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	<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=Regnizegre"/>
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	<updated>2026-04-22T11:43:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=207345</id>
		<title>Asteroids</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Asteroids&amp;diff=207345"/>
		<updated>2024-12-01T23:15:33Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: Typo, missing space age symbol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:asteroids_anim.gif|right]]&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are floating minerals found in space. There are four types of asteroids in [[Space Age]]: metallic, carbon, oxide and promethium. Promethium asteroids are only encountered at the [[Shattered planet|Shattered Planet]]. Asteroids are immediately seen when the [[player]] is present at a [[space platform]]. If a space station is being boosted through space with a [[thruster]], asteroids are encountered much faster. When an [[asteroid collector]] is present at a space station, small [[Asteroids#Asteroid Chunks|asteroid chunks]] can be collected for its chunks of resources. The resources collected from asteroid chunks can be fed into a [[crusher]], grinding the chunks into useful resources.&lt;br /&gt;
&lt;br /&gt;
When traveling through space, the space platform can enter a dangerous asteroid field, where many asteroids can hit the player&#039;s platform and destroy it. This means that [[turret]]s with well-stocked ammunition and asteroid collectors should be properly placed around a platform to ward off the asteroids.&lt;br /&gt;
&lt;br /&gt;
The density of asteroids can be seen by going to the [[Remote View]] &amp;gt; &#039;&#039;&#039;Surfaces&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Space Map&#039;&#039;&#039;  and alt-clicking on the interplanetary route to bring up the route in Factoriopedia, or by searching &amp;quot;route&amp;quot;. The graph will show a white vertical line overlay on the asteroid graph corresponding to the ship&#039;s position when underway. &lt;br /&gt;
&lt;br /&gt;
== Asteroid Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Health !! [[Damage#Resistance|Resistances]]&lt;br /&gt;
|-&lt;br /&gt;
| Asteroid Chunks&lt;br /&gt;
| Can be grabbed by the [[asteroid collector|collectors]]. Do no damage upon contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
Do not have health and are instantly destroyed on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Small Asteroids&lt;br /&gt;
| Do not spawn naturally. Produce chunks on destruction.&lt;br /&gt;
&lt;br /&gt;
Do small damage on contact with the space platform.&lt;br /&gt;
&lt;br /&gt;
| 100&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 50%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 20%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Medium Asteroids&lt;br /&gt;
| Spawn in space and in orbit of planets other than [[Nauvis]]. Split into small asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Do medium damage. Can destroy several foundations before expiring.&lt;br /&gt;
&lt;br /&gt;
| 400&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 30%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 90%&lt;br /&gt;
*Physical: 10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Big Asteroids&lt;br /&gt;
| Spawn in space beyond [[Fulgora]]. Split into medium asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Do large amount of damage. Can go right through the space platform destroying everything on its path.&amp;lt;br&amp;gt;Because of the high flat physical resistance, [[gun turret]]s are ineffective against them.&lt;br /&gt;
&lt;br /&gt;
| 2000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 10%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 95%&lt;br /&gt;
*Physical: 2000/10%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Huge Asteroids&lt;br /&gt;
| Spawn in space beyond [[Aquilo]]. Split into large asteroids when destroyed.&lt;br /&gt;
&lt;br /&gt;
Will absolutely destroy the space platform if it is not equipped with a turret&amp;lt;br&amp;gt;that can overcome its enormous flat physical resistance, e.g. a [[railgun turret]].&lt;br /&gt;
&lt;br /&gt;
| 5000&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Electric: 100%&lt;br /&gt;
*Explosion: 99%&lt;br /&gt;
*Fire: 100%&lt;br /&gt;
*Laser: 99%&lt;br /&gt;
*Physical: 3000/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Promethium Asteroids have twice the health of the three standard asteroid types (200/800/4000/10000)&lt;br /&gt;
&lt;br /&gt;
== Asteroid Chunks ==&lt;br /&gt;
&#039;&#039;&#039;Asteroid chunks&#039;&#039;&#039; are the smallest asteroids in the game, serving as the sole resource source in space. Due to their size and low mass, these small chunks will not damage the player&#039;s space platform when colliding with it, as larger asteroids do. They will also slowly gravity to the space platform, as if the platform has a gravitational pull, making it easier to collect them. To maintain sustainability, space platforms should be equipped with both {{NavboxIconLink|asteroid collector}} and {{NavboxIconLink|crusher}}. These chunks come in four distinct varieties, each of which can be processed into valuable materials using crushers. [[Advanced_asteroid_processing_(research)|Advanced asteroid processing research]] unlocks the ability to extract additional materials from these chunks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Processing&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids]] !! Processed Into !! Advanced Processing&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Metallic asteroid chunk}} {{SA}}|| {{NavboxIconLink|iron ore}}|| {{NavboxIconLink|copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Carbonic asteroid chunk}} {{SA}}|| {{NavboxIconLink|carbon}} {{SA}}|| {{NavboxIconLink|sulfur}}&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Oxide asteroid chunk}} {{SA}}|| {{NavboxIconLink|ice}} {{SA}}|| {{NavboxIconLink|calcite}} {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{NavboxIconLink|Promethium asteroid chunk}} {{SA}}|| cannot be processed, is a component to the {{NavboxIconLink|promethium science pack}} {{SA}}. || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:metallic_asteroid_entity.png|Metallic asteroids.&lt;br /&gt;
File:carbonic_asteroid_entity.png|Carbonic asteroids.&lt;br /&gt;
File:oxide_asteroid_entity.png|Oxide asteroids.&lt;br /&gt;
File:promethium_asteroid_entity.png|Promethium asteroids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;br /&gt;
{{C|Resource extraction}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=207344</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=207344"/>
		<updated>2024-12-01T23:07:40Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: 2.0.23 Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in &amp;quot;Friday Facts #381 - Space Platforms&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in outer space. Each space platform is a self-contained factory supported by a [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Broadly speaking, there are three purposes which space platforms might serve:&lt;br /&gt;
* To perform recipes that can only be performed in space, such as when manufacturing [[space science pack]]s.&lt;br /&gt;
* To transport players and items between planets.&lt;br /&gt;
* To collect and process [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Creation and deletion ==&lt;br /&gt;
Space platforms are created by loading a [[space platform starter pack]] into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs.&lt;br /&gt;
&lt;br /&gt;
Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is located at the bottom of the platform list. Should the player regret their decision, then this gives  several minutes to decide if they want to undo the removal of the platform before it is permanently deleted.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is destroyed, the entire space platform and all of its contents are lost. If any [[player|character]] is aboard when this happens, the character will respawn at the last planet they were at before going to space.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Unlike planetary surfaces, space platforms can only be seen and edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of [[construction robot]]s being used for constructing the space  platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet at which the space platform is stationed.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10x10 square of [[space platform foundation]] with a [[space platform hub]] in its center, all surrounded by empty space. Unlike most buildings, the space platform hub can not be removed, and its destruction directly results in the loss of the entire space platform.&lt;br /&gt;
&lt;br /&gt;
As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform&#039;s foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed; Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Asteroid collector]]s and [[thruster]]s can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster towards infinity.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an electrical connection, so space platforms do not need any power poles.&lt;br /&gt;
&lt;br /&gt;
=== Building restrictions ===&lt;br /&gt;
Some buildings can not be built on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be built in space. The main storage device is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] items can be built.&lt;br /&gt;
* [[Burner devices]] can&#039;t be built in space. According to [https://factorio.com/blog/post/fff-381 FFF-381], this is to add &amp;quot;a bit of realism as there&#039;s no atmosphere in space&amp;quot;.&lt;br /&gt;
* Advanced buildings that require certain surface conditions can&#039;t be built on the platform, such as the [[biochamber]] and [[biolab]]s. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Electric poles can be built, but the global electric network covering the entire platform powers all devices. As such, electric poles are only useful as a way to [[circuit network|wire together]] distant entities.&lt;br /&gt;
&lt;br /&gt;
== Transport between planets and space platforms ==&lt;br /&gt;
&lt;br /&gt;
To transport players and items between a planet&#039;s surface and a space platform, the space platform must be stationed in orbit around the planet.&lt;br /&gt;
&lt;br /&gt;
Items are delivered up to a platform by launching a [[rocket]] from a [[rocket silo]]. This can be done in one of three ways:&lt;br /&gt;
* Filling the rocket manually or using by inserters, then manually sending the rocket towards the space platform by using the rocket silo&#039;s menu. This method allows sending rockets with several different types of items inside the same rocket, but can not be automated.&lt;br /&gt;
* Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method.&lt;br /&gt;
* Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows [[logistic robot]]s to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket.&lt;br /&gt;
&lt;br /&gt;
The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets.&lt;br /&gt;
&lt;br /&gt;
Items can be sent to a planet orbited by a space platform in one of two ways:&lt;br /&gt;
* Manually moving items into the platform hub&#039;s orbital drop slots.&lt;br /&gt;
* Assigning logistic requests to a planet&#039;s [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
The items will then be carried to the planet&#039;s surface by [[cargo pod]]s. If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad&#039;s inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet&#039;s spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied.&lt;br /&gt;
&lt;br /&gt;
Unlike transfers from a planet&#039;s surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod.&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
Player characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod.&lt;br /&gt;
&lt;br /&gt;
One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets.&lt;br /&gt;
&lt;br /&gt;
Characters aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player&#039;s inventory while in this state.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Space platforms with one or more [[thruster]]s are able to perform voyages between different space locations, such as planets. The more thrusters that are installed on a platform, the faster the platform can get to its destination, but this also causes asteroids to appear faster and threaten the platform. When the thrusters are stopped while in mid-destination, the platform will slowly move toward the destination it&#039;s closer to via gravitational pull.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Platform weight depends on how many [[space platform foundation]] tiles the platform has. Each tile of [[space platform foundation]] weighs 200kg or 0.2 tons. The [[space platform hub]] itself weighs 20 tons. Notably, extra [[cargo bay]]s do not increase the platform&#039;s weight (aside from requiring [[space platform foundation]] under them).&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
{{main|asteroids}}&lt;br /&gt;
&lt;br /&gt;
Space platforms regularly encounter [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
The smallest asteroids are called &amp;quot;chunks&amp;quot;. Chunks can be collected by [[asteroid collector]]s and processed into various raw materials by [[crusher]]s. Among other uses, it is possible to convert these materials into thruster fuel.&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. However, they cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be targeted by turrets, and can be broken into multiple smaller asteroids by reducing their &amp;quot;health&amp;quot; to 0. This is done repeatedly until they become chunks.&lt;br /&gt;
&lt;br /&gt;
During voyages, the number and relative velocity of asteroids increases proportionally to the platform&#039;s speed. It is therefore dangerous for a space platform to travel faster than it can destroy the asteroids that it will encounter. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear in stationary orbit around [[Nauvis]], thus providing a safe building environment free of larger asteroids that may damage the platform.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
* {{NavboxIconLink|Water}} can be obtained from {{NavboxIconLink|oxide asteroid chunk}}s via {{NavboxIconLink|oxide asteroid crushing}} and {{NavboxIconLink|ice melting}}.&lt;br /&gt;
* {{NavboxIconLink|Stone}} is not obtainable and must be brought up from planets.&lt;br /&gt;
* {{NavboxIconLink|Iron ore}} can be obtained from {{NavboxIconLink|metallic asteroid chunk}}s via {{NavboxIconLink|metallic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Copper ore}} can be obtained from {{NavboxIconLink|metallic asteroid chunk}}s via {{NavboxIconLink|advanced metallic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Coal}} can be obtained from {{NavboxIconLink|carbonic asteroid chunk}}s via {{NavboxIconLink|coal synthesis}} by using {{NavboxIconLink|carbon}} and {{NavboxIconLink|sulfur}} from {{NavboxIconLink|advanced carbonic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Crude oil}} is not obtainable. However:&lt;br /&gt;
** {{NavboxIconLink|Sulfur}} can be obtained via {{NavboxIconLink|advanced carbonic asteroid crushing}}. &lt;br /&gt;
** {{NavboxIconLink|Heavy oil}} can be obtained via {{NavboxIconLink|Simple coal liquefaction}} using {{NavboxIconLink|Calcite}} obtained from {{NavboxIconLink|advanced oxide asteroid crushing}}.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.23|&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Deletion of space platforms requires confirmation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nightvision&amp;diff=207123</id>
		<title>Nightvision</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nightvision&amp;diff=207123"/>
		<updated>2024-11-27T00:39:50Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: 2.0 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Nightvision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightvision&#039;&#039;&#039; is a kind of [[Equipment modules|equipment module]]. It can be used by placing it in the grid that opens by right clicking the armor.&lt;br /&gt;
&lt;br /&gt;
Having nightvision in the [[Modular armor|armor]] during the [[Game-day|night]] changes the standard vision at night to be brighter with a gray overlay that drains non-lit areas of color. Unlike other items such as exoskeletons or shields, equipping multiple night vision units has no effect. Nightvision turns off and requires no energy during the day time.&lt;br /&gt;
&lt;br /&gt;
Nightvision require a suit energy supply to function.  Unfortunately its complementary tech [[portable solar panel]] does not provide energy at night, and the Nightvision&#039;s internal buffer of 120 kJ will quickly drain in a few seconds. Getting initial use out of Nightvision requires charging a [[Personal battery|modular battery]] to stay online over night.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.22|&lt;br /&gt;
* Effect changed to look less orange.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Effect changed from grayscale to a more contrasty one.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power consumption increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power consumption increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Moved the night vision tint color into the night vision equipment prototype.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Show energy consumption in the tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Green color of night vision is less dense.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=207098</id>
		<title>Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=207098"/>
		<updated>2024-11-26T03:42:02Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Logistic robot}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistic robots&#039;&#039;&#039; are autonomous floating devices capable of transporting resources in a [[logistic network]]. They are one of two types of floating robotic devices, the other being [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
The basic movement speed of logistic robots is 0.05 tiles/tick (3 tiles per second) when they have enough power. When out of power, robots move at 20% of their current normal travel speed. This movement speed can be increased infinitely by the [[worker robot speed (research)]].&lt;br /&gt;
&lt;br /&gt;
Logistic robots have no means of defending themselves and do not run when they encounter enemies. Despite being a floating entity, ground units using melee are still capable of destroying them.&lt;br /&gt;
&lt;br /&gt;
By default, each robot can only carry one item. This limit can be increased up to four items by the [[worker robot cargo size (research)]]. Robots consume power per tile traveled, additionally to consuming power per second spent in the air. When they run out of power, they have to recharge at a [[roboport]], or a [[personal roboport]], depending on where the robots were originally placed. Alternatively, they can be mined out of the air by the player which restores their internal power buffer, allowing the player to redeploy them immediately.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; [[storage chest]]s, [[buffer chest]]s &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:logistic_robot_demo.gif|thumb|none|307px|Logistic robots moving [[iron plate]]s from an [[active provider chest]] to a [[storage chest]].]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Logistic robots consider the amount of robots currently traveling to roboports to charge before deciding which roboport to charge at.&lt;br /&gt;
* Logistic robots can be assigned multiple tasks instead of only being given new ones after completing their current task.&lt;br /&gt;
* Logistic robots attempt to always charge at a roboport closer to their final destination&lt;br /&gt;
* Logistic bots now appear red in the map view robot overview if they have an assigned task involving the player (delivery or trash).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* Logistic robots now prefer items at the end of the inventory and ignore inventory limits.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Logistic robots no longer extract from chests belonging to other forces.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Improved the AI of the logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Logistic robots will not insert items that would exceed the requested count.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Logistic robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
* Logistic robots now need a [[flying robot frame]] to craft.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Increased stack size of robots from 16 to 32.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Power of the logistic robot speed upgrade technology has been increased. (25% of basic speed cumulative.)&lt;br /&gt;
* Removed the limit of one logistic robot order per tick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Logistic robots try not to mix different items in storage chests, if possible.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Player can directly request supplies from logistic robots.&lt;br /&gt;
* New Graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Technologies added to increase the stats of the logistic robot.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=207096</id>
		<title>Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=207096"/>
		<updated>2024-11-26T03:16:31Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Logistic robot}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistic robots&#039;&#039;&#039; are autonomous floating devices capable of transporting resources in a [[logistic network]]. They are one of two types of floating robotic devices, the other being [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
The basic movement speed of logistic robots is 0.05 tiles/tick (3 tiles per second) when they have enough power. When out of power, robots move at 20% of their current normal travel speed. This movement speed can be increased infinitely by the [[worker robot speed (research)]].&lt;br /&gt;
&lt;br /&gt;
Logistic robots have no means of defending themselves and do not run when they encounter enemies. Despite being a floating entity, ground units using melee are still capable of destroying them.&lt;br /&gt;
&lt;br /&gt;
By default, each robot can only carry one item. This limit can be increased up to four items by the [[worker robot cargo size (research)]]. Robots consume power per tile traveled, additionally to consuming power per second spent in the air. When they run out of power, they have to recharge at a [[roboport]], or a [[personal roboport]], depending on where the robots were originally placed. Alternatively, they can be mined out of the air by the player which restores their internal power buffer, allowing the player to redeploy them immediately.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; [[storage chest]]s, [[buffer chest]]s &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
* The filter that can be set on the storage chest is respected even if items that are actively being pushed to the network can not be stored anywhere else.&lt;br /&gt;
* If a logistic robot carrying an item is unable to deliver its cargo (e.g. if the player moves out of range), it will drop its cargo in a storage chest before moving to other tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:logistic_robot_demo.gif|thumb|none|307px|Logistic robots moving [[iron plate]]s from an [[active provider chest]] to a [[storage chest]].]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Logistic robots consider the amount of robots currently traveling to roboports to charge before deciding which roboport to charge at.&lt;br /&gt;
* Logistic robots can be assigned multiple tasks instead of only being given new ones after completing their current task.&lt;br /&gt;
* Logistic robots attempt to always charge at a roboport closer to their final destination&lt;br /&gt;
* When the robot overview is enabled in the map view, logistic bots now appear red if they have an assigned task&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added warning for situation when robots don&#039;t have storage place to put items in the logistics network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.27|&lt;br /&gt;
* Logistic robots now prefer items at the end of the inventory and ignore inventory limits.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Logistic robots no longer extract from chests belonging to other forces.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.2|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Improved the AI of the logistic robots.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Logistic robots will not insert items that would exceed the requested count.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Logistic robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
* Logistic robots now need a [[flying robot frame]] to craft.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.5|&lt;br /&gt;
* Increased stack size of robots from 16 to 32.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Power of the logistic robot speed upgrade technology has been increased. (25% of basic speed cumulative.)&lt;br /&gt;
* Removed the limit of one logistic robot order per tick.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Logistic robots try not to mix different items in storage chests, if possible.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Player can directly request supplies from logistic robots.&lt;br /&gt;
* New Graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Technologies added to increase the stats of the logistic robot.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Alerts&amp;diff=207095</id>
		<title>Alerts</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Alerts&amp;diff=207095"/>
		<updated>2024-11-26T03:08:39Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:steel_furnace_warning_icon.gif|right]]&#039;&#039;&#039;Alerts&#039;&#039;&#039; show small triangle icons on the right of the [[quickbar]] and play a sound unless muted. Warning icons are shown directly on a given entity. Alerts globally inform the player of the status of the factory, including missing construction material or entities being destroyed, warning icons show the status of a given entity, such as low power or ammunition.&lt;br /&gt;
&lt;br /&gt;
Alerts last between 5 and 30 seconds depending on the type, see the table below. Alerts can be clicked to show the position of the entity which caused the alert on the map. Hovering over an alert enlarges the associated alert icons on the map and shows arrows on the screen edges that point to the positions of the entities that caused the alert.&lt;br /&gt;
&lt;br /&gt;
== Configuration of alerts ==&lt;br /&gt;
Alerts can be turned on and off, and muted/unmuted using the /alerts command in the [[console]]. This command does not disable achievements. The syntax is &lt;br /&gt;
 /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Available alert types are: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair_packs, turret_fire, no_storage, train_out_of_fuel, fluid_mixing and custom.&lt;br /&gt;
&lt;br /&gt;
Custom alerts are alerts that are displayed using the [[programmable speaker]].&lt;br /&gt;
&lt;br /&gt;
== List of alerts ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alert !! Type !! Description !! Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Danger-icon.png|64px]] || entity_under_attack || X objects are being damaged. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Destroyed-icon.png|64px]] || entity_destroyed || X objects were destroyed. || 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:No-building-material-icon.png|64px]] || no_material_for_construction&amp;lt;br&amp;gt;fluid_mixing || X objects are missing the material for construction.&amp;lt;br&amp;gt;X objects can&#039;t be constructed due to fluid mixing. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:No-storage-space-icon.png|64px]] || no_storage || Not enough logistic network storage space available. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Not-enough-construction-robots-icon.png|64px]] || not_enough_construction_robots || X objects are missing construction robots. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Not-enough-repair-packs-icon.png|64px]] || not_enough_repair_packs || X objects are missing repair packs. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warning-icon.png|64px]] || turret_fire || X turrets are engaged with the enemy. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel-icon-red.png|64px]] || train_out_of_fuel || Train out of fuel. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of warning icons ==&lt;br /&gt;
&amp;lt;!-- The new icons I&#039;ve added... I can&#039;t tell - at this time - which is a warning and which is a temporarily alert. If you know which is which, please correct it. It is tricky making some of these happen on purpose in-game. --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ammo-icon-red.png|64px]] || This turret is missing ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electricity-icon-red.png|64px]] || This object is low on power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electricity-icon-unplugged.png|64px]] || This power-consumer is not connected to a power-generator/this power-generator is not connected to a power-consuming object.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel-icon-red.png|64px]] || This object is missing fuel.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Logistic-delivery.png|64px]] || This object is missing the material for construction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Recharge-icon.png|64px]] || This object&#039;s internal energy buffer is low.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Too-far-from-roboport-icon.png|64px]] || This logistic chest is outside the reach of a roboport.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asteroid-collector-path-blocked-icon.png|64px]] || This asteroid collector&#039;s range is blocked, and the arms cannot reach for asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:destination-full-icon.png|64px]] || The destination is full of resources, making the offload impossible.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:endangered-by-lightning.png|64px]] || The building is under threat by a lightning storm on [[Fulgora]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:endangered-by-lightning-red.png|64px]] || The building is under severe threat by a lightning storm on Fulgora.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fluid-icon-red.png|64px]] || This building needs a fluid.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:food-icon-red.png|64px]] || This [[captive biter spawner]] building needs [[bioflux]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nutrients-icon-red.png|64px]] || This [[biochamber]]{{SA}} building needs nutrients.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:frozen-icon.png|64px]] || This building is frozen on [[Aquilo]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-path-icon.png|64px]] || No path available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-platform-storage-space-icon.png|64px]] || There is no space available on the [[space platform]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-roboport-storage-space-icon.png|64px]] || This roboport has no space available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pipeline-disabled-icon.png|64px]] || This pipeline is disabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:resources-depleted-icon.png|64px]] || Resources are deleted in the building&#039;s area.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:unclaimed-cargo-icon.png|64px]] || The cargo is unclaimed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Disabled the [[turret]] shooting alert by default.&lt;br /&gt;
* Added a new alert for construction and logistic [[robots]] that can&#039;t find free space in a [[roboport]].&lt;br /&gt;
* Added a new alert for trains failing to pathfind to their target.&lt;br /&gt;
* Added a new alert for turrets running out of [[ammunition]]. It only sounds once right when the ammo is used up.&lt;br /&gt;
* Alert gui now shows an interactive list of recent alerts. ([https://factorio.com/blog/post/fff-400 Friday Facts #400])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Alerts&amp;diff=207094</id>
		<title>Alerts</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Alerts&amp;diff=207094"/>
		<updated>2024-11-26T02:56:55Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:steel_furnace_warning_icon.gif|right]]&#039;&#039;&#039;Alerts&#039;&#039;&#039; show small triangle icons on the right of the [[quickbar]] and play a sound unless muted. Warning icons are shown directly on a given entity. Alerts globally inform the player of the status of the factory, including missing construction material or entities being destroyed, warning icons show the status of a given entity, such as low power or ammunition.&lt;br /&gt;
&lt;br /&gt;
Alerts last between 5 and 30 seconds depending on the type, see the table below. Alerts can be clicked to show the position of the entity which caused the alert on the map. Hovering over an alert enlarges the associated alert icons on the map and shows arrows on the screen edges that point to the positions of the entities that caused the alert.&lt;br /&gt;
&lt;br /&gt;
== Configuration of alerts ==&lt;br /&gt;
Alerts can be turned on and off, and muted/unmuted using the /alerts command in the [[console]]. This command does not disable achievements. The syntax is &lt;br /&gt;
 /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Available alert types are: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair_packs, turret_fire, no_storage, train_out_of_fuel, fluid_mixing and custom.&lt;br /&gt;
&lt;br /&gt;
Custom alerts are alerts that are displayed using the [[programmable speaker]].&lt;br /&gt;
&lt;br /&gt;
== List of alerts ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alert !! Type !! Description !! Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Danger-icon.png|64px]] || entity_under_attack || X objects are being damaged. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Destroyed-icon.png|64px]] || entity_destroyed || X objects were destroyed. || 30 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:No-building-material-icon.png|64px]] || no_material_for_construction&amp;lt;br&amp;gt;fluid_mixing || X objects are missing the material for construction.&amp;lt;br&amp;gt;X objects can&#039;t be constructed due to fluid mixing. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:No-storage-space-icon.png|64px]] || no_storage || Not enough logistic network storage space available. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Not-enough-construction-robots-icon.png|64px]] || not_enough_construction_robots || X objects are missing construction robots. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Not-enough-repair-packs-icon.png|64px]] || not_enough_repair_packs || X objects are missing repair packs. || 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warning-icon.png|64px]] || turret_fire || X turrets are engaged with the enemy. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel-icon-red.png|64px]] || train_out_of_fuel || Train out of fuel. || 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of warning icons ==&lt;br /&gt;
&amp;lt;!-- The new icons I&#039;ve added... I can&#039;t tell - at this time - which is a warning and which is a temporarily alert. If you know which is which, please correct it. It is tricky making some of these happen on purpose in-game. --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ammo-icon-red.png|64px]] || This turret is missing ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electricity-icon-red.png|64px]] || This object is low on power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electricity-icon-unplugged.png|64px]] || This power-consumer is not connected to a power-generator/this power-generator is not connected to a power-consuming object.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel-icon-red.png|64px]] || This object is missing fuel.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Logistic-delivery.png|64px]] || This object is missing the material for construction.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Recharge-icon.png|64px]] || This object&#039;s internal energy buffer is low.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Too-far-from-roboport-icon.png|64px]] || This logistic chest is outside the reach of a roboport.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:asteroid-collector-path-blocked-icon.png|64px]] || This asteroid collector&#039;s range is blocked, and the arms cannot reach for asteroids.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:destination-full-icon.png|64px]] || The destination is full of resources, making the offload impossible.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:endangered-by-lightning.png|64px]] || The building is under threat by a lightning storm on [[Fulgora]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:endangered-by-lightning-red.png|64px]] || The building is under severe threat by a lightning storm on Fulgora.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:fluid-icon-red.png|64px]] || This building needs a fluid.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:food-icon-red.png|64px]] || This [[captive biter spawner]] building needs [[bioflux]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:nutrients-icon-red.png|64px]] || This [[biochamber]]{{SA}} building needs nutrients.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:frozen-icon.png|64px]] || This building is frozen on [[Aquilo]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-path-icon.png|64px]] || No path available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-platform-storage-space-icon.png|64px]] || There is no space available on the [[space platform]]{{SA}}.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:no-roboport-storage-space-icon.png|64px]] || This roboport has no space available.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pipeline-disabled-icon.png|64px]] || This pipeline is disabled.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:resources-depleted-icon.png|64px]] || Resources are deleted in the building&#039;s area.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:unclaimed-cargo-icon.png|64px]] || The cargo is unclaimed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Disabled the turret shooting alert by default.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Weapons&amp;diff=207093</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Weapons&amp;diff=207093"/>
		<updated>2024-11-26T02:53:17Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Disambiguation}}&lt;br /&gt;
&lt;br /&gt;
Weapons are used to kill enemies and to damage or destroy buildings and environmental features like trees. You can cycle between weapons by pressing the the {{Keybinding|C}} key. Below is a list of player-equipable weapons currently in Factorio.&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Pistol}}&lt;br /&gt;
* {{imagelink|Submachine gun}}&lt;br /&gt;
* {{imagelink|Shotgun}}&lt;br /&gt;
* {{imagelink|Combat shotgun}}&lt;br /&gt;
* {{imagelink|Flamethrower}}&lt;br /&gt;
* {{imagelink|Rocket launcher}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== {{SA}}[[Space Age]] weapons ===&lt;br /&gt;
&lt;br /&gt;
* {{imagelink|Tesla gun}}{{SA}}&lt;br /&gt;
* {{imagelink|Railgun}}{{SA}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Default control key for Next weapon changed from {{Keybinding|Tab}} to {{Keybinding|C}}.&lt;br /&gt;
* Default control key for Shoot selected changed from {{Keybinding|C}} to {{Keybinding|Shift+Space}}.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Distractor_capsule&amp;diff=207092</id>
		<title>Distractor capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Distractor_capsule&amp;diff=207092"/>
		<updated>2024-11-26T02:51:02Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
A capsule which, when used by right-clicking, will spawn three Distractor robots at the players cursor. &lt;br /&gt;
Distractors have infinite laser energy and will hold their general position, attacking any [[enemies]] that come within range, until they are destroyed or their lifespans elapse. The shooting speed of the distractors is increased by the [[laser shooting speed (research)]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Distractor robots can be useful for providing temporary defense for weak or undefended areas during Biter attacks. They are also very useful for drawing the fire of enemy worms while attacking Biter bases. Simply fire one or more Distractor capsules into the midst of enemy worms and, as long as they have not already targeted the player, the worms will prioritize killing the Distractors.&lt;br /&gt;
=== Count limit ===&lt;br /&gt;
Since the distractor robot is stationary, it is unaffected by and does not count toward the [[Follower robot count (research)|follower robot count]] limit imposed on other combat robots or towards the [[minions (achievement)]]. The number of concurrently spawned distractors is limited only by their lifespan, number of distractor capsules carried, and delay in spawning.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Doubled the health from 90 to 180&lt;br /&gt;
* Doubled the life time from 45s to 90s.&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Damaged increased from 2.5 to 3.5.&lt;br /&gt;
* Lifespan increased from 30 to 45 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Destroyer_capsule&amp;diff=207091</id>
		<title>Destroyer capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Destroyer_capsule&amp;diff=207091"/>
		<updated>2024-11-26T02:50:29Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Destroyer capsule}}&lt;br /&gt;
&lt;br /&gt;
[[Destroyer capsule]]s are advanced and expensive capsules that, when thrown with the right mouse button, spawn five powerful Destroyer robots.&lt;br /&gt;
The Destroyer robots have infinite electrical energy and will follow the player, attacking any [[enemies]] that come within range, until they run out of health or their lifespans elapse.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|minions}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Follower robots will only loosely follow the player and are subject to inertia. This allows the player to &#039;swing&#039; packs of defender/destroyer robots into enemy bases to damage enemy structures with less risk to himself. Launching [[distractor capsule]]s into the enemy base beforehand, as well as using the speed of the [[car]] or [[exoskeleton]] can further reduce damage to the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Destroyer-usage.gif|frame|none|Destroyers being spawned and following the player.]]&lt;br /&gt;
&lt;br /&gt;
== Count limit ==&lt;br /&gt;
The maximum number of active Destroyer robots is limited by the [[follower robot count (research)]]. While using follower robots, the number of robots in use will be visible in an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Robot-Count.png]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased base damage from 10 to 20.&lt;br /&gt;
* Increased range from 15 to 20.&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.9|&lt;br /&gt;
* Graphics changes}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Distractor_capsule&amp;diff=207090</id>
		<title>Distractor capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Distractor_capsule&amp;diff=207090"/>
		<updated>2024-11-26T02:49:04Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Distractor capsule}}&lt;br /&gt;
&lt;br /&gt;
A capsule which, when used by left-clicking, will spawn three Distractor robots at the players cursor. &lt;br /&gt;
Distractors have infinite laser energy and will hold their general position, attacking any [[enemies]] that come within range, until they are destroyed or their lifespans elapse. The shooting speed of the distractors is increased by the [[laser shooting speed (research)]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Distractor robots can be useful for providing temporary defense for weak or undefended areas during Biter attacks. They are also very useful for drawing the fire of enemy worms while attacking Biter bases. Simply fire one or more Distractor capsules into the midst of enemy worms and, as long as they have not already targeted the player, the worms will prioritize killing the Distractors.&lt;br /&gt;
=== Count limit ===&lt;br /&gt;
Since the distractor robot is stationary, it is unaffected by and does not count toward the [[Follower robot count (research)|follower robot count]] limit imposed on other combat robots or towards the [[minions (achievement)]]. The number of concurrently spawned distractors is limited only by their lifespan, number of distractor capsules carried, and delay in spawning.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Doubled the health from 90 to 180&lt;br /&gt;
* Doubled the life time from 45s to 90s.&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Damaged increased from 2.5 to 3.5.&lt;br /&gt;
* Lifespan increased from 30 to 45 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Defender_capsule&amp;diff=207089</id>
		<title>Defender capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Defender_capsule&amp;diff=207089"/>
		<updated>2024-11-26T02:48:19Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Defender capsule}}&lt;br /&gt;
&lt;br /&gt;
A basic capsule which, when used, will spawn a single defender robot. &lt;br /&gt;
The defender has infinite ammunition and will follow the player, attacking any [[enemies]] that come within range, until it is destroyed or its lifespan elapses.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|minions}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Follower robots will only loosely follow the player and are subject to inertia. This allows the player to &#039;swing&#039; packs of follower robots into enemy bases to damage enemy structures with less risk to himself. Launching [[distractor capsule]]s into the enemy base, as well as using the speed of the [[car]] or [[exoskeleton]] can further reduce damage to the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Defender-usage.gif|frame|none|Defender being spawned and following the player.]]&lt;br /&gt;
&lt;br /&gt;
== Count Limit ==&lt;br /&gt;
The maximum number of active Defender robots is limited by the [[follower robot count (research)|follower robot count]] research. While using follower robots, the number of robots in-use will be visible on an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.&lt;br /&gt;
&lt;br /&gt;
[[File:Robot-Count.png]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.46|&lt;br /&gt;
* Defender robots no longer require flying robot frames in their recipe.&lt;br /&gt;
* Defender robot damage increased from 5 to 8.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Defender capsule recipe now requires flying robot frames.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Increased the lifespan of defender robot from 30 to 45 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Slowdown_capsule&amp;diff=207088</id>
		<title>Slowdown capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Slowdown_capsule&amp;diff=207088"/>
		<updated>2024-11-26T02:47:56Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Slowdown capsule}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;slowdown capsule&#039;&#039;&#039; is a basic capsule that, when thrown, will slow down all [[Enemies|enemy]] movement within a wide radius of where it landed. Slowdown effect reduces movement speed by 75% for 30 seconds. Vehicles, [[Player|players]] and friendly forces are not affected.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.36|&lt;br /&gt;
* Slowdown capsules slowdown factor increased from 50% to 75%.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Increased the effect range of the slowdown capsule from 7 to 9.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Slow down capsule effect time increased from 20 to 30 seconds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Poison capsule]]&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=207087</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=207087"/>
		<updated>2024-11-26T02:47:25Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;poison capsule&#039;&#039;&#039; is a basic capsule that creates a large, long-lasting cloud of at the target area, dealing 8 poison damage twice a second, totaling to 320 [[Damage|poison damage]] over 20s. The damage from multiple poison capsules can stack. This is one of the most effective ways of removing [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
Poison capsules can be used to effectively kill [[Enemies|worms]] as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 3 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm&#039;s spitting range. Since [[Enemies#Nests|spawners]] are not affected by poison damage, poison capsules are useless against them.&lt;br /&gt;
&lt;br /&gt;
Poison capsules do not harm the player&#039;s structures, robots or vehicles, but do harm players themselves unless they are in a vehicle. Poison capsules are particularly effective when deployed from the [[tank]], as the tank can park inside a cloud of poison to lure enemies to their death.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.7|&lt;br /&gt;
* New visuals for poison capsule effect.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Tooltips are now generated automatically for some items, including capsules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Green coral is now affected by the poison capsule. This is controlled by the &amp;quot;breaths-air&amp;quot; entity flag.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Poison capsules can now damage [[Enemies|worms]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Capsules can be used in god mode. ([[player]] without character)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capsule is less expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_turret&amp;diff=207086</id>
		<title>Artillery turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_turret&amp;diff=207086"/>
		<updated>2024-11-26T02:46:40Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Artillery turret}}&lt;br /&gt;
The &#039;&#039;&#039;artillery turret&#039;&#039;&#039; is a super-long-range static defense structure added in game version 0.16. It fires [[Artillery shell|artillery shells]], relatively slow-moving projectiles that explore chunks of terrain they travel across. The turret has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy spawners and any type of worm with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage.&lt;br /&gt;
&lt;br /&gt;
The [[Artillery wagon|artillery wagon]] is essentially the same weapon, only mounted on a train car and therefore mobile.&lt;br /&gt;
&lt;br /&gt;
[[Inserters]] can insert and remove artillery shells from artillery turrets. This allows chaining multiple turrets together with inserters, each inserter taking shells, as needed, from one turret and placing it into the next.&lt;br /&gt;
&lt;br /&gt;
The artillery turret can be connected to the [[circuit network]] to read its current ammunition and/or enable it on a condition. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Artillery turrets have a massive range, outranging other fixed fortifications by a factor of 10 or more. There are no special limits on how many may be built or where and, being ammunition-based, these turrets do not require electric power to operate.&lt;br /&gt;
&lt;br /&gt;
In automatic mode, they function much the same as other turrets, automatically scanning for valid targets within range and firing on them. Automatic mode can only target [[Military units and structures|enemy structures]] (spawners and worms), not mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally.&lt;br /&gt;
&lt;br /&gt;
In manual mode, an [[artillery targeting remote]] is used to point-and-click anywhere in the world, map, or zoomed-in map; each click corresponds to one shell delivered to that location, so long as any working artillery turrets and / or wagons are in range. Targeting remotes show the number of fire-ready (loaded and, for wagons, stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they travel across (but no surrounding chunks).&lt;br /&gt;
&lt;br /&gt;
Range in automatic mode is 224 tiles (7 chunks); in manual mode, 560 tiles (17.5 chunks). Infinite [[Artillery shell range (research)|research]] is available to increase range, at +30% of base range per level, applied to both automatic and manual range.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aside from the considerable expense of research and assembly for both turrets and shells, there are certain considerations that make a base defense based purely on these turrets unwise, despite their phenomenal range.&lt;br /&gt;
&lt;br /&gt;
Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the turret emplacement, regardless of their normal &amp;quot;aggro radius&amp;quot;. Artillery turrets are relatively slow-firing, although infinite [[Artillery shell shooting speed (research)|research]] is available to improve firing speed, at +100% per level, affecting both stationary turrets and wagons and applying to both automatic and manual mode. They also cannot target mobile units in automatic mode. Importantly, artillery has a &#039;&#039;minimum&#039;&#039; range as well, which is 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Together, these limitations mean that an artillery turret needs to be defended by other means. Any conventional approach such as walls, gun, laser, and / or flamethrower turrets, or the personal intervention of the player will do. However, players should keep in mind that extensive shelling of large biter-infested areas will produce massive attack waves centered on the position of the artillery piece at time of firing, and should plan close-range defenses accordingly.&lt;br /&gt;
&lt;br /&gt;
Logistic considerations are also important, as artillery shells have a stack size of 1, meaning any-size container can only hold a modest supply and an inserter will only ever move a single shell at a time. Players may wish to consider on-site assembly for permanent and semi-permanent emplacements. The turret itself can hold 15 shells, and the wagon version can hold a full 100, providing a buffer of some size when continuous supply is not available.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=236px heights=162px&amp;gt;&lt;br /&gt;
File:artillery_turret_firing_anim.gif|Animation of the turret seeking a target, then firing.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them&lt;br /&gt;
* Doubled the damage of artillery.&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
* [[Artillery shell]]&lt;br /&gt;
* [[Artillery targeting remote]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Grenade&amp;diff=207085</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Grenade&amp;diff=207085"/>
		<updated>2024-11-26T02:45:29Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Grenade}}&lt;br /&gt;
A basic explosive weapon that is throw-able within a short distance, dealing damage in a small area of effect. Its damage can be increased with [[stronger explosives (research)|research]]. They can also be used as an ingredient to craft the more powerful [[cluster grenade]]. The grenade&#039;s decent blast radius allows it to quickly clear out dense areas of structures or [[tree]]s, and its low cost makes it ideal for quick early-game deforestation.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Default &amp;quot;use item&amp;quot; control changed from {{keybinding|left click}} to {{keybinding|right click}}.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Is now used to craft [[cluster grenade]]s.&lt;br /&gt;
* Number of concurrent grenade sounds limited.&lt;br /&gt;
* Renamed from Basic Grenade to Grenade.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Increased area of effect by 30%.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Damage increased from 10 to 25.}} &lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
* [[Cluster grenade]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=207081</id>
		<title>Nuclear fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=207081"/>
		<updated>2024-11-25T17:02:24Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Nuclear fuel}}&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is a type of [[fuel]]. It has the highest energy density and vehicle bonuses of all the fuel types, providing an acceleration modifier of 250% (compared to [[Rocket fuel|rocket fuel]]&#039;s 180%). The vehicle top speed modifier (115%) is the same as for rocket fuel.&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is made from rocket fuel and [[uranium-235]], one of each to produce one unit of nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
Compared to rocket fuel, nuclear fuel not only gives a higher acceleration bonus, but also has more than twelve times the energy output per item. Despite its smaller Rocket capacity (10 vs 100), this gives nuclear fuel an advantage in Space Age when moving energy from a planet to a platform. However, due to the much smaller stack size (1 vs 20), it is less space-efficient. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fuel value of 1.21 GJ is a reference to the &#039;&#039;[[Wikipedia:Back to the Future (franchise)|Back to the Future]]&#039;&#039; franchise, in which the DeLorean uses a nuclear reaction to generate &amp;quot;1.21 Jigawatts&amp;quot; of electricity. Ironically, Emmett Brown specifically refutes the idea that the DeLorean uses nuclear fuel; the energy of the reaction is used to power the flux capacitor that allows time travel, and in &#039;&#039;Part III&#039;&#039; he specifies the DeLorean&#039;s internal combustion engine has always run on ordinary gasoline.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=207079</id>
		<title>Low density structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=207079"/>
		<updated>2024-11-25T16:38:48Z</updated>

		<summary type="html">&lt;p&gt;Regnizegre: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Low density structure}}&lt;br /&gt;
Used in the production of modular armor &amp;amp; equipment, [[utility science pack]]s, and orbital rockets.&lt;br /&gt;
&lt;br /&gt;
== Rocket ==&lt;br /&gt;
In the base game, 10 low density structures are required for each [[rocket part]], so 1000 low density structures are required for each completed rocket launch. Additionally 100 low density structures are required for each [[satellite]].&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
In Space Age, 1 low density structure is required for each rocket part, so 50 low density structures are required for each completed rocket launch.&lt;br /&gt;
&lt;br /&gt;
Also, Space Age introduces [[Low density structure productivity (research)]] that adds a productivity bonus to any production of this item.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Increased low density structure stack size from 10 to 50.&lt;br /&gt;
* Low density structure crafting time reduced from 20 to 15.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar. (was 10x Steel Plate + 5x Copper Plate + 5x Plastic bar)&lt;br /&gt;
* Low density structure crafting time reduced from 30 to 20.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Required in recipes for some high tier equipment, such as: Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.12.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* Rocket components:&lt;br /&gt;
** [[Processing unit]]&lt;br /&gt;
** [[Rocket fuel]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>Regnizegre</name></author>
	</entry>
</feed>