7 || 146.9&lt;br /&gt;
|-&lt;br /&gt;
|Red desert		|| 92.9 || 92.9 || 101.8 || 124.7 || 146.9&lt;br /&gt;
|-&lt;br /&gt;
|Dirt			|| 99.4 || 99.4 || 108.9 || 133.3 || 157.1&lt;br /&gt;
|-&lt;br /&gt;
|Stone path		|| 112.2 || 112.2 || 122.9 || 150.5 || 177.4&lt;br /&gt;
|-&lt;br /&gt;
|Shallow water		|| 117.7 || 117.7 || 128.9 || 157.9 || 186.0&lt;br /&gt;
|-&lt;br /&gt;
|Concrete		|| 131.6 || 131.6 || 144.1 || 176.5 || 208.1&lt;br /&gt;
|-&lt;br /&gt;
|Refined Concrete	|| 131.6 || 131.6 || 144.1 || 176.5 || 208.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed in reverse ===&lt;br /&gt;
&lt;br /&gt;
The top speed of the car in reverse is 70.7% of the forward top speed.&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;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
}}&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 accept fuel and ammo by inserter or shift/control click even when the burner/ammo slots are already full. The extra fuel and ammo will go into the trunk.&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;
* [[Tank]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Fonts.png&amp;diff=170671</id>
		<title>File:Fonts.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Fonts.png&amp;diff=170671"/>
		<updated>2019-03-15T11:48:50Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170663</id>
		<title>Rich text</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170663"/>
		<updated>2019-03-15T08:12:07Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: link to font page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Rich text formatting introduced in [[Version history#0.17.0|0.17.0]] allows the use of tags within most of the game&#039;s textboxes to change the visual formatting of text or to embed interactable images/entities. Predefined text tags are employed for this purpose.&lt;br /&gt;
&lt;br /&gt;
==Text modifiers==&lt;br /&gt;
&lt;br /&gt;
The color and font of text can be changed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| [color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[/color]&lt;br /&gt;
| [color=red]Red[/color] text&lt;br /&gt;
[color=1,0,0]Red[/color] text&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; text&lt;br /&gt;
| &amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt; is a comma separated RGB color ranging from 0 to 1, or a color name&lt;br /&gt;
Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
|-&lt;br /&gt;
| [font&amp;lt;/i&amp;gt;=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[/font]&lt;br /&gt;
| [font=default-bold]Bold text&lt;br /&gt;
| &amp;lt;b&amp;gt;Bold text&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt; is the name of the [[/Factorio font]] to render&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
&lt;br /&gt;
Tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations.&lt;br /&gt;
Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into chat.&lt;br /&gt;
&lt;br /&gt;
Shift clicking most things with the console open will insert a tag for that thing into chat.&lt;br /&gt;
&lt;br /&gt;
When used in chat, the tag image will be followed by a text description, except for the img tag.&lt;br /&gt;
Used elsewhere only the image is shown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;.&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [img=item/iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]]&lt;br /&gt;
| Embeds only a small inline game graphic. The period format must be used in game save names.&lt;br /&gt;
&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt; is any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal or achievement&lt;br /&gt;
&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;: see below&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item=iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]] [Item: Iron plate]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the item&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [entity=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [entity=small-biter]&lt;br /&gt;
| [[File:Small_biter.png|28px]] [Entity: Small biter]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the entity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [technology=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [technology=logistics]&lt;br /&gt;
| [[File:Logistics_(research).png|28px]] [Technology: Logistics]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the technology&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [recipe=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [recipe=basic-oil-processing]&lt;br /&gt;
| [[File:Basic_oil_processing.png|28px]] [Recipe: Basic oil processing]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the recipe, usually the entity name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item-group=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item-group=combat]&lt;br /&gt;
| [[File:Item-group_military.png|28px]] [Item Group: Combat]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is any of: logistics, production, intermediate-products, combat, fluids or signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [fluid=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [fluid=water]&lt;br /&gt;
| [[File:Water.png|28px]] [Fluid: Water]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the fluid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [tile=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [tile=grass-3]&lt;br /&gt;
| [[File:Grass_3.png|28px]] [Tile: Grass 3]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the tile, usually the lowercase name with hyphens replacing spaces as written from the map editor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [virtual-signal=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [virtual-signal=signal-A]&lt;br /&gt;
| [[File:Signal-A.png|28px]] [Virtual Signal: Signal A]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the word signal followed by either an uppercase letter, number, color, each, everything or anything&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [achievement=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [achievement=minions]&lt;br /&gt;
| [[File:Minions-achievement.png|28px]] [Achievement: Minions]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the achievement, usually the lowercase name with hyphens replacing spaces&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [gps=&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;,&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [gps=0,0]&lt;br /&gt;
| [[File:Map.png|28px]] [Location: 0,0]&lt;br /&gt;
| Embeds a map location and marks the location on the map of other players.&lt;br /&gt;
&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt; is the x point coordinate&lt;br /&gt;
&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt; is the y point coordinate &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [special-item=&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt;]&lt;br /&gt;
| &lt;br /&gt;
| [[File:Blueprint.png|28px]] [Blueprint]&lt;br /&gt;
| Embeds a blueprint. Players can get a blueprint item by clicking the icon.&lt;br /&gt;
&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt; is the blueprint string of a blueprint, deconstruction planner or upgrade planners&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [armor=&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [armor=Player] &lt;br /&gt;
| [[File:Power_armor_MK2.png|28px]] [Armor: Player]&lt;br /&gt;
| Embeds the armor of a player. Allows other players to see the equipment installed.&lt;br /&gt;
&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt; is the name of the player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train=93] &lt;br /&gt;
| [[File:Locomotive.png|28px]] [Train: 2]&lt;br /&gt;
| Embeds a reference to a train. Clicking the icon will open the train GUI for that train.&lt;br /&gt;
&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt; is the internal unit number of the train&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train-stop=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train-stop=100]&lt;br /&gt;
| [[File:Train_stop.png|28px]] [Train Stop: Trangar]&lt;br /&gt;
| Embeds a reference to a train stop. Clicking the icon will open the GUI for that train stop.&lt;br /&gt;
&amp;lt;i&amp;gt;numbe&amp;lt;/i&amp;gt;r is the internal unit number of the train stop&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170662</id>
		<title>Rich text</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170662"/>
		<updated>2019-03-15T08:08:39Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: worked out the point of the period format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Rich text formatting introduced in [[Version history#0.17.0|0.17.0]] allows the use of tags within most of the game&#039;s textboxes to change the visual formatting of text or to embed interactable images/entities. Predefined text tags are employed for this purpose.&lt;br /&gt;
&lt;br /&gt;
==Text modifiers==&lt;br /&gt;
&lt;br /&gt;
The color and font of text can be changed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| [color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[/color]&lt;br /&gt;
| [color=red]Red[/color] text&lt;br /&gt;
[color=1,0,0]Red[/color] text&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; text&lt;br /&gt;
| &amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt; is a comma separated RGB color ranging from 0 to 1, or a color name&lt;br /&gt;
Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
|-&lt;br /&gt;
| [font&amp;lt;/i&amp;gt;=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[/font]&lt;br /&gt;
| [font=default-bold]Bold text&lt;br /&gt;
| &amp;lt;b&amp;gt;Bold text&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt; is the name of the Factorio font to render&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
&lt;br /&gt;
Tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations.&lt;br /&gt;
Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into chat.&lt;br /&gt;
&lt;br /&gt;
Shift clicking most things with the console open will insert a tag for that thing into chat.&lt;br /&gt;
&lt;br /&gt;
When used in chat, the tag image will be followed by a text description, except for the img tag.&lt;br /&gt;
Used elsewhere only the image is shown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;.&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [img=item/iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]]&lt;br /&gt;
| Embeds only a small inline game graphic. The period format must be used in game save names.&lt;br /&gt;
&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt; is any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal or achievement&lt;br /&gt;
&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;: see below&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item=iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]] [Item: Iron plate]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the item&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [entity=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [entity=small-biter]&lt;br /&gt;
| [[File:Small_biter.png|28px]] [Entity: Small biter]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the entity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [technology=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [technology=logistics]&lt;br /&gt;
| [[File:Logistics_(research).png|28px]] [Technology: Logistics]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the technology&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [recipe=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [recipe=basic-oil-processing]&lt;br /&gt;
| [[File:Basic_oil_processing.png|28px]] [Recipe: Basic oil processing]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the recipe, usually the entity name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item-group=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item-group=combat]&lt;br /&gt;
| [[File:Item-group_military.png|28px]] [Item Group: Combat]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is any of: logistics, production, intermediate-products, combat, fluids or signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [fluid=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [fluid=water]&lt;br /&gt;
| [[File:Water.png|28px]] [Fluid: Water]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the fluid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [tile=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [tile=grass-3]&lt;br /&gt;
| [[File:Grass_3.png|28px]] [Tile: Grass 3]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the tile, usually the lowercase name with hyphens replacing spaces as written from the map editor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [virtual-signal=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [virtual-signal=signal-A]&lt;br /&gt;
| [[File:Signal-A.png|28px]] [Virtual Signal: Signal A]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the word signal followed by either an uppercase letter, number, color, each, everything or anything&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [achievement=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [achievement=minions]&lt;br /&gt;
| [[File:Minions-achievement.png|28px]] [Achievement: Minions]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the achievement, usually the lowercase name with hyphens replacing spaces&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [gps=&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;,&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [gps=0,0]&lt;br /&gt;
| [[File:Map.png|28px]] [Location: 0,0]&lt;br /&gt;
| Embeds a map location and marks the location on the map of other players.&lt;br /&gt;
&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt; is the x point coordinate&lt;br /&gt;
&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt; is the y point coordinate &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [special-item=&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt;]&lt;br /&gt;
| &lt;br /&gt;
| [[File:Blueprint.png|28px]] [Blueprint]&lt;br /&gt;
| Embeds a blueprint. Players can get a blueprint item by clicking the icon.&lt;br /&gt;
&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt; is the blueprint string of a blueprint, deconstruction planner or upgrade planners&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [armor=&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [armor=Player] &lt;br /&gt;
| [[File:Power_armor_MK2.png|28px]] [Armor: Player]&lt;br /&gt;
| Embeds the armor of a player. Allows other players to see the equipment installed.&lt;br /&gt;
&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt; is the name of the player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train=93] &lt;br /&gt;
| [[File:Locomotive.png|28px]] [Train: 2]&lt;br /&gt;
| Embeds a reference to a train. Clicking the icon will open the train GUI for that train.&lt;br /&gt;
&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt; is the internal unit number of the train&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train-stop=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train-stop=100]&lt;br /&gt;
| [[File:Train_stop.png|28px]] [Train Stop: Trangar]&lt;br /&gt;
| Embeds a reference to a train stop. Clicking the icon will open the GUI for that train stop.&lt;br /&gt;
&amp;lt;i&amp;gt;numbe&amp;lt;/i&amp;gt;r is the internal unit number of the train stop&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=170533</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=170533"/>
		<updated>2019-03-12T17:55:04Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: fix for higher resolution signal icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right]]&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
* Open the lamp (left click on it)&lt;br /&gt;
* Set the input to barrels&lt;br /&gt;
* Set the operator to &amp;lt; (less than)&lt;br /&gt;
* Set the constant number:&lt;br /&gt;
** Left click on the constant number&lt;br /&gt;
** Move the slider until 10 is shown, or edit the value box directly&lt;br /&gt;
** Press set&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
&lt;br /&gt;
* Storage tank that provides the [[Steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[Uranium_fuel_cell|Uranium fuel cells]] for the reactor.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|Empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserters that put uranium fuel cells into the reactor. This is connected to the output inserters and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
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{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
* Here is an example of how you could use an RS latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals, one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Signal-R.png&amp;diff=170532</id>
		<title>File:Signal-R.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Signal-R.png&amp;diff=170532"/>
		<updated>2019-03-12T17:52:33Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: Phoenix27833 uploaded a new version of File:Signal-R.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game image}}&lt;br /&gt;
Signal R icon&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Signal-S.png&amp;diff=170531</id>
		<title>File:Signal-S.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Signal-S.png&amp;diff=170531"/>
		<updated>2019-03-12T17:52:22Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: Phoenix27833 uploaded a new version of File:Signal-S.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game image}}&lt;br /&gt;
Signal S icon&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Signal-A.png&amp;diff=170530</id>
		<title>File:Signal-A.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Signal-A.png&amp;diff=170530"/>
		<updated>2019-03-12T17:45:41Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: Phoenix27833 uploaded a new version of File:Signal-A.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game image}}&lt;br /&gt;
Signal A icon&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170529</id>
		<title>Rich text</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170529"/>
		<updated>2019-03-12T17:23:07Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Rich text formatting introduced in [[Version history#0.17.0|0.17.0]] allows the use of tags within most of the game&#039;s textboxes to change the visual formatting of text or to embed interactable images/entities. Predefined text tags are employed for this purpose.&lt;br /&gt;
&lt;br /&gt;
==Text modifiers==&lt;br /&gt;
&lt;br /&gt;
The color and font of text can be changed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| [color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[/color]&lt;br /&gt;
| [color=red]Red[/color] text&lt;br /&gt;
[color=1,0,0]Red[/color] text&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; text&lt;br /&gt;
| &amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt; is a comma separated RGB color ranging from 0 to 1, or a color name&lt;br /&gt;
Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
|-&lt;br /&gt;
| [font&amp;lt;/i&amp;gt;=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[/font]&lt;br /&gt;
| [font=default-bold]Bold text&lt;br /&gt;
| &amp;lt;b&amp;gt;Bold text&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt; is the name of the Factorio font to render&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
&lt;br /&gt;
Tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations.&lt;br /&gt;
Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into chat.&lt;br /&gt;
&lt;br /&gt;
Shift clicking most things with the console open will insert a tag for that thing into chat.&lt;br /&gt;
&lt;br /&gt;
When used in chat, the tag image will be followed by a text description, except for the img tag.&lt;br /&gt;
Used elsewhere only the image is shown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;.&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [img=item/iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]]&lt;br /&gt;
| Embeds only a small inline game graphic. The slash may be substituted for a period in save names.&lt;br /&gt;
&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt; is any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal or achievement&lt;br /&gt;
&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;: see below&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item=iron-plate]&lt;br /&gt;
| [[File:Iron_plate.png|28px]] [Item: Iron plate]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the item&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [entity=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [entity=small-biter]&lt;br /&gt;
| [[File:Small_biter.png|28px]] [Entity: Small biter]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the entity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [technology=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [technology=logistics]&lt;br /&gt;
| [[File:Logistics_(research).png|28px]] [Technology: Logistics]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the technology&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [recipe=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [recipe=basic-oil-processing]&lt;br /&gt;
| [[File:Basic_oil_processing.png|28px]] [Recipe: Basic oil processing]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the recipe, usually the entity name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [item-group=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [item-group=combat]&lt;br /&gt;
| [[File:Item-group_military.png|28px]] [Item Group: Combat]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is any of: logistics, production, intermediate-products, combat, fluids or signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [fluid=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [fluid=water]&lt;br /&gt;
| [[File:Water.png|28px]] [Fluid: Water]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the fluid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [tile=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [tile=grass-3]&lt;br /&gt;
| [[File:Grass_3.png|28px]] [Tile: Grass 3]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal name of the tile, usually the lowercase name with hyphens replacing spaces as written from the map editor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [virtual-signal=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [virtual-signal=signal-A]&lt;br /&gt;
| [[File:Signal-A.png|28px]] [Virtual Signal: Signal A]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the word signal followed by either an uppercase letter, number, color, each, everything or anything&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [achievement=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [achievement=minions]&lt;br /&gt;
| [[File:Minions-achievement.png|28px]] [Achievement: Minions]&lt;br /&gt;
| &amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt; is the internal-name of the achievement, usually the lowercase name with hyphens replacing spaces&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [gps=&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;,&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [gps=0,0]&lt;br /&gt;
| [[File:Map.png|28px]] [Location: 0,0]&lt;br /&gt;
| Embeds a map location and marks the location on the map of other players.&lt;br /&gt;
&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt; is the x point coordinate&lt;br /&gt;
&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt; is the y point coordinate &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [special-item=&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt;]&lt;br /&gt;
| &lt;br /&gt;
| [[File:Blueprint.png|28px]] [Blueprint]&lt;br /&gt;
| Embeds a blueprint. Players can get a blueprint item by clicking the icon.&lt;br /&gt;
&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt; is the blueprint string of a blueprint, deconstruction planner or upgrade planners&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [armor=&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [armor=Player] &lt;br /&gt;
| [[File:Power_armor_MK2.png|28px]] [Armor: Player]&lt;br /&gt;
| Embeds the armor of a player. Allows other players to see the equipment installed.&lt;br /&gt;
&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt; is the name of the player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train=93] &lt;br /&gt;
| [[File:Locomotive.png|28px]] [Train: 2]&lt;br /&gt;
| Embeds a reference to a train. Clicking the icon will open the train GUI for that train.&lt;br /&gt;
&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt; is the internal unit number of the train&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [train-stop=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&lt;br /&gt;
| [train-stop=100]&lt;br /&gt;
| [[File:Train_stop.png|28px]] [Train Stop: Trangar]&lt;br /&gt;
| Embeds a reference to a train stop. Clicking the icon will open the GUI for that train stop.&lt;br /&gt;
&amp;lt;i&amp;gt;numbe&amp;lt;/i&amp;gt;r is the internal unit number of the train stop&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Grass_3.png&amp;diff=170528</id>
		<title>File:Grass 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Grass_3.png&amp;diff=170528"/>
		<updated>2019-03-12T17:04:09Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: {{Game image}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Game image}}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Map.png&amp;diff=170527</id>
		<title>File:Map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Map.png&amp;diff=170527"/>
		<updated>2019-03-12T16:59:28Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: {{Game image}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Game image}}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170526</id>
		<title>Rich text</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rich_text&amp;diff=170526"/>
		<updated>2019-03-12T16:15:32Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: first draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Rich text formatting introduced in [[Version history#0.17.0|0.17.0]] allows the use of tags within most of the game&#039;s textboxes to change the visual formatting of text or to embed interactable images/entities. Predefined text tags are employed for this purpose.&lt;br /&gt;
&lt;br /&gt;
==Text modifiers==&lt;br /&gt;
&lt;br /&gt;
The color and font of text can be changed&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[color=&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;]...[/color]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[color=red]Red[/color] text&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[color=1,0,0]Red[/color] text&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #ff0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt; text&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;i&amp;gt;rgb&amp;lt;/i&amp;gt;&amp;lt;/code&amp;gt; is a comma separated RGB color ranging from 0 to 1, or an English color name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[font&amp;lt;/i&amp;gt;=&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;]...[/font]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[font=default-bold]Bold text&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;b&amp;gt;Bold text&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;i&amp;gt;font-name&amp;lt;/i&amp;gt;&amp;lt;/code&amp;gt; is the name of the factorio font to render&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
&lt;br /&gt;
Tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations.&lt;br /&gt;
Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into chat.&lt;br /&gt;
&lt;br /&gt;
Shift clicking most things with the console open will insert a tag for that thing into chat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:20%&amp;quot;| Syntax&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Input&lt;br /&gt;
! style=&amp;quot;width:15%&amp;quot;| Example Result&lt;br /&gt;
! style=&amp;quot;width:50%&amp;quot;| Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;/&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[img=&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;.&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[img=item/iron-plate]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Iron_plate.png|24px]]&lt;br /&gt;
| Embeds only a small inline game graphic. The slash may be substituted for a period in save names.&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;class&amp;lt;/i&amp;gt;&amp;lt;/code&amp;gt; is any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal or achievement&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;&amp;lt;/code&amp;gt;: see below&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[item=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[item=iron-plate]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Iron_plate.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the internal-name of the item&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[entity=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[entity=small-biter]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Behemoth_biter.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the internal-name of the entity&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[technology=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[technology=logistics]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Logistics_(research).png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the internal-name of the technology&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[recipe=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[recipe=basic-oil-processing]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Basic_oil_processing.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the internal-name of the recipe, usually the entity name&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[item-group=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[item-group=combat]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Item-group_military.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is any of: logistics, production, intermediate-products, combat, fluids or signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[fluid=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[fluid=water]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Water.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the internal name of the fluid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[tile=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[tile=grass-3]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Grass_3.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the internal name of the tile, usually the lowercase name with hyphens replacing spaces as written from the map editor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[virtual-signal=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[virtual-signal=signal-A]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Signal-A.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the word signal followed by either an uppercase letter, number, color, each, everything or anything&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[achievement=&amp;lt;i&amp;gt;name&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[achievement=minions]&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[File:Minions-achievement.png|24px]]&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is the internal-name of the achievement, usually the lowercase name with hyphens replacing spaces&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[gps=&amp;lt;i&amp;gt;x&amp;lt;/i&amp;gt;,&amp;lt;i&amp;gt;y&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;map origin: [gps=0,0]&amp;lt;/code&amp;gt;&lt;br /&gt;
| map origin: [[File:Map.png|24px]]&lt;br /&gt;
| Embeds a map location and marks the location on the map of other players.&lt;br /&gt;
&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; is the x point coordinate&lt;br /&gt;
&amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; is the y point coordinate &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[special-item=&amp;lt;i&amp;gt;blueprint_string&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Embeds a blueprint. Other players can get a blueprint item by clicking the icon&lt;br /&gt;
&amp;lt;code&amp;gt;blueprint_string&amp;lt;/code&amp;gt; is the blueprint string of a blueprint, deconstruction planner or upgrade planners&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[armor=&amp;lt;i&amp;gt;player&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[armor=Bilka]&amp;lt;/code&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
| Embeds the armor of a player. Allows other players to see the equipment installed.&lt;br /&gt;
&amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt; is the name of the player&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[train=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[train=93]&amp;lt;/code&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
| Embeds a reference to a train. Clicking the icon will open the train GUI for that train.&lt;br /&gt;
&amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; is the ingame number of the train&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[train-stop=&amp;lt;i&amp;gt;number&amp;lt;/i&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;[train-stop=100]&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Embeds a reference to a train stop. Clicking the icon will open the GUI for that train stop.&lt;br /&gt;
&amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; is the ingame number of the train&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Phoenix27833&amp;diff=170522</id>
		<title>User:Phoenix27833</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Phoenix27833&amp;diff=170522"/>
		<updated>2019-03-12T14:07:23Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I might be a robot...&lt;br /&gt;
&lt;br /&gt;
Working on: [[/Rich text]]&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=170520</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=170520"/>
		<updated>2019-03-12T13:54:11Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: Update mining speed for 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Electric mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;electric mining drill&#039;&#039;&#039; mines out [[iron ore]], [[copper ore]], [[stone]] and/or [[coal]], and places it in front of the output tile, on a [[transport belt|belt]] or in a machine/chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3×3, but mines in a 5×5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines [[copper ore]], [[iron ore]], [[coal]], or [[stone]] at a rate of 0.5/s and [[uranium ore]] at a rate of 0.25/s.&lt;br /&gt;
&lt;br /&gt;
When placed over [[uranium ore]], which requires [[sulfuric acid]] to mine, three fluid connectors will appear on the mining drill. The mining drills will pass excess sulfuric acid to each other when these connectors are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Unified and rounded mining speed and times for ores and drills.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.2|&lt;br /&gt;
* Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Mining drill now has fluid input when placed over [[uranium ore]].&lt;br /&gt;
* Mining drills can be turned on and off using the [[circuit network]]. They can also output the remaining expected resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in its area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&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;
* [[Mining]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=170519</id>
		<title>Burner mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=170519"/>
		<updated>2019-03-12T13:46:26Z</updated>

		<summary type="html">&lt;p&gt;Phoenix27833: Update mining speed for 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Burner mining drill}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;burner mining drill&#039;&#039;&#039; is the first type of drill accessible to the player. It burns [[fuel]] to [[mining|mine]] the ore underneath the 2×2 area it is placed on.&lt;br /&gt;
&lt;br /&gt;
It mines about 7 items per single unit of coal used to fuel it, producing 0.25 items/s for [[copper ore]], [[coal]], [[iron ore]] or [[stone]]. Burner miners create a lot of [[pollution]] per item.&lt;br /&gt;
&lt;br /&gt;
Burner drills are usually used until the player has built an [[electric system|electrical network]], at which point the larger and faster [[electric mining drill]] becomes more useful, though they can still provide some use as extra drills that take up less space.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
[[File:Interface_of_Burner-Mining-Drill.png|upright=2]]&lt;br /&gt;
# Amount of [[fuel]] in the mining drill&lt;br /&gt;
# Depletion of 1 unit of [[fuel]]&lt;br /&gt;
# Progress of mining&lt;br /&gt;
# Product&lt;br /&gt;
==Self-Sustaining Coal Mines==&lt;br /&gt;
Both methods require no electricity.&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Two burner mining drills can refuel each other when placed next to each other on a coal deposit as long as they&#039;re facing each other. Each drill fuels the other and coal gradually accumulates in their [[stack]]s, so you have effectively a storage of 100 coal (2 stacks, 50 coal, one in each burner miner, together 100). You can do this also for 4 or any other even number of miners.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_1.png‎|200px]]&lt;br /&gt;
&lt;br /&gt;
Note that it takes slightly less than 3 minutes for the mining drills to completely fill each other&#039;s fuel inventory. Once full, the drills will sit idle until the accumulated coal is removed. It&#039;s possible to extend that time by having the drills output their coal into a buffer [[chest]] rather than directly into another drill&#039;s fuel stack.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_1b.png‎|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
This method can be used for any number of burner mining drills in a coal deposit. Place a burner mining drill, then place at least three [[transport belt]]s from the output in a mirrored &amp;quot;L&amp;quot; like shape so that the third belt has a gap between it and the miner. Fill the gap with a [[burner inserter]] in a way that the inserter can insert coal to the miner. When placing this array of entities opposite of each other, ensure that no two burner inserters are trying to take coal from the same piece of belt or one of them might run out of fuel.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_3.png‎|400x400px|upright=2]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Mining speed for all ores except uranium is now 0.25/s.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player starts with one burner mining drill and one furnace in the freeplay.&lt;br /&gt;
* Increased mining speed of burner mining drill.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in it&#039;s area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&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;
* [[Mining]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Phoenix27833</name></author>
	</entry>
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